Unity 2-D 游戏中的屏幕裁剪问题 [英] Screen cropped issue in unity 2-D game
问题描述
我统一开发了一款 2D 游戏.首先,我在网络播放器上运行游戏,我的屏幕从两端切割.现在我正在从中创建android apk.然后在 android 设备上它也从两端切割.我们正在使用自由纵横比.我不太了解屏幕尺寸.那么如何克服这个问题呢?
I developed one 2-D game in unity. First I have run game on web player my screen is cutting from both ends. Now I am creating android apk from it. Then on android devices its also cutting from both ends. We are using free aspect ratio. I dont know much about screen size. So how to overcome from this problem?
CameraFollow.cs 脚本-
CameraFollow.cs script-
using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour
{
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
private Transform player; // Reference to the player's transform.
void Awake ()
{
// Setting up the reference.
player = GameObject.FindGameObjectWithTag("Player").transform;
//camera.orthographicSize = 640 / screenwidth * screenheight / 2;
}
bool CheckXMargin()
{
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
}
bool CheckYMargin()
{
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
}
void FixedUpdate ()
{
TrackPlayer();
}
void TrackPlayer ()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX = transform.position.x;
float targetY = transform.position.y;
// If the player has moved beyond the x margin...
if(CheckXMargin())
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
targetX = Mathf.Lerp(transform.position.x, player.position.x, xSmooth * Time.deltaTime);
// If the player has moved beyond the y margin...
if(CheckYMargin())
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);
// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
// Set the camera's position to the target position with the same z component.
transform.position = new Vector3(targetX, targetY, transform.position.z);
}
}
推荐答案
由于您正在制作 2D 游戏,因此我假设您使用的是正交相机.与透视相机不同,正交相机在分辨率越高的屏幕上显示的内容越多.
Since you are making a 2D game, I presume you are using the orthogonal camera. Unlike perspective camera, the orthogonal camera shows more stuff on the screen the bigger resolution you have.
您需要将正交尺寸标准化为所需的分辨率:
You need to normalize the orthogonal size to a wanted resolution:
camera.orthographicSize = 640/screenwidth * screenheight/2
在上面的代码中,正交尺寸被归一化为 640 像素宽度.(链接)
In the above code the orthogonal size is normalized to 640 pixel width. (Link)
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