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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
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using UnityEngine;
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public static class ScreenUtility
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{
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public static Camera camera;
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public static float Left
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{
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get
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{
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if (camera)
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return camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
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if (Camera.main)
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return Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
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return 0.0f;
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}
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}
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public static float Right
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{
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get
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{
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if (camera)
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return camera.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
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if (Camera.main)
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return Camera.main.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
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return 0.0f;
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}
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}
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public static float Top
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{
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get
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{
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if (camera)
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return camera.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
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if (Camera.main)
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return Camera.main.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
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return 0.0f;
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}
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}
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public static float Bottom
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{
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get
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{
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if (camera)
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return camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
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if (Camera.main)
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return Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
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return 0.0f;
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}
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}
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public static Vector3 Center
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{
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get
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{
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if (camera)
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return camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));
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if (Camera.main)
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return Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));
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return Vector3.zero;
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}
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}
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public static bool ScreenContainsPoint(Vector3 worldPosition)
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{
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return Camera.main.rect.Contains(Camera.main.WorldToViewportPoint(worldPosition));
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}
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public static void ConstrainCamera(Camera camera, Bounds bounds)
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{
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float left = camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
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float right = camera.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
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float top = camera.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
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float bottom = camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
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if (top > bounds.max.y)
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{
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float topDiff = bounds.max.y - top;
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camera.transform.position += new Vector3(0, topDiff, 0);
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}
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else if (bottom < bounds.min.y)
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{
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float botDiff = bounds.min.y - bottom;
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camera.transform.position += new Vector3(0, botDiff, 0);
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}
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if (right > bounds.max.x)
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{
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float rightDiff = bounds.max.x - right;
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camera.transform.position += new Vector3(rightDiff, 0, 0);
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}
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else if (left < bounds.min.x)
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{
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float leftDiff = bounds.min.x - left;
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camera.transform.position += new Vector3(leftDiff, 0, 0);
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}
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}
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}
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