mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
8d571f6443
* Editor: mostly PoC icon effects * slightly more responsive selection * resizeable window game camera still doesn't letterbox properly, will need a bit more work * letterbox both in editor and in fullscreen * restore camera rects when returning to editor
294 lines
No EOL
12 KiB
C#
294 lines
No EOL
12 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using AutoLetterbox;
|
|
|
|
namespace AutoLetterbox
|
|
{
|
|
/* ForceCameraRatio.cs
|
|
*
|
|
* Forces the assigned Cameras to a given Aspect Ratio by Letterboxing them horizontally or vertically
|
|
*
|
|
* 2015
|
|
* Written by Tom Elliott */
|
|
|
|
// A class for tracking individual Cameras and their Viewports
|
|
[System.Serializable]
|
|
public class CameraRatio
|
|
{
|
|
public enum CameraAnchor
|
|
{
|
|
Center,
|
|
Top,
|
|
Bottom,
|
|
Left,
|
|
Right,
|
|
TopLeft,
|
|
TopRight,
|
|
BottomLeft,
|
|
BottomRight
|
|
}
|
|
|
|
[Tooltip("The Camera assigned to have an automatically calculated Viewport Ratio")]
|
|
public Camera camera;
|
|
[Tooltip("When a Camera Viewport is shrunk to fit a ratio, it will anchor the new Viewport Rectangle at the given point (relative to the original, unshrunk Viewport)")]
|
|
public CameraAnchor anchor = CameraAnchor.Center;
|
|
|
|
[HideInInspector]
|
|
public Vector2 vectorAnchor;
|
|
private Rect originViewPort;
|
|
|
|
public CameraRatio (Camera _camera, Vector2 _anchor) {
|
|
camera = _camera;
|
|
vectorAnchor = _anchor;
|
|
originViewPort = camera.rect;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the Camera's current Viewport as the viewport measurements to fill on resizing
|
|
/// </summary>
|
|
public void ResetOriginViewport () {
|
|
originViewPort = camera.rect;
|
|
SetAnchorBasedOnEnum(anchor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the Anchor for this Camera when it is resized based on a given enum description
|
|
/// </summary>
|
|
/// <param name="_anchor"></param>
|
|
public void SetAnchorBasedOnEnum (CameraAnchor _anchor) {
|
|
switch (_anchor) {
|
|
case CameraAnchor.Center:
|
|
vectorAnchor = new Vector2(0.5f, 0.5f);
|
|
break;
|
|
case CameraAnchor.Top:
|
|
vectorAnchor = new Vector2(0.5f, 1f);
|
|
break;
|
|
case CameraAnchor.Bottom:
|
|
vectorAnchor = new Vector2(0.5f, 0f);
|
|
break;
|
|
case CameraAnchor.Left:
|
|
vectorAnchor = new Vector2(0f, 0.5f);
|
|
break;
|
|
case CameraAnchor.Right:
|
|
vectorAnchor = new Vector2(1f, 0.5f);
|
|
break;
|
|
case CameraAnchor.TopLeft:
|
|
vectorAnchor = new Vector2(0f, 1f);
|
|
break;
|
|
case CameraAnchor.TopRight:
|
|
vectorAnchor = new Vector2(1f, 1f);
|
|
break;
|
|
case CameraAnchor.BottomLeft:
|
|
vectorAnchor = new Vector2(0f, 0f);
|
|
break;
|
|
case CameraAnchor.BottomRight:
|
|
vectorAnchor = new Vector2(1f, 0f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces a camera to render at a given ratio
|
|
/// Creates a letter box effect if the new viewport does not match the current Window ratio
|
|
/// </summary>
|
|
/// <param name="_targetAspect"></param>
|
|
/// <param name="_currentAspect"></param>
|
|
public void CalculateAndSetCameraRatio (float _width, float _height, bool _horizontalLetterbox) {
|
|
|
|
Rect localViewPort = new Rect();
|
|
|
|
// Force the viewport to a width and height accurate to the target ratio
|
|
if (_horizontalLetterbox) { // current aspect is wider than target aspect so shorten down height of the viewport
|
|
localViewPort.height = _height;
|
|
localViewPort.width = 1;
|
|
|
|
} else { // current aspect is taller than target aspect so thin down width of the viewport
|
|
localViewPort.height = 1f;
|
|
localViewPort.width = _width;
|
|
}
|
|
|
|
// Resize and position the viewport to fit in it's original position on screen (adhering to a given anchor point)
|
|
Rect screenViewPortHorizontal = new Rect();
|
|
Rect screenViewPortVertical = new Rect();
|
|
|
|
// Calculate both a horizontally and vertically resized viewport
|
|
screenViewPortHorizontal.width = originViewPort.width;
|
|
screenViewPortHorizontal.height = originViewPort.width * (localViewPort.height / localViewPort.width);
|
|
screenViewPortHorizontal.x = originViewPort.x;
|
|
screenViewPortHorizontal.y = Mathf.Lerp(originViewPort.y, originViewPort.y + (originViewPort.height - screenViewPortHorizontal.height), vectorAnchor.y);
|
|
|
|
screenViewPortVertical.width = originViewPort.height * (localViewPort.width / localViewPort.height);
|
|
screenViewPortVertical.height = originViewPort.height;
|
|
screenViewPortVertical.x = Mathf.Lerp(originViewPort.x, originViewPort.x + (originViewPort.width - screenViewPortVertical.width), vectorAnchor.x);
|
|
screenViewPortVertical.y = originViewPort.y;
|
|
|
|
// Use the best fitting of the two
|
|
if (screenViewPortHorizontal.height >= screenViewPortVertical.height && screenViewPortHorizontal.width >= screenViewPortVertical.width) {
|
|
if (screenViewPortHorizontal.height <= originViewPort.height && screenViewPortHorizontal.width <= originViewPort.width) {
|
|
camera.rect = screenViewPortHorizontal;
|
|
} else {
|
|
camera.rect = screenViewPortVertical;
|
|
}
|
|
} else {
|
|
if (screenViewPortVertical.height <= originViewPort.height && screenViewPortVertical.width <= originViewPort.width) {
|
|
camera.rect = screenViewPortVertical;
|
|
} else {
|
|
camera.rect = screenViewPortHorizontal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// A class for tracking all cameras in a scene
|
|
[System.Serializable]
|
|
public class ForceCameraRatio : MonoBehaviour
|
|
{
|
|
public Vector2 ratio = new Vector2(16, 9);
|
|
public bool forceRatioOnAwake = true;
|
|
public bool listenForWindowChanges = true;
|
|
public bool createCameraForLetterBoxRendering = true;
|
|
public bool findCamerasAutomatically = true;
|
|
public Color letterBoxCameraColor = new Color(0, 0, 0, 1);
|
|
|
|
public List<CameraRatio> cameras;
|
|
|
|
public Camera letterBoxCamera;
|
|
|
|
private void Start () {
|
|
// If no cameras have been assigned in editor, search for cameras in the scene
|
|
if (findCamerasAutomatically) {
|
|
FindAllCamerasInScene();
|
|
} else if (cameras == null || cameras.Count == 0) {
|
|
cameras = new List<CameraRatio>();
|
|
}
|
|
|
|
ValidateCameraArray();
|
|
|
|
// Set the origin viewport space for each Camera
|
|
for (int i = 0; i < cameras.Count; i++) {
|
|
cameras[i].ResetOriginViewport();
|
|
}
|
|
|
|
// If requested, a Camera will be generated that renders a letter box Color
|
|
if (createCameraForLetterBoxRendering) {
|
|
letterBoxCamera = new GameObject().AddComponent<Camera>();
|
|
letterBoxCamera.backgroundColor = letterBoxCameraColor;
|
|
letterBoxCamera.cullingMask = 0;
|
|
letterBoxCamera.depth = -100;
|
|
letterBoxCamera.farClipPlane = 1;
|
|
letterBoxCamera.useOcclusionCulling = false;
|
|
letterBoxCamera.allowHDR = false;
|
|
letterBoxCamera.clearFlags = CameraClearFlags.Color;
|
|
letterBoxCamera.name = "Letter Box Camera";
|
|
|
|
for (int i = 0; i < cameras.Count; i++) {
|
|
if (cameras[i].camera.depth == -100) {
|
|
Debug.LogError(cameras[i].camera.name + " has a depth of -100 and may conflict with the Letter Box Camera in Forced Camera Ratio!");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (forceRatioOnAwake) {
|
|
CalculateAndSetAllCameraRatios();
|
|
}
|
|
}
|
|
|
|
private void Update () {
|
|
if (listenForWindowChanges) {
|
|
// Recalculate the viewport size if the window size has changed
|
|
CalculateAndSetAllCameraRatios();
|
|
if (letterBoxCamera != null) {
|
|
letterBoxCamera.backgroundColor = letterBoxCameraColor;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the container class for a Camera and it's ratio by the _camera it contains
|
|
/// Returns null if the given _camera is not being tracked
|
|
/// </summary>
|
|
/// <param name="_camera"></param>
|
|
/// <returns></returns>
|
|
private CameraRatio GetCameraRatioByCamera (Camera _camera) {
|
|
if (cameras == null) {
|
|
return null;
|
|
}
|
|
|
|
for (int i = 0; i < cameras.Count; i++) {
|
|
if (cameras[i] != null && cameras[i].camera == _camera) {
|
|
return cameras[i];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes any null elements from the CameraRatio Array
|
|
/// </summary>
|
|
private void ValidateCameraArray() {
|
|
for (int i = cameras.Count - 1; i >= 0; i--) {
|
|
if (cameras[i].camera == null) {
|
|
cameras.RemoveAt(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Populates the tracked Camera Array with every Camera currently in the scene
|
|
/// </summary>
|
|
public void FindAllCamerasInScene () {
|
|
Camera[] allCameras = FindObjectsOfType<Camera>();
|
|
cameras = new List<CameraRatio>();
|
|
|
|
for (int i = 0; i < allCameras.Length; i++) {
|
|
if ((createCameraForLetterBoxRendering || allCameras[i] != letterBoxCamera)) { // Ignore the Custom LetterBox Camera
|
|
cameras.Add(new CameraRatio(allCameras[i], new Vector2(0.5f, 0.5f)));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loops through all cameras in scene (or that have been set in editor)
|
|
/// Forces each camera to render at a given ratio
|
|
/// Creates a letter box effect if the new viewport does not match the current Window ratio
|
|
/// </summary>
|
|
public void CalculateAndSetAllCameraRatios () {
|
|
float targetAspect = ratio.x / ratio.y;
|
|
float currentAspect = ((float)Screen.width) / ((float)Screen.height);
|
|
|
|
bool horizontalLetterbox = false;
|
|
float fullWidth = targetAspect / currentAspect;
|
|
float fullHeight = currentAspect / targetAspect;
|
|
|
|
if (currentAspect > targetAspect) {
|
|
horizontalLetterbox = false;
|
|
}
|
|
|
|
for (int i = 0; i < cameras.Count; i++) {
|
|
cameras[i].SetAnchorBasedOnEnum(cameras[i].anchor);
|
|
cameras[i].CalculateAndSetCameraRatio(fullWidth, fullHeight, horizontalLetterbox);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the anchor for a given Camera
|
|
/// </summary>
|
|
/// <param name="_camera"></param>
|
|
/// <param name="_anchor"></param>
|
|
public void SetCameraAnchor (Camera _camera, Vector2 _anchor) {
|
|
CameraRatio camera = GetCameraRatioByCamera(_camera);
|
|
if (camera != null) {
|
|
camera.vectorAnchor = _anchor;
|
|
}
|
|
}
|
|
|
|
public CameraRatio[] GetCameras () {
|
|
if (cameras == null) {
|
|
cameras = new List<CameraRatio>();
|
|
}
|
|
return cameras.ToArray();
|
|
}
|
|
}
|
|
} |