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