using Core.Utilities;
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using DG.Tweening;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ViewPortAdj : Singleton<ViewPortAdj>
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{
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/// <summary>
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/// Cached camera component
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/// </summary>
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public UnityEngine.Camera cachedCamera { get; private set; }
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public UnityEngine.Camera backGroundCamera { get; private set; }
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public bool bAdjViewPort = false;
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public void DOShakePosition(){
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cachedCamera.DOShakePosition(0.25f, 1.5f, 4);
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backGroundCamera.DOShakePosition(0.25f, 1.5f, 4);
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}
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public void adjViewportRect()
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{
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//float wscale = 1080f/Screen.width;
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//// River: 动态的处理ViewPortRect.
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//float vpscale = (1920f / wscale / Screen.height);
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//Rect vpRect = new Rect();
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//vpRect.x = 0.0f;
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//vpRect.y = (1.0f - vpscale) / 2.0f;
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//vpRect.width = 1f;
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//vpRect.height = vpscale;
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//cachedCamera.rect = vpRect;
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//bAdjViewPort = true;
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}
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protected override void Awake()
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{
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base.Awake();
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cachedCamera = GetComponent<UnityEngine.Camera>();
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backGroundCamera = GameObject.Find("BackCamera").GetComponent<UnityEngine.Camera>();
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}
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// Start is called before the first frame update
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void Start()
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{
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// 初始化的时候调整视口就OK了.
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this.adjViewportRect();
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}
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// Update is called once per frame
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void Update()
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{
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this.adjViewportRect();
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Application.targetFrameRate = 60;
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}
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}
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