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UGUI之UI粒子特效自适应缩放

来源:二三娱乐

usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

publicclassUIParticleScale : MonoBehaviour {

privateList scaleDatas =null;

voidAwake()

{

scaleDatas =newList();

foreach( ParticleSystem pintransform.GetComponentsInChildren(true)){

scaleDatas.Add(newScaleData(){transform = p.transform,beginScale = p.transform.localScale});

}

}

voidStart ()

{

floatdesignWidth = 1136;//开发时分辨率宽

floatdesignHeight = 640;//开发时分辨率高

floatdesignScale  =   designWidth/designHeight;

floatscaleRate  =   (float)Screen.width/(float)Screen.height;

foreach(ScaleData scaleinscaleDatas)

{

if(scale.transform !=null){

if(scaleRate

{

floatscaleFactor = scaleRate / designScale;

scale.transform.localScale = scale.beginScale * scaleFactor;

}else{

scale.transform.localScale  = scale.beginScale;

}

}

}

}

#if UNITY_EDITOR

voidUpdate () {

Start();//Editor下修改屏幕的大小实时预览缩放效果

}

#endif

classScaleData

{

publicTransform transform;

publicVector3 beginScale = Vector3.one;

}

}

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