Unity 图片原比例适应父物体大小
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class X_RectAutoSize : MonoBehaviour
{
//原始尺寸
private Vector2 olSize;
//缩放后的尺寸
private Vector2 size;
//原始尺寸宽高比
private float al;
private RectTransform self;
public bool lockHeight;
public bool lockPos= true;
internal float parentHeight;
public float heightBoder;
void Update()
{
self = GetComponent<RectTransform>();
if (!lockHeight)
{
parentHeight = self.parent.GetComponent<RectTransform>().rect.size.y - heightBoder;
}
self.GetComponent<Image>().SetNativeSize();
olSize = self.sizeDelta;
al = olSize.x / olSize.y;
size = new Vector2(parentHeight * al, parentHeight);
self.sizeDelta = size;
if (lockPos)
{
self.anchoredPosition = Vector2.zero;
}
}
}
原文地址:https://www.cnblogs.com/lovewaits/p/8276242.html
不过这个写法中的图片尺寸是以父物体高度为基准来进行缩放的,所以下边的版本中做了一点点小小的修改,以图片较长的一条边为基准来进行缩放
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class X_RectAutoSize : MonoBehaviour
{
//原始尺寸
private Vector2 olSize;
//缩放后的尺寸
private Vector2 size;
//原始尺寸宽高比
private float al;
private RectTransform self;
public bool lockPos = true;
internal float ReferHeight;
internal float ReferWidth;
private Vector2 parentSize;
public float FrameThickness;
void Update()
{
SetWidthHight();
}
//设置宽高
public void SetWidthHight()
{
self = GetComponent<RectTransform>();
parentSize = self.parent.GetComponent<RectTransform>().rect.size;
ReferHeight = parentSize.y - FrameThickness;
ReferWidth = parentSize.x - FrameThickness;
self.GetComponent<Image>().SetNativeSize();
olSize = self.sizeDelta;
al = olSize.x / olSize.y;
if (olSize.x < olSize.y)
size = new Vector2(ReferHeight * al, ReferHeight);
else
size = new Vector2(ReferWidth, ReferWidth / al);
self.sizeDelta = size;
if (lockPos)
self.anchoredPosition = Vector2.zero;
}
}