using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum AnchorPreSet
{
MIDDLE,
TOP,
BUTTOM,
}
[System.Serializable]
public class UIAdapt{
public AnchorPreSet uiPosition;
public Transform transform;
[Header("移动距离要大于等于零")]
public float moveDistance = 100;
public bool enableAdaptHeight = false;
public float adaptHeight;
}
public class UIAutoFix : MonoBehaviour
{
public List<UIAdapt> UIAdaptList;
private float devHeigth = 1920;
private float devWidgth = 1080;
public void Awake()
{
if(UIAdaptList == null || UIAdaptList.Count <= 0)
{
return;
}
if(Screen.height / (float)Screen.width > (devHeigth / devWidgth) && Screen.height != 1334 && Screen.width != 750)
{
foreach(UIAdapt uiAdpat in UIAdaptList)
{
AnchorPreSet uiPosition = uiAdpat.uiPosition;
switch (uiPosition)
{
case AnchorPreSet.TOP:
uiAdpat.transform.position -= Vector3.up * uiAdpat.moveDistance;
break;
case AnchorPreSet.MIDDLE:
if(uiAdpat.transform.localPosition.y > 0)
{
uiAdpat.transform.position += Vector3.up * uiAdpat.moveDistance;
}else if(uiAdpat.transform.localPosition.y < 0)
{
uiAdpat.transform.localPosition -= Vector3.up * uiAdpat.moveDistance;
}
break;
case AnchorPreSet.BUTTOM:
uiAdpat.transform.position -= Vector3.up * uiAdpat.moveDistance;
break;
}
if (uiAdpat.enableAdaptHeight)
{
RectTransform rect = uiAdpat.transform.gameObject.GetComponent<RectTransform>();
rect.sizeDelta = new Vector2(rect.sizeDelta.x, rect.sizeDelta.y + uiAdpat.adaptHeight);
}
}
}
}
}