Commit a4e1c2ca authored by hex's avatar hex

Adjust UI

parent 6798e693
...@@ -117,87 +117,87 @@ public class CardDescription : Servant ...@@ -117,87 +117,87 @@ public class CardDescription : Servant
public override void applyShowArrangement() public override void applyShowArrangement()
{ {
// if (gameObject != null) if (gameObject != null)
// {
// underSprite.height = Screen.height + 4;
// int offset = 0;
// // 暴力适配 ios 刘海屏
// if (Screen.safeArea.x > 0)
// {
// offset = (global::System.Object)Screen.width switch
// {
// 1366 => 52,
// 1600 => 63,
// 1920 => 70,
// 2560 => 110,
// _ => 66,
// };
// }
// // 计算目标世界坐标
// Vector3 showPosition = Program.camera_main_2d.ScreenToWorldPoint(
// new Vector3(offset, Screen.height / 2, 0)
// );
// // 执行显示动画
// gameObject.transform.DOMove(showPosition, 1.2f).SetEase(Ease.OutCubic);
// resizer.gameObject.GetComponent<BoxCollider>().enabled = true;
// }
if (gameObject == null)
{ {
return; underSprite.height = Screen.height + 4;
} int offset = 0;
// 暴力适配 ios 刘海屏
if (Screen.safeArea.x > 0)
{
offset = (global::System.Object)Screen.width switch
{
1366 => 52,
1600 => 63,
1920 => 70,
2560 => 110,
_ => 66,
};
}
// 计算目标世界坐标
Vector3 showPosition = Program.camera_main_2d.ScreenToWorldPoint(
new Vector3(offset, Screen.height / 2, 0)
);
// 执行显示动画
gameObject.transform.DOMove(showPosition, 1.2f).SetEase(Ease.OutCubic);
// --- 1. 获取安全区域 --- resizer.gameObject.GetComponent<BoxCollider>().enabled = true;
Rect safeArea = Screen.safeArea; }
// if (gameObject == null)
// {
// return;
// }
// --- 2. 核心逻辑:根据屏幕边缘进行对称布局 --- // // --- 1. 获取安全区域 ---
// Rect safeArea = Screen.safeArea;
// 步骤 A: 计算面板的【最终高度】。 // // --- 2. 核心逻辑:根据屏幕边缘进行对称布局 ---
// 高度 = (屏幕总高度 - 顶部要求的间距 - 底部要求的间距)
// 两个间距都等于 safeArea.y
float newHeight = Screen.height - (safeArea.y * 2);
// 增加一个健壮性保护,防止在极端屏幕比例下高度过小或为负。 // // 步骤 A: 计算面板的【最终高度】。
// 这里的最小值可以根据您的UI设计微调。 // // 高度 = (屏幕总高度 - 顶部要求的间距 - 底部要求的间距)
newHeight = Mathf.Max(300, newHeight); // // 两个间距都等于 safeArea.y
// float newHeight = Screen.height - (safeArea.y * 2);
// 步骤 B: 将计算出的新高度应用到背景 Sprite 上。 // // 增加一个健壮性保护,防止在极端屏幕比例下高度过小或为负。
underSprite.height = (int)newHeight; // // 这里的最小值可以根据您的UI设计微调。
// newHeight = Mathf.Max(300, newHeight);
// // 步骤 B: 将计算出的新高度应用到背景 Sprite 上。
// underSprite.height = (int)newHeight;
// --- 3. 定位这个尺寸调整好的面板 ---
// 步骤 C: 【保留】原有的X轴偏移逻辑,以适配刘海屏 // // --- 3. 定位这个尺寸调整好的面板 ---
int offset = 0;
if (Screen.safeArea.x > 0)
{
offset = (global::System.Object)Screen.width switch
{
1366 => 52,
1600 => 63,
1920 => 70,
2560 => 110,
_ => 66,
};
}
float targetScreenX = offset; // 目标X坐标使用原有的offset
// 步骤 D: 计算【最终的中心点Y坐标】。
// 目标:让面板的【底部】正好落在 safeArea.y 上。
// 因此,中心点Y = 底部Y位置 + (高度的一半)
// 注意:这里使用 underSprite.height,因为它已经是整数,可以避免浮点误差。
float targetScreenY = safeArea.y + (underSprite.height / 2f);
// --- 4. 执行动画 ---
// 使用计算出的新坐标来确定最终的世界坐标
Vector3 showPosition = Program.camera_main_2d.ScreenToWorldPoint(
new Vector3(targetScreenX, targetScreenY, 0)
);
gameObject.transform.DOMove(showPosition, 1.2f).SetEase(Ease.OutCubic);
// 启用碰撞器 // // 步骤 C: 【保留】原有的X轴偏移逻辑,以适配刘海屏
resizer.gameObject.GetComponent<BoxCollider>().enabled = true; // int offset = 0;
// if (Screen.safeArea.x > 0)
// {
// offset = (global::System.Object)Screen.width switch
// {
// 1366 => 52,
// 1600 => 63,
// 1920 => 70,
// 2560 => 110,
// _ => 66,
// };
// }
// float targetScreenX = offset; // 目标X坐标使用原有的offset
// // 步骤 D: 计算【最终的中心点Y坐标】。
// // 目标:让面板的【底部】正好落在 safeArea.y 上。
// // 因此,中心点Y = 底部Y位置 + (高度的一半)
// // 注意:这里使用 underSprite.height,因为它已经是整数,可以避免浮点误差。
// float targetScreenY = safeArea.y + (underSprite.height / 2f);
// // --- 4. 执行动画 ---
// // 使用计算出的新坐标来确定最终的世界坐标
// Vector3 showPosition = Program.camera_main_2d.ScreenToWorldPoint(
// new Vector3(targetScreenX, targetScreenY, 0)
// );
// gameObject.transform.DOMove(showPosition, 1.2f).SetEase(Ease.OutCubic);
// // 启用碰撞器
// resizer.gameObject.GetComponent<BoxCollider>().enabled = true;
} }
public void read() public void read()
......
...@@ -1032,13 +1032,15 @@ public class Program : MonoBehaviour ...@@ -1032,13 +1032,15 @@ public class Program : MonoBehaviour
// 4. 计算视图的起始X坐标 (像素单位) // 4. 计算视图的起始X坐标 (像素单位)
// 视图的左边缘 = 目标中心点 - 视图宽度的一半 // 视图的左边缘 = 目标中心点 - 视图宽度的一半
float viewX_pixels = targetCenterX_pixels - (viewWidth_pixels / 2f); float viewX_pixels = targetCenterX_pixels - (viewWidth_pixels / 2f);
// 基于安全区域计算目标屏幕坐标,让 finalViewport 往下移一点
float verticalOffset = safeArea.height * 0.02f;
// 5. 将计算出的像素坐标转换为标准化的 Rect(0-1范围) // 5. 将计算出的像素坐标转换为标准化的 Rect(0-1范围)
Rect finalViewport = new Rect( Rect finalViewport = new Rect(
viewX_pixels / Screen.width + fixedRightOffset, // 整理向右偏移一点点 viewX_pixels / Screen.width + fixedRightOffset, // 整理向右偏移一点点
safeArea.y / Screen.height, // Y和Height直接使用安全区的值,往上一点点给 toolbar 位置 (safeArea.y - verticalOffset) / Screen.height, // Y和Height直接使用安全区的值
viewWidth_pixels / Screen.width, viewWidth_pixels / Screen.width,
safeArea.height / Screen.height (safeArea.height + verticalOffset) / Screen.height
); );
// 6. 应用到所有相关的3D相机 // 6. 应用到所有相关的3D相机
......
...@@ -106,9 +106,8 @@ public class Servant ...@@ -106,9 +106,8 @@ public class Servant
// 1. 获取安全区域 // 1. 获取安全区域
Rect safeArea = Screen.safeArea; Rect safeArea = Screen.safeArea;
// 2. 基于安全区域计算目标屏幕坐标 // 2. 基于安全区域计算目标屏幕坐标,让 toolbar 往下移一点
// float verticalOffset = safeArea.height * 0.03f; float verticalOffset = safeArea.height * 0.02f;
float verticalOffset = safeArea.height * 0.01f;
float targetScreenX = Screen.width - RightToScreen; float targetScreenX = Screen.width - RightToScreen;
float targetScreenY = safeArea.y + buttomToScreen - verticalOffset; float targetScreenY = safeArea.y + buttomToScreen - verticalOffset;
......
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m_SearchFilter: m_SearchFilter:
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m_ClassNames: [] m_ClassNames: []
m_AssetLabels: [] m_AssetLabels: []
m_AssetBundleNames: [] m_AssetBundleNames: []
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m_SearchArea: 1 m_SearchArea: 1
m_Folders: m_Folders:
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m_StartGridSize: 64 m_StartGridSize: 64
m_LastFolders: m_LastFolders:
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m_LastProjectPath: /Users/hexzhou/Workplace/ygopro2_unity2021 m_LastProjectPath: /Users/hexzhou/Workplace/ygopro2_unity2021
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m_SearchString: m_SearchString:
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m_CreateAssetUtility: m_CreateAssetUtility:
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......
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