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[Unity] 複数の端末の解像度に対応させる2 - GUITexutreの表示を解像度と非依存にする ref: http://qiita.com/nutti/items/f4e0d4241480345a2b10
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#pragma strict | |
var aspectRatioCtrl : Fixed_Aspect_Ratio = null; // 解像度固定スクリプト | |
var x : float = 0.0f; // 表示位置(X座標) | |
var y : float = 0.0f; // 表示位置(Y座標) | |
var width : float = 1.0f; // 横幅 | |
var height : float = 1.0f; // 縦幅 | |
function Update() | |
{ | |
var texture : GUITexture; | |
texture = GetComponent(GUITexture); | |
// GUITextureと同じGameObjectに本コンポーネントが存在している必要がある | |
if (!texture) { return; } | |
// 解像度固定スクリプトにより制御された解像度 | |
if (aspectRatioCtrl) { | |
var rect : Rect; | |
rect = aspectRatioCtrl.camRect; | |
texture.pixelInset.x = (x * rect.width) * Screen.width; | |
texture.pixelInset.y = (y * rect.height) * Screen.height; | |
texture.pixelInset.width = width * rect.width * Screen.width; | |
texture.pixelInset.height = height * rect.height * Screen.height; | |
} | |
// デフォルトの解像度 | |
else{ | |
texture.pixelInset.x = x * Screen.width; | |
texture.pixelInset.y = y * Screen.height; | |
texture.pixelInset.width = width * Screen.width; | |
texture.pixelInset.height = height * Screen.height; | |
} | |
} |
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