NGUI自适应分辨率,黑边自动填充, 无黑边,等比例缩放

原地址:http://www.unity蛮牛.com/thread-15145-1-1.html

为了优化,不重叠图片 

1,给背景添加一个UIstretch, .将style选择最后一个FitInternalKeepingRatio,    将Intial Size设置为你当前屏幕的大小 


2,再在背景下创建四个边的背景, 然后各自选择他们的Pivot , 上边图选择居下,下边图选择居上,左图边选择居右,右边图选择居左。 

 然后把下面这个脚本绑定到背景上,传上参数, 

using UnityEngine;
using System.Collections;
 
 
public class FillBackGround : MonoBehaviour {
 
 
    
    public UISprite backGround;
    public UIStretch upBG;
    public UIStretch downBG;
    public UIStretch leftBG;
    public UIStretch rightBG;
    private float _bgWidth;
    private float _bgHeight;
// Use this for initialization
void Start () {
 
 
         //获取背景的宽和高
        _bgWidth = backGround.width;
        _bgHeight = backGround.height;
 
 
         //填充背景上边
        upBG.transform.localPosition = new Vector3(0, _bgHeight/2,0);
        upBG.relativeSize.y=0.5f;
        upBG.borderPadding.y = _bgHeight / 2;
          
 
 
         //填充背景下边
        downBG.transform.localPosition = new Vector3(0, -_bgHeight / 2, 0);
        downBG.relativeSize.y = 0.5f;
        downBG.borderPadding.y = _bgHeight / 2;
 
 
         //填充背景左边
        leftBG.transform.localPosition = new Vector3(-_bgWidth / 2, 0, 0);
        leftBG.relativeSize.x = 0.5F;
        leftBG.borderPadding.x = _bgWidth / 2;
       
 
 
         //填充背景右边
        rightBG.transform.localPosition = new Vector3(_bgWidth / 2, 0, 0);
        rightBG.relativeSize.x = 0.5F;
        rightBG.borderPadding.x = _bgWidth / 2;
          
}
    
// Update is called once per frame
 
 
}
原文地址:https://www.cnblogs.com/123ing/p/3713102.html