Add horizontal camera scaling for devices
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@@ -8,11 +8,24 @@ namespace AppleHillsCamera
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/// </summary>
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public class ScreenReferenceMarker : MonoBehaviour
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{
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[Header("Horizontal Reference")]
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[Tooltip("The target width that should match the screen width")]
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public float targetWidth = 10f;
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public enum ScalingMode
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{
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Width,
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Height
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}
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[Header("Vertical References")]
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[Header("Scaling Mode")]
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[Tooltip("Whether to scale the camera based on width or height")]
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public ScalingMode scalingMode = ScalingMode.Width;
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[Header("Reference Dimensions")]
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[Tooltip("The target width that should match the screen width (used when scaling by width)")]
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public float targetWidth = 10f;
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[Tooltip("The target height that should match the screen height (used when scaling by height)")]
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public float targetHeight = 5f;
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[Header("Margins")]
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[Tooltip("Distance from top of screen to use for anchoring")]
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public float topMargin = 1f;
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@@ -49,20 +62,8 @@ namespace AppleHillsCamera
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Vector3 position = transform.position;
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// Draw the width reference
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Vector3 left = position + Vector3.left * (targetWidth / 2f);
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Vector3 right = position + Vector3.right * (targetWidth / 2f);
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Gizmos.DrawLine(left, right);
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// Draw vertical endpoints
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float endCapSize = 0.5f;
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Gizmos.DrawLine(left, left + Vector3.up * endCapSize);
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Gizmos.DrawLine(left, left + Vector3.down * endCapSize);
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Gizmos.DrawLine(right, right + Vector3.up * endCapSize);
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Gizmos.DrawLine(right, right + Vector3.down * endCapSize);
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// Calculate visual screen edges based on actual camera viewport
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float halfWidth = targetWidth / 2f;
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// Calculate visual screen edges based on scaling mode and actual camera viewport
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float halfWidth;
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float halfHeight;
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// Try to get camera references in the preferred order
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@@ -71,14 +72,37 @@ namespace AppleHillsCamera
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Camera mainCamera = Camera.main;
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if (mainCamera != null && mainCamera.orthographic)
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{
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// Use the main camera's actual orthographic size for the height
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halfHeight = mainCamera.orthographicSize;
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if (scalingMode == ScalingMode.Width)
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{
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// When scaling by width, the width is fixed and height varies
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halfWidth = targetWidth / 2f;
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// Use the main camera's actual orthographic size for the height
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halfHeight = mainCamera.orthographicSize;
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}
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else // ScalingMode.Height
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{
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// When scaling by height, the height is fixed and width varies
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halfHeight = targetHeight / 2f;
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// Calculate width based on camera's aspect ratio
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float screenAspect = (float)Screen.width / Screen.height;
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halfWidth = halfHeight * screenAspect;
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}
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}
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else
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{
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// 2. Use Game/Simulator window resolution
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float gameViewAspect = (float)Screen.height / Screen.width;
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halfHeight = halfWidth * gameViewAspect;
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if (scalingMode == ScalingMode.Width)
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{
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halfWidth = targetWidth / 2f;
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halfHeight = halfWidth * gameViewAspect;
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}
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else // ScalingMode.Height
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{
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halfHeight = targetHeight / 2f;
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halfWidth = halfHeight / gameViewAspect;
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}
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// 3. Fallback to the scene view camera if needed
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UnityEditor.SceneView sceneView = UnityEditor.SceneView.lastActiveSceneView;
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@@ -86,10 +110,49 @@ namespace AppleHillsCamera
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{
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// Use the scene view camera's aspect ratio instead
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float sceneAspect = sceneView.camera.pixelHeight / (float)sceneView.camera.pixelWidth;
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halfHeight = halfWidth * sceneAspect;
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if (scalingMode == ScalingMode.Width)
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{
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halfHeight = halfWidth * sceneAspect;
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}
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else // ScalingMode.Height
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{
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float sceneAspectInv = sceneView.camera.pixelWidth / (float)sceneView.camera.pixelHeight;
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halfWidth = halfHeight * sceneAspectInv;
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}
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}
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}
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// Draw the reference dimension indicator based on scaling mode
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if (scalingMode == ScalingMode.Width)
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{
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// Draw the width reference (horizontal line)
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Vector3 left = position + Vector3.left * halfWidth;
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Vector3 right = position + Vector3.right * halfWidth;
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Gizmos.DrawLine(left, right);
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// Draw vertical endpoints
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float endCapSize = 0.5f;
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Gizmos.DrawLine(left, left + Vector3.up * endCapSize);
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Gizmos.DrawLine(left, left + Vector3.down * endCapSize);
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Gizmos.DrawLine(right, right + Vector3.up * endCapSize);
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Gizmos.DrawLine(right, right + Vector3.down * endCapSize);
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}
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else // ScalingMode.Height
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{
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// Draw the height reference (vertical line)
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Vector3 top = position + Vector3.up * halfHeight;
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Vector3 bottom = position + Vector3.down * halfHeight;
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Gizmos.DrawLine(top, bottom);
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// Draw horizontal endpoints
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float endCapSize = 0.5f;
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Gizmos.DrawLine(top, top + Vector3.left * endCapSize);
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Gizmos.DrawLine(top, top + Vector3.right * endCapSize);
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Gizmos.DrawLine(bottom, bottom + Vector3.left * endCapSize);
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Gizmos.DrawLine(bottom, bottom + Vector3.right * endCapSize);
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}
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// Screen edge positions
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Vector3 topEdge = position + Vector3.up * halfHeight;
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Vector3 bottomEdge = position + Vector3.down * halfHeight;
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