屏幕在统一2D游戏中出现问题

时间:2014-04-15 10:46:57

标签: android unity3d 2d

我开发了一个统一的二维游戏。首先,我在网络播放器上运行游戏,我的屏幕从两端切割。现在我正在创建android apk。然后在Android设备上它也从两端切割。我们使用自由宽高比。我不太了解屏幕尺寸。那么如何克服这个问题呢?

CameraFollow.cs脚本 -

using UnityEngine;
using System.Collections;

public class CameraFollow : MonoBehaviour 
{
    public float xMargin = 1f;      // Distance in the x axis the player can move before the camera follows.
    public float yMargin = 1f;      // Distance in the y axis the player can move before the camera follows.
    public float xSmooth = 8f;      // How smoothly the camera catches up with it's target movement in the x axis.
    public float ySmooth = 8f;      // How smoothly the camera catches up with it's target movement in the y axis.
    public Vector2 maxXAndY;        // The maximum x and y coordinates the camera can have.
    public Vector2 minXAndY;        // The minimum x and y coordinates the camera can have.


    private Transform player;       // Reference to the player's transform.


    void Awake ()
    {
        // Setting up the reference.
        player = GameObject.FindGameObjectWithTag("Player").transform;
        //camera.orthographicSize = 640 / screenwidth * screenheight / 2;
    }


    bool CheckXMargin()
    {
        // Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
        return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
    }


    bool CheckYMargin()
    {
        // Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
        return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
    }


    void FixedUpdate ()
    {
        TrackPlayer();
    }


    void TrackPlayer ()
    {
        // By default the target x and y coordinates of the camera are it's current x and y coordinates.
        float targetX = transform.position.x;
        float targetY = transform.position.y;

        // If the player has moved beyond the x margin...
        if(CheckXMargin())
            // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
            targetX = Mathf.Lerp(transform.position.x, player.position.x, xSmooth * Time.deltaTime);

        // If the player has moved beyond the y margin...
        if(CheckYMargin())
            // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
            targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);

        // The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
        targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
        targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);

        // Set the camera's position to the target position with the same z component.
        transform.position = new Vector3(targetX, targetY, transform.position.z);
    }
}

2 个答案:

答案 0 :(得分:1)

由于您正在制作2D游戏,我认为您使用的是正交相机。与透视相机不同,正交相机在屏幕上显示的内容越多,分辨率越高。

您需要将orthogonal size规范化为所需的分辨率:

 camera.orthographicSize = 640/screenwidth * screenheight/2

在上面的代码中,正交尺寸被标准化为640像素宽度。 (Link

答案 1 :(得分:0)

免费Aspect只是当前的游戏视图。这并不反映最终产品中会出现的情况。我建议使用其中一个预设比例,或者如果你最近使用Unity3d,你可以添加自己的自定义分辨率。

因此,如果您在垂直时设计手机(以GS4为例),您可以将其设置为1080x1920。这样可以更好地表达您在设备上看到的内容。