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CrowdControl/Assets/Feel/MMTools/Tools/MMCamera/MMCameraAspectRatio.cs

95 lines
2.7 KiB
C#

3 months ago
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace MoreMountains.Tools
{
[RequireComponent(typeof(Camera))]
/// <summary>
/// Forces an aspect ratio on a camera
/// </summary>
[AddComponentMenu("More Mountains/Tools/Camera/MMCameraAspectRatio")]
public class MMCameraAspectRatio : MonoBehaviour
{
public enum Modes { Fixed, ScreenRatio }
[Header("Camera")]
/// the camera to change the aspect ratio on
[Tooltip("the camera to change the aspect ratio on")]
public Camera TargetCamera;
/// the mode of choice, fixed will force a specified ratio, while ScreenRatio will adapt the camera's aspect to the current screen ratio
[Tooltip("the mode of choice, fixed will force a specified ratio, while ScreenRatio will adapt the camera's aspect to the current screen ratio")]
public Modes Mode = Modes.Fixed;
/// in fixed mode, the ratio to apply to the camera
[Tooltip("in fixed mode, the ratio to apply to the camera")]
[MMEnumCondition("Mode", (int)Modes.Fixed)]
public Vector2 FixedAspectRatio = Vector2.zero;
[Header("Automation")]
/// whether or not to apply the ratio automatically on Start
[Tooltip("whether or not to apply the ratio automatically on Start")]
public bool ApplyAspectRatioOnStart = true;
/// whether or not to apply the ratio automatically on enable
[Tooltip("whether or not to apply the ratio automatically on enable")]
public bool ApplyAspectRatioOnEnable = false;
[Header("Debug")]
[MMInspectorButton("ApplyAspectRatio")]
public bool ApplyAspectRatioButton;
protected float _defaultAspect = 16f / 9f;
/// <summary>
/// On enable we apply our aspect ratio if needed
/// </summary>
protected virtual void OnEnable()
{
if (ApplyAspectRatioOnEnable) { ApplyAspectRatio(); }
}
/// <summary>
/// On start we apply our aspect ratio if needed
/// </summary>
protected virtual void Start()
{
if (ApplyAspectRatioOnStart) { ApplyAspectRatio(); }
}
/// <summary>
/// Applies the specified aspect ratio
/// </summary>
public virtual void ApplyAspectRatio()
{
if (TargetCamera == null)
{
return;
}
float newAspectRatio = _defaultAspect;
float ratioX = 1f;
float ratioY = 1f;
switch (Mode)
{
case Modes.Fixed:
ratioX = FixedAspectRatio.x;
ratioY = FixedAspectRatio.y;
break;
case Modes.ScreenRatio:
#if UNITY_EDITOR
string[] res = UnityStats.screenRes.Split('x');
ratioX = int.Parse(res[0]);
ratioY = int.Parse(res[1]);
#else
ratioX = Screen.width;
ratioY = Screen.height;
#endif
break;
}
newAspectRatio = ratioY != 0f ? ratioX / ratioY : _defaultAspect;
TargetCamera.aspect = newAspectRatio;
}
}
}