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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
namespace GameplayIngredients.Actions
{
public class CycleResolutionsAction : ActionBase
{
public Text ButtonLabel;
private int resolution = 3;
class ResolutionComparer : IEqualityComparer<Resolution>
{
public bool Equals(Resolution r1, Resolution r2)
{
return r1.width == r2.width && r1.height == r2.height;
}
public int GetHashCode(Resolution obj) { return obj.width.GetHashCode() ^ obj.height.GetHashCode(); }
}
string getText(Resolution currentResolution)
{
#if !UNITY_EDITOR
if (currentResolution.width == 0 || currentResolution.height == 0)
{
Debug.LogError("The selected resolution is not available in the resolution list");
return "No resolution avaliable";
}
return string.Format("Resolution: {0}X{1}", currentResolution.width, currentResolution.height);
#else
return "No resolution switch in the editor";
#endif
}
Resolution[] availableResolutions;
bool IsAllowedAspectRatio(float ratio)
{
float[] allowedAspectRatios = new[]{
16f / 9f,
16f / 10f,
};
foreach (var allowedRatio in allowedAspectRatios)
if (Mathf.Abs(ratio - allowedRatio) < 0.01f) // We allow 1% of error for in ratio difference due to floating precisions
return true;
return false;
}
private void OnEnable()
{
availableResolutions = Screen.resolutions
.Where(r => r.refreshRate == 60 || r.refreshRate == 59) // 60 or 59 fps only
.Where(r => IsAllowedAspectRatio((float)r.width / (float)r.height))
.Distinct(new ResolutionComparer()) // remove duplicates
.ToArray();
// Note: If the player was launched with a resolution which is not in the list, we can't display it
// If you have this issue while running a player, ensure that you're running the player with an allowed aspect ratio
var selectedResolution = availableResolutions.FirstOrDefault(f => f.width == Screen.width && f.height == Screen.height);
if (ButtonLabel != null)
ButtonLabel.text = getText(selectedResolution);
}
public override void Execute(GameObject instigator = null)
{
// When we are in the editor we don't have any available resolutions
if (availableResolutions.Length == 0)
return ;
resolution = (resolution + 1) % availableResolutions.Length;
var selectedResolution = availableResolutions[resolution];
Screen.SetResolution(selectedResolution.width, selectedResolution.height, Screen.fullScreen);
if (ButtonLabel != null)
ButtonLabel.text = getText(selectedResolution);
}
}
}