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31 行
990 B
31 行
990 B
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Recorder
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{
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[Serializable]
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class AspectRatio
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{
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[SerializeField] float m_CustomAspectX = 1.0f;
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[SerializeField] float m_CustomAspectY = 1.0f;
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[SerializeField] ImageAspect m_ImageAspect = ImageAspect.x16_9;
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internal static readonly Dictionary<ImageAspect, float> s_AspectToValue = new Dictionary<ImageAspect, float>
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{
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{ ImageAspect.x16_9, 16.0f / 9.0f },
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{ ImageAspect.x16_10, 16.0f / 10.0f },
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{ ImageAspect.x19_10, 19.0f / 10.0f },
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{ ImageAspect.x5_4, 5.0f / 4.0f },
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{ ImageAspect.x4_3, 4.0f / 3.0f },
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{ ImageAspect.x3_2, 3.0f / 2.0f },
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{ ImageAspect.x1_1, 1.0f }
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};
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public float GetAspect()
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{
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return m_ImageAspect == ImageAspect.Custom ? m_CustomAspectX / m_CustomAspectY : s_AspectToValue[m_ImageAspect];
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}
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}
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}
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