using SGModule.Common.Base; using UnityEngine; public class CommonTools { // 设计分辨率宽高比 private static readonly Vector2 DesignResolution = new Vector2(1080f, 2420f); // 最小和最大缩放比例 private const float MinScale = 0.58f; private const float MaxScale = 1.0f; // 计算缩放比例 // 计算缩放比例 float CalculateScale(Vector2 currentResolution, Vector2 designResolution) { // 计算当前设备和设计分辨率的宽高比 float currentAspectRatio = currentResolution.y / currentResolution.x; float designAspectRatio = designResolution.y / designResolution.x; // 通过宽高比计算缩放比例 return currentAspectRatio / designAspectRatio; } public float GetScale() { // 获取当前设备的屏幕分辨率 Vector2 currentResolution = new Vector2(Screen.width, Screen.height); // 计算缩放比例 float scale = CalculateScale(currentResolution, DesignResolution); // 限制缩放比例在最大和最小范围内 scale = Mathf.Clamp(scale, MinScale, MaxScale); return scale; } // public SkeletonAnimation InitAdBtnAnim(GGraph parent) // { // // Action closeCallback = null; // // var animation = FXManager.Instance.SetFx(parent, Fx_Type.Fx_AdIcon, ref closeCallback); // // animation.state.AddAnimation(0, "animation", true, 0); // // // // return animation; // } }