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@noio
Created July 26, 2015 13:45
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Screen Zooming
using UnityEngine;
using System.Collections;
public class ScreenManager : MonoBehaviour
{
public const float pixelsPerUnit = 32;
public static Vector2 renderSize = new Vector2(512,256) / pixelsPerUnit;
public float minHorizontalUnits = 12;
public float verticalUnits = 4;
public Transform _screenQuad;
public Mesh _screenQuadMesh;
bool _dirty = true;
Resolution _resolution;
void Awake()
{
// Force Unity to switch to fullscreen regardless of stored user preferences
_resolution = Screen.currentResolution;
Screen.SetResolution(_resolution.width, _resolution.height, true);
_screenQuad = Require.ChildWithTag(Tags.ScreenQuad, this);
_screenQuadMesh = Require.Component<MeshFilter>(_screenQuad).mesh;
}
// Update is called once per frame
void Update()
{
if (_dirty)
{
// TODO Maybe we need to do this in a kind of "OnResize" or just at game start..
float heightPortion = 0.5f * verticalUnits / renderSize.y;
_screenQuad.localScale = new Vector3(renderSize.x, verticalUnits, 1);
Vector2[] uvs = _screenQuadMesh.uv;
uvs[0] = new Vector2(0, 0.5f - heightPortion);
uvs[1] = new Vector2(1, 0.5f + heightPortion);
uvs[2] = new Vector2(1, 0.5f - heightPortion);
uvs[3] = new Vector2(0, 0.5f + heightPortion);
_screenQuadMesh.uv = uvs;
// Always fit the full height of the game.
float maxZoomHeight = Screen.height / (verticalUnits * pixelsPerUnit);
// Show at least some portion of the width of the game.
float maxZoomWidth = Screen.width / (minHorizontalUnits * pixelsPerUnit);
float pixzoom = Mathf.Min(maxZoomHeight, maxZoomWidth);
if (pixzoom > 1 && pixzoom < 5)
{
pixzoom = Mathf.Floor(pixzoom);
}
// zoom = 1;
// this.camera.orthographicSize = screenDisplay.transform.localScale.y / 2 * zoom;
this.GetComponent<Camera>().orthographicSize = Screen.height / pixelsPerUnit / 2 / pixzoom;
}
}
}
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