screen adjust
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@@ -1727,19 +1727,22 @@ static public class NGUITools
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mGameSize = (Vector2)s_GetSizeOfMainGameView.Invoke (null, null);
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}
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return mGameSize;
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}
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}
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#else
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#else
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/// <summary>
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/// Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden.
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/// </summary>
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static public Vector2 screenSize { get { return new Vector2(Screen.width, Screen.height); } }
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//static public Vector2 screenSize { get { return new Vector2(Screen.safeArea.width, Screen.safeArea.height); } }
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#endif
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#region add by chenbin
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#region add by chenbin
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public static void updateAll (Transform tr)
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public static void updateAll (Transform tr)
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{
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UILabel label = tr.GetComponent<UILabel> ();
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if (label != null) {
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@@ -1813,22 +1816,49 @@ static public class NGUITools
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}
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}
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public static Rect wrapRect4IphoneX(Rect rect) {
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return wrapRect4Fringe (rect);
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}
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public static Vector4 _offsetRect;
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public static Vector4 offsetRect
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{
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get
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{
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if (_offsetRect == null)
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{
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float left = Screen.safeArea.x;
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float right = Screen.width - Screen.safeArea.width - left;
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float top = Screen.safeArea.y;
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float bottom = Screen.height - Screen.safeArea.height - top;
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public static Rect wrapRect4Fringe(Rect rect) {
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if (isFringe) {
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if (rect.width > rect.height) {
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float offsetWidth = rect.width * (1 - rateFringe);
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return new Rect ((int)(offsetWidth / 2), 0, rect.width - offsetWidth, rect.height);
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} else {
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float offsetHight = rect.height * (1 - rateFringe);
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return new Rect (0, (int)(offsetHight / 2), rect.width, rect.height - offsetHight);
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_offsetRect = new Vector4(left/Screen.width, top / Screen.height, right / Screen.width, bottom / Screen.height);
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}
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} else {
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return rect;
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return _offsetRect;
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}
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set{
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_offsetRect = value;
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}
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}
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public static Rect wrapRect4Fringe(GameObject go, Rect rect) {
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//if (isFringe) {
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// if (rect.width > rect.height) {
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// float offsetWidth = rect.width * (1 - rateFringe);
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// return new Rect ((int)(offsetWidth / 2), 0, rect.width - offsetWidth, rect.height);
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// } else {
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// float offsetHight = rect.height * (1 - rateFringe);
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// return new Rect (0, (int)(offsetHight / 2), rect.width, rect.height - offsetHight);
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// }
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//} else {
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// return rect;
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//}
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Vector4 offset = offsetRect;
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float left = rect.width * offset.x;
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float right = rect.width * offset.z;
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float top = rect.height * offset.y;
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float bottom = rect.height * offset.w;
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rect.x += left;
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rect.width -= (left + right);
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rect.y += bottom;
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rect.height -= (top + bottom);
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return rect;
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}
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#endregion
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}
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