这里要用到一个摄像机函数Camera.ViewportToWorldPoint, Unity官方对其定义为:
Camera.ViewportToWorldPoint 视窗转世界位置
function ViewportToWorldPoint (position : Vector3) : Vector3
Description描述
Transforms position from viewport space into world space.
从视窗空间到世界空间的变换位置。
Viewport space is normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1). The z position is in world units from the camera.
视口空间是归一化的并相对于相机的,相机的左下为(0,0);右上是(1,1);Z的位置是以世界单位衡量的到相机的距离。
Note that it transforms a x-y screen position, into a x-y-z position in 3D space.
请注意它是变换一个x-y屏幕位置到一个3D空间的x-y-z位置。
You provide the function with a vector where the x-y components of the vector are the screen coordinates and the z component is the distance of the resulting plane from the camera.
这个函数带有在屏幕坐标的x-y组件向量,并且z组件是在从相机产生的平面的距离。
看了官方文档,现在我们知道怎么获取屏幕的实际宽高,下面是示例代码:
private float width;
private float height;
void SetBasicValues(){
float leftBorder;
float rightBorder;
float topBorder;
float downBorder;
//the up right corner
Vector3 cornerPos=Camera.main.ViewportToWorldPoint(new Vector3(1f,1f,Mathf.Abs(Camera.main.transform.position.z)));
leftBorder=Camera.main.transform.position.x-(cornerPos.x-Camera.main.transform.position.x);
rightBorder=cornerPos.x;
topBorder=cornerPos.y;
downBorder=Camera.main.transform.position.y-(cornerPos.y-Camera.main.transform.position.y);
width=rightBorder-leftBorder;
height=topBorder-downBorder;
}
得到的width与height就是屏幕宽高,代码的含义上面已经说的很清楚了。