屏幕自适应

public class WindowsRoot : MonoBehaviour
{
    public static float DesignWidth = 1280.0f;
	public static float DesignHeight = 720.0f;

	static float mManualHeight = 720.0f;
	public static float ManualHeight { get{ return mManualHeight;} set{ mManualHeight = value;}}
	
	// Use this for initialization
	void Start ()
    {
        Application.targetFrameRate = 30;
		//Screen.SetResolution(1280, 800, true);
        //Screen.SetResolution(300, 200, true);
        float designRatio = DesignWidth / DesignHeight;
        float actualRatio = (float)Screen.width / (float)Screen.height;

        //物理屏幕分辨率与游戏设计分辨率比。
        float ratioOf = DesignWidth / Screen.width;
        //只缩小,不放大.
        float ratioScale = Mathf.Min(ratioOf, 1f);
        //锁定分辨率,最大不超过DesignWidth 和 DesignHeight.
        Screen.SetResolution(Mathf.FloorToInt(Screen.width * ratioScale), Mathf.FloorToInt(Screen.height * ratioScale), true);

		Debug.Log("designRatio = " + designRatio);
		Debug.Log("actualRatio = " + actualRatio);
		UIRoot UIRoot = GetComponent<UIRoot>();
		mManualHeight = UIRoot.manualHeight;
		Debug.Log( "mManualHeight = " + mManualHeight);
        if (actualRatio < designRatio){
           UIRoot.manualHeight = (int)Mathf.Round( UIRoot.manualHeight * designRatio / actualRatio );
			mManualHeight = UIRoot.manualHeight;
			Debug.Log( "mManualHeight = " + mManualHeight);
        }
		GameObject.DontDestroyOnLoad(this);
	}
 
	//void OnUpdate(string msg)
	void Update()
	{
	}
}

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