ChildrenToFitScreen.cs

using System.Linq;
using UnityEngine;

public class ChildrenToFitScreen : MonoBehaviour
{
    public UIWidget ObjectOfReference;
    public uint EdgeDistance;

    UIRoot m_root;
    float m_ratio;
    bool isDone;

    void Awake()
    {
        isDone = false;
    }

    void Start()
    {
        m_root = FindObjectOfType<UIRoot>();
        var zoomRatio = (float)m_root.activeHeight / Screen.height;
        var ratioX = Screen.width * zoomRatio / (ObjectOfReference.width + EdgeDistance);
        var ratioY = Screen.height * zoomRatio / (ObjectOfReference.height + EdgeDistance);
        m_ratio = Mathf.Min(ratioX, ratioY);
    }

    void Update()
    {
        if (isDone) return;
        resizeChildren(transform, m_ratio);
    }

    void resizeChildren(Component parent, float scale)
    {
        var scaleAxis = new Vector3(scale, scale, 0);
        var list = parent.GetComponentsInChildren<Transform>();
        foreach (var children in list.Where(children => !children.localScale.Equals(scaleAxis)).Where(children => children.parent.GetInstanceID() == parent.GetInstanceID()))
        {
            if (children.gameObject.GetComponent<UISpriteAnimation>())
            {
                var sprite = children.gameObject.GetComponent<UISprite>();
                var animatedWidget = children.gameObject.AddMissingComponent<AnimatedWidget>();
                animatedWidget.width = sprite.width * scaleAxis.x;
                animatedWidget.height = sprite.height * scaleAxis.y;
            }
            else
            {
                children.localScale = scaleAxis;
                var x = children.localPosition.x;
                var y = children.localPosition.y;
                children.localPosition = new Vector3(x * scale, y * scale, 0);
            }
        }
        isDone = true;
    }

}

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