[MenuItem("CONTEXT/RectTransform/Auto")]
public static void AutoRectAnior()
{
Debug.Log("自适应锚点");
//获得当前设置UI
RectTransform rect = Selection.activeGameObject.GetComponent<RectTransform>();
//获取其父级
RectTransform parent = rect.parent.GetComponent<RectTransform>();
RectTransform canvas = rect.GetComponentInParent<Canvas>().GetComponent<RectTransform>();
if (!rect || ! parent || !canvas)
{
Debug.Log("自适应锚点失败,缺少对象!");
return;
}
Bounds rectBounds = RectTransformUtility.CalculateRelativeRectTransformBounds(canvas, rect);//计算src的包围盒
Bounds parentBounds = RectTransformUtility.CalculateRelativeRectTransformBounds(canvas, parent);//计算tar的包围盒
float cMinX = 0.5f, cMinY = 0.5f, cMaxX = 0.5f, cMaxY = 0.5f;
//获取设置UI的宽和高
float cWidth = rectBounds.size.x; //rect.sizeDelta.x * rect.localScale.x;
float cHight = rectBounds.size.y;//rect.sizeDelta.y * rect.localScale.y;
//获取设置UI父级的宽和高
float pWidth = parentBounds.size.x;//parent.sizeDelta.x * parent.localScale.x;
float pHight = parentBounds.size.y;//parent.sizeDelta.y * parent.localScale.y;
//重新计算锚点位置
cMinX = (pWidth / 2 - (cWidth * rect.pivot.x - rect.anchoredPosition.x)) / pWidth;
cMinY = (pHight / 2 - (cHight * rect.pivot.y - rect.anchoredPosition.y)) / pHight;
cMaxX = (pWidth / 2 + (cWidth * (1 - rect.pivot.x) + rect.anchoredPosition.x)) / pWidth;
cMaxY = (pHight / 2 + (cHight * (1 - rect.pivot.y) + rect.anchoredPosition.y)) / pHight;
//重新设置UI的锚点位置
rect.anchorMin = new Vector2(cMinX, cMinY);
rect.anchorMax = new Vector2(cMaxX, cMaxY);
//设置UI的相对距离
rect.offsetMax = new Vector2(0, 0);
rect.offsetMin = new Vector2(0, 0);
Debug.Log("自适应锚点成功!");
}
上述绑定代码未完善。。。后续完善