using CaoCao;
using Game.HotFix;
using UnityEngine;
using UnityEngine.UI;
public class ScreenAdjustMode
{
public static int M_16_9 = 0;
public static int M_18_9 = 1;
public static int M_16_12 = 2;
}
///
/// 屏幕自适应 解决方案
///
public class ScreenAutoAdjust : MonoBehaviour
{
public static ScreenAutoAdjust Instance;
public int mode;
public Vector2 screenPointMax;
//public Camera m_uiCamera;
//public Canvas m_Canvas; // 定死 固定用camera模式, 为了兼任UI粒子特效, 所以Canvas.RenderMode放弃了Overlay模式
public CanvasScaler m_CanvasScaler;
public UIMgr m_uiMgr;
public static readonly int DevWidth = 2568; // max 2972
public static readonly int DevHeight = 1284; // max 1712
private int mUseWidth = 0; // 自适应后使用的屏幕宽度
public int UseWidth { get { return mUseWidth; } }
private int mUseHeight = 0; // 自适应后使用的屏幕高度
public int UseHeight { get { return mUseHeight; } }
public int UseWay = 0;
public float mCameraRectWidthRate = 1f;
public float mCameraRectHeightRate = 1f;
private void Awake()
{
Instance = this;
//m_Canvas = transform.GetComponent