配置移动端<meat>详解

本文详细解析了移动端网页中视口<meta>标签的使用方法,包括width、initial-scale等属性的作用,以及如何通过这些设置实现页面自适应不同设备屏幕大小,保持页面布局的一致性和用户体验。

移动端详解


代码片.

	<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">


content属性值 :
width:可视区域的宽度,值可为数字或关键词device-width(浏览器宽度)
height:同width
intial-scale:可视区域缩放级别,取值0-1则页面按实际尺寸显示,无任何缩放 以安卓为例1为360 0为1440
maximum-scale=1.0, minimum-scale=1.0;可视区域的缩放级别,
为0设备宽度将以实际像素1440 满屏显示 1为不缩放
user-scalable:是否可对页面进行缩放,no 禁止缩放 会根据body内容实际取屏幕

<?xml version="1.0" encoding="utf-8"?> <Defs> <ThingDef ParentName="ArtifactBase"> <defName>ShardAnimalPulser</defName> <label>shard animal pulser</label> <description>A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected.</description> <graphicData> <texPath>Things/Item/Artifact/ShardAnimalPulser</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <resourceReadoutPriority>Middle</resourceReadoutPriority> <stackLimit>1</stackLimit> <relicChance>1</relicChance> <tradeNeverStack>true</tradeNeverStack> <genericMarketSellable>false</genericMarketSellable> <tradeTags Inherit="False"> <li>UtilitySpecial</li> </tradeTags> <thingSetMakerTags Inherit="False"> <li>RewardStandardLowFreq</li> </thingSetMakerTags> <useHitPoints>true</useHitPoints> <statBases> <WorkToMake>19200</WorkToMake> <MaxHitPoints>60</MaxHitPoints> </statBases> <drawGUIOverlay>false</drawGUIOverlay> <recipeMaker> <researchPrerequisite>InsanityWeaponry</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <skillRequirements> <Crafting>6</Crafting> </skillRequirements> <displayPriority>110</displayPriority> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedBelt</unfinishedThingDef> </recipeMaker> <costList> <Shard>1</Shard> <Bioferrite>75</Bioferrite> </costList> <comps> <li Class="CompProperties_Targetable"> <compClass>CompTargetable_AllAnimalsOnTheMap</compClass> <psychicSensitiveTargetsOnly>true</psychicSensitiveTargetsOnly> <doCameraShake>true</doCameraShake> <fleckOnTarget>PsycastPsychicEffect</fleckOnTarget> <fleckOnUsed>PsycastAreaEffect</fleckOnUsed> <fleckOnUsedScale>10</fleckOnUsedScale> <ignorePlayerFactionPawns>True</ignorePlayerFactionPawns> </li> <li> <compClass>CompTargetEffect_Manhunter</compClass> </li> <li Class="CompProperties_TargetEffect_GoodwillImpact"> <goodwillImpact>-200</goodwillImpact> </li> <li Class="CompProperties_UseEffectArtifact"> <sound>PsychicAnimalPulserCast</sound> </li> <li Class="CompProperties_UseEffectPlayWarmupSound"> <warmupSound>PsychicArtifactWarmupSustained</warmupSound> </li> </comps> </ThingDef> <ThingDef ParentName="ArtifactBase"> <defName>BiomutationPulser</defName> <label>biomutation pulser</label> <description>A one-use broad-wave psychic effector created from a dark archotech shard. The device creates a pulse that reshapes the musculature of every animal within the region, turning them into terrifying creatures. Animals currently under your control will not be affected.</description> <graphicData> <texPath>Things/Item/Artifact/BiomutationPulser</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <resourceReadoutPriority>Middle</resourceReadoutPriority> <stackLimit>1</stackLimit> <relicChance>2</relicChance> <tradeNeverStack>true</tradeNeverStack> <useHitPoints>true</useHitPoints> <genericMarketSellable>false</genericMarketSellable> <tradeTags Inherit="False"> <li>UtilitySpecial</li> </tradeTags> <thingSetMakerTags Inherit="False"> <li>RewardStandardLowFreq</li> </thingSetMakerTags> <statBases> <WorkToMake>19200</WorkToMake> <MarketValue>800</MarketValue> <MaxHitPoints>80</MaxHitPoints> </statBases> <drawGUIOverlay>false</drawGUIOverlay> <recipeMaker> <researchPrerequisite>MutationWeaponry</researchPrerequisite> <recipeUsers> <li>BioferriteShaper</li> </recipeUsers> <skillRequirements> <Crafting>6</Crafting> </skillRequirements> <displayPriority>120</displayPriority> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedBelt</unfinishedThingDef> </recipeMaker> <costList> <Shard>1</Shard> <Bioferrite>40</Bioferrite> <Meat_Twisted>30</Meat_Twisted> </costList> <comps> <li Class="CompProperties_Targetable"> <compClass>CompTargetable_AllAnimalsOnTheMap</compClass> <psychicSensitiveTargetsOnly>true</psychicSensitiveTargetsOnly> <doCameraShake>true</doCameraShake> <fleckOnUsed>PsycastAreaEffect</fleckOnUsed> <fleckOnUsedScale>10</fleckOnUsedScale> <ignorePlayerFactionPawns>True</ignorePlayerFactionPawns> </li> <li Class="CompProperties_UseEffect"> <compClass>CompUseEffect_SpawnFleshbeastFromTargetPawns</compClass> </li> <li Class="CompProperties_TargetEffect_GoodwillImpact"> <goodwillImpact>-200</goodwillImpact> </li> <li Class="CompProperties_UseEffectArtifact"> <sound>PsychicAnimalPulserCast</sound> <warmupEffecter>BiomutationPulserWarmup</warmupEffecter> <effecterOnUsed>BiomutationPulserUsed</effecterOnUsed> </li> <li Class="CompProperties_UseEffectPlayWarmupSound"> <warmupSound>BiomutationPulserWarmup</warmupSound> </li> </comps> </ThingDef> </Defs>逐行解释
最新发布
07-18
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