unity分辨率


#pragma strict
//////////////////////////////////////////////////////
///分辨率 测试.
//////////////////////////////////////////////////////
var w:int = 200;
var h:int = 30;
var t:int = 30;
var windowWidth:int = 200;
var windowHeight:int = 300;

private var isShow:boolean = false;

function OnGUI() {
var index:int = 0;
isShow = GUI.Toggle(Rect(10,10,100,20),isShow,isShow?SettingsText.strClose : SettingsText.strResolutionOption);

if(isShow){
index = ShowOptions(index);
index ++;
index = ShowFogSettings(index);
}
//info
GUI.Label(Rect(210,10,200,30),"w:"+Screen.currentResolution.width+",h:"+Screen.currentResolution.height+",rate:"+Screen.currentResolution.refreshRate);
}
/**
显示选项
*/
private function ShowOptions(index:int){
for(var res:Resolution in Screen.resolutions){
if( GUI.Button(Rect(10,t + h * index,w,h),"w:"+res.width+",h:"+res.height+",rate:"+res.refreshRate) ){
Screen.SetResolution(res.width,res.height,Screen.fullScreen);
}
index ++ ;
}
if(GUI.Button(Rect(10,t + index * h,w,h),Screen.fullScreen?SettingsText.strExitFullscreen : SettingsText.strEnterFullscreen)){
Screen.fullScreen = !Screen.fullScreen;
}
return index;
}
//////////////////////////////////////////////////////
/// 雾设定
//////////////////////////////////////////////////////
var hValue:float = 0.0;
var leftValue:float = 0.0;
var rightValue:float = 0.18;
private function ShowFogSettings(index:int){
var pos:Rect = Rect(10,t + index * h,20,20);
GUI.Label(pos,SettingsText.strFog);
pos.x = pos.x + pos.width;
pos.width = w - pos.x + 10;
pos.height = h;
hValue = GUI.HorizontalSlider(pos,hValue,leftValue,rightValue);

RenderSettings.fog = true;
RenderSettings.fogDensity = hValue;
return index;
}
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