Reputation: 395
I am trying to achieve something similar to How to increase (animate) the width of the square on both ends in Unity. How can I determine the scale by which to increase the width (of the sprite) for it to fill the whole screen width?
UPDATE
Below is the Swift code for I implemented for expanding the sprite width to take the full screen width:
func expandEnemy () {
spritePosBeforeScaleX = CGPointMake((enemy?.sprite.position.x)!, (enemy?.sprite.anchorPoint.y)!)
enemy?.sprite.anchorPoint = CGPointMake((enemy?.sprite.position.x)! / self.size.width, (enemy?.sprite.anchorPoint.y)!)
let enemyScalingAction = SKAction.scaleXTo(self.size.width / (enemy?.sprite.size.width)!, duration: 1.0)
enemy!.sprite.runAction(enemyScalingAction)
delay(0.1)
{
center = CGPointMake(enemy!.sprite.size.width / 2 - (enemy!.sprite.size.width * enemy!.sprite.anchorPoint.x), enemy!.sprite.size.height / 2 - (enemy!.sprite.size.height * enemy!.sprite.anchorPoint.y))
enemy!.sprite.physicsBody = SKPhysicsBody(rectangleOfSize: enemy!.sprite.size, center: center)
}
}
Upvotes: 2
Views: 1428
Reputation: 125275
You can scale Image
of an UI in x-axis full screen. Just get the RectTransform
then modify the sizeDelta
property of it to the Screen size of the device or the size of the Canvas
.
The function below can scale Unity UI Image in x, y or both x and y axis full screen. The Image
to scale must be under Canvas
. Assign a Sprite
to the Source Image
of the Image
component the code below should work.
//Attach the UI Image to scacle in the Editor here
public GameObject image;
To Scale:
Scale in X-axis Full Screen in 3 seconds:
StartCoroutine(scaleToFullScreen(image, 0, 3f));
Scale in Y-axis Full Screen in 3 seconds:
StartCoroutine(scaleToFullScreen(image, 1, 3f));
Scale in X-axis AND Y-axis Full Screen in 3 seconds:
StartCoroutine(scaleToFullScreen(image, 2, 3f));
The Scale function:
bool isScaling = false;
IEnumerator scaleToFullScreen(GameObject imageToScale, int scaleType, float byTime)
{
if (isScaling)
{
yield break;
}
if (scaleType < 0 || scaleType > 2)
{
Debug.Log("Invalid ScaleType. Valid Scale Types X:0, Y:1, XandY:3");
yield break;
}
isScaling = true;
Canvas canvas = imageToScale.GetComponentInParent<Canvas>();
float x, y;
if (canvas != null)
{
x = canvas.pixelRect.width;
y = canvas.pixelRect.height;
}
else
{
x = Screen.width;
y = Screen.height;
}
RectTransform rect = imageToScale.GetComponent<RectTransform>();
if (rect == null)
{
rect = imageToScale.AddComponent<RectTransform>();
}
//Center the position of the image so that it will be resized equally
rect.anchoredPosition3D = new Vector3(0, 0, rect.anchoredPosition3D.z);
//The default Size
Vector2 originalScale = rect.sizeDelta;
//The new scale we want to scale texture to
Vector2 newScale = originalScale;
if (scaleType == 0)
{
newScale.x = x;
}
else if (scaleType == 1)
{
newScale.y = y;
}
else if (scaleType == 2)
{
newScale.x = x;
newScale.y = y;
}
float counter = 0;
while (counter < byTime)
{
counter += Time.deltaTime;
rect.sizeDelta = Vector2.Lerp(originalScale, newScale, counter / byTime);
yield return null;
}
isScaling = false;
}
Upvotes: 0
Reputation: 31
It all depends on the aspect ratio of the screen and the size of the object with the SpriteRenderer. You need to scale up the gameobject that holds the spriterenderer by a factor where you take these into consideration.
[ExecuteInEditMode]
public class SpriteToScreen : MonoBehaviour {
public float sprw = 256f;
public float sprh = 256f;
float unitspp = 100f;
public float scrw = 0f;
public float scrh = 0f;
public float aspect = 0f;
public float spr_aspect = 1f;
public float factorY = 0.017578125f;
public void Update(){
scrw = Screen.width;
scrh = Screen.height;
aspect = scrw / scrh;
unitspp = this.GetComponent<SpriteRenderer>().sprite.pixelsPerUnit;
sprw = this.GetComponent<SpriteRenderer>().sprite.bounds.size.x * unitspp;
sprh = this.GetComponent<SpriteRenderer>().sprite.bounds.size.y * unitspp;
spr_aspect = sprw / sprh;
this.transform.localScale = new Vector3( (1152f / sprh * aspect) / spr_aspect,
1152f / sprh,
1 );
}
}
Upvotes: 2