using UnityEngine; using UnityEngine.UI; public class FullChangeControl : MonoBehaviour { public Button BtnFullScreen; public Button BtnExitFullScreen; void Update() { // 根据全屏状态切换按钮 if (Screen.fullScreen) { BtnFullScreen.gameObject.SetActive(false); BtnExitFullScreen.gameObject.SetActive(true); } else { BtnFullScreen.gameObject.SetActive(true); BtnExitFullScreen.gameObject.SetActive(false); } } // 全屏 public void BtnFullScreenEvent() { if (Screen.fullScreen == false) { Resolution[] resolutions = Screen.resolutions; Screen.SetResolution(resolutions[resolutions.Length - 1].width, resolutions[resolutions.Length - 1].height, true); Screen.fullScreen = true; } } // 退出全屏 public void BtnExitFullScreenEvent() { if (Screen.fullScreen == true) { Screen.SetResolution(960, 540, false); Screen.fullScreen = false; } } }这个代码需要点击两次才能进入全屏状态,我想要点击一次就进入全屏状态
时间: 2024-02-14 15:11:25 浏览: 31
这个问题可能是因为在进入全屏状态之后,屏幕分辨率发生了变化,导致需要点击两次才能成功进入全屏状态。解决这个问题的方法是在进入全屏状态之前,先将屏幕分辨率设置为当前屏幕的分辨率,然后再将屏幕设置为全屏状态。请尝试修改代码如下:
```
// 全屏
public void BtnFullScreenEvent()
{
if (Screen.fullScreen == false)
{
Resolution curResolution = Screen.currentResolution; //获取当前屏幕分辨率
Screen.SetResolution(curResolution.width, curResolution.height, false); //设置为当前分辨率
Screen.fullScreen = true; //设置为全屏状态
}
}
// 退出全屏
public void BtnExitFullScreenEvent()
{
if (Screen.fullScreen == true)
{
Screen.SetResolution(960, 540, false);
Screen.fullScreen = false;
}
}
```
相关问题
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class FullChangeControl : MonoBehaviour { public Button BtnFullScreen; public Button BtnExitFullScreen; void Update() { // 根据全屏状态切换按钮 if (Screen.fullScreen) { BtnFullScreen.gameObject.SetActive(false); BtnExitFullScreen.gameObject.SetActive(true); } else { BtnFullScreen.gameObject.SetActive(true); BtnExitFullScreen.gameObject.SetActive(false); } } // 全屏 public void BtnFullScreenEvent() { if (Screen.fullScreen == false) { Resolution[] resolutions = Screen.resolutions; Screen.SetResolution(resolutions[resolutions.Length - 1].width, resolutions[resolutions.Length - 1].height, true); Screen.fullScreen = true; } } // 退出全屏 public void BtnExitFullScreenEvent() { if (Screen.fullScreen == true) { Screen.SetResolution(960, 540, false); Screen.fullScreen = false; } } }全屏需要点击两次,怎么修复
这个问题可能是因为在设置分辨率和全屏模式时,需要一些时间来完成,所以第一次点击可能会被忽略。你可以尝试在BtnFullScreenEvent和BtnExitFullScreenEvent方法中加入一个小延迟,让程序等待一段时间再执行屏幕分辨率和全屏模式的更改。你可以使用Coroutine来实现这个小延迟,具体做法如下:
public IEnumerator SetFullScreen(bool isFullScreen)
{
yield return new WaitForEndOfFrame(); //等待帧结束
if (isFullScreen == false)
{
Resolution[] resolutions = Screen.resolutions;
Screen.SetResolution(resolutions[resolutions.Length - 1].width, resolutions[resolutions.Length - 1].height, true);
Screen.fullScreen = true;
}
else
{
Screen.SetResolution(960, 540, false);
Screen.fullScreen = false;
}
}
public void BtnFullScreenEvent()
{
if (Screen.fullScreen == false)
{
StartCoroutine(SetFullScreen(true)); //使用Coroutine来实现小延迟
}
}
public void BtnExitFullScreenEvent()
{
if (Screen.fullScreen == true)
{
StartCoroutine(SetFullScreen(false)); //使用Coroutine来实现小延迟
}
}
这样做可能会稍微增加一些代码复杂性,但是可以确保屏幕分辨率和全屏模式的更改能够正常执行,从而避免了需要点击两次的问题。
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class AudioManager : MonoBehaviour { public AudioClip button; public AudioClip coin; public AudioClip getitem; public AudioClip slide; public AudioClip hit; public static AudioManager instance; public Sprite soundOnSprite; public Sprite soundOffSprite; public Image soundImage; private void PlayAudio(AudioClip clip) { if(GameAttribute.instance.soundOn) AudioSource.PlayClipAtPoint(clip, PlayController.instance.transform.position); } public void SwichSound() { GameAttribute.instance.soundOn = !GameAttribute.instance.soundOn; soundImage.sprite = GameAttribute.instance.soundOn ? soundOnSprite : soundOffSprite; } public void PlayButtonAudio() { PlayAudio(button); } public void PlayCoinAudio() { PlayAudio(coin); } public void PlayGetItemAudio() { PlayAudio(getitem); } public void PlaySlideAudio() { PlayAudio(slide); } public void PlayHitAudio() { PlayAudio(hit); } // Use this for initialization void Start () { instance = this; } // Update is called once per frame void Update () { } }
这是一个用于播放音效的脚本,主要包含以下几个部分:
1. 定义了需要使用的音效,包括按钮音效、金币音效、道具获取音效、滑动音效和碰撞音效。
2. 定义了一个静态变量 instance,用于存储 AudioManager 实例,方便其他脚本访问。
3. 定义了 PlayAudio 方法,用于播放音效。该方法会根据 GameAttribute.instance.soundOn 的值来判断是否开启音效,如果开启则使用 AudioSource.PlayClipAtPoint 方法播放音效。
4. 定义了 SwichSound 方法,用于切换开关音效。该方法会将 GameAttribute.instance.soundOn 的值取反,并根据其值来切换音效图片。
5. 定义了 PlayButtonAudio、PlayCoinAudio、PlayGetItemAudio、PlaySlideAudio 和 PlayHitAudio 方法,用于播放对应的音效。
6. 在 Start 方法中,将 AudioManager 实例赋值给 instance 变量。
7. Update 方法为空,不做任何操作。
该脚本可以通过其他脚本来调用其中的方法,从而实现播放对应的音效。