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Unity由于要自定义角色皮肤颜色,所以写了个取色板ColorP

Unity由于要自定义角色皮肤颜色,所以写了个取色板ColorP

作者: hh5460 | 来源:发表于2020-05-27 18:15 被阅读0次
    理论任何环境下可用,包括手机运行时...

    效果如下:

    ColorPalette.gif

    代码如下(只写了一点简单的注释,逻辑也不是很复杂,有空再补吧):

    using System;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class ColorPalette : MonoBehaviour
    {
        //C_DragHandler为自己封装的Event事件,可以自己通过IBeginDragHandler, IDragHandler, IEndDragHandler实现是一样的,这里用自己的库就懒得改了
        C_DragHandler drag_SaturationPanel;
        //C_PointerDownAndUpHandler同理,实际上也就是继承IPointerDownHandler, IPointerUpHandler即可
        C_PointerDownAndUpHandler dau_SaturationPanel;
        RectTransform mark_SaturationPos;
    
        C_DragHandler drag_HuePanell;
        C_PointerDownAndUpHandler dau_HuePanell;
        RectTransform mark_HuePos;
    
        C_DragHandler drag_TransparentPanel;
        C_PointerDownAndUpHandler dau_TransparentPanel;
        RectTransform mark_TransparentPos;
    
        Image SaturationPanel;
        Image HuePanel;
        Image TransparentPanel;
        Image CurrentColorPanel;
    
        RectTransform rect_SaturationPanel;
        RectTransform rect_HuePanel;
        RectTransform rect_TransparentPanel;
    
        Sprite sprite_Saturation;
        Sprite sprite_Hue;
        Sprite sprite_TransparentPanel;
    
        public Button Btn_Apply;
    
        private Color color_Hue = Color.red;
    
        Color current_color = Color.white;
    
        public Action<Color> OnColorPaletteSelectedColor;
    
        public void Awake()
        {
            Btn_Apply = this.transform.Find("Container/Btn_Apply").GetComponent<Button>();
    
            SaturationPanel = this.transform.Find("Container/SaturationPanel").GetComponent<Image>();
            HuePanel = this.transform.Find("Container/HuePanel").GetComponent<Image>();
            TransparentPanel = this.transform.Find("Container/TransparentPanel").GetComponent<Image>();
            CurrentColorPanel = this.transform.Find("Container/CurrentColorPanel").GetComponent<Image>();
    
            drag_SaturationPanel = SaturationPanel.GetComponent<C_DragHandler>();
            drag_HuePanell = HuePanel.GetComponent<C_DragHandler>();
            drag_TransparentPanel = TransparentPanel.GetComponent<C_DragHandler>();
    
            dau_SaturationPanel = SaturationPanel.GetComponent<C_PointerDownAndUpHandler>();
            dau_HuePanell = HuePanel.GetComponent<C_PointerDownAndUpHandler>();
            dau_TransparentPanel = TransparentPanel.GetComponent<C_PointerDownAndUpHandler>();
    
            rect_SaturationPanel = SaturationPanel.GetComponent<RectTransform>();
            rect_HuePanel = HuePanel.GetComponent<RectTransform>();
            rect_TransparentPanel = TransparentPanel.GetComponent<RectTransform>();
    
            mark_SaturationPos = rect_SaturationPanel.GetChild(0).GetComponent<RectTransform>();
            mark_HuePos = rect_HuePanel.GetChild(0).GetComponent<RectTransform>();
            mark_TransparentPos = rect_TransparentPanel.GetChild(0).GetComponent<RectTransform>();
    
            BindingEvent();
    
            DrawStaurationPanel();
            DrawHuePanel();
            DrawTransparentPanel();
        }
    
        /// <summary>
        /// 绑定所有的拖拽,点击事件之类的
        /// </summary>
        void BindingEvent()
        {
            //点击确定按钮后就将打开面板前绑定的事件注销
            Btn_Apply.onClick.AddListener(() =>
            {
                this.gameObject.SetActive(false);
                if (OnColorPaletteSelectedColor != null)
                {
                    Delegate[] delegates = OnColorPaletteSelectedColor.GetInvocationList();
                    for (int i = 0; i < delegates.Length; i++)
                    {
                        OnColorPaletteSelectedColor -= delegates[i] as Action<Color>;
                    }
                }
            });
    
            //以下全为3个面板的事件绑定,
            dau_SaturationPanel.Add_PointerDownEvent((data) =>
            {
                mark_SaturationPos.gameObject.SetActive(true);
                mark_SaturationPos.transform.position = data.position;
            });
    
            drag_SaturationPanel.Add_DragEvent((data) =>
            {
                if (RectTransformUtility.RectangleContainsScreenPoint(rect_SaturationPanel, data.position))
                {
                    mark_SaturationPos.transform.position = data.position;
                }
            });
    
            dau_SaturationPanel.Add_PointerUpEvent((data) =>
            {
                int x = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
                int y = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
                Color pixelColor = sprite_Saturation.texture.GetPixel(x, y);
                current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
                OnSelectColorChanged();
            });
    
    
            dau_HuePanell.Add_PointerDownEvent((data) =>
            {
                mark_HuePos.gameObject.SetActive(true);
                mark_HuePos.transform.position = data.position;
            });
    
            drag_HuePanell.Add_DragEvent((data) =>
            {
                if (RectTransformUtility.RectangleContainsScreenPoint(rect_HuePanel, data.position))
                {
                    mark_HuePos.transform.position = data.position;
                }
            });
    
            dau_HuePanell.Add_PointerUpEvent((data) =>
            {
                int x = (int)(rect_HuePanel.rect.width / 2 + mark_HuePos.anchoredPosition.x);
                int y = (int)(rect_HuePanel.rect.height / 2 + mark_HuePos.anchoredPosition.y);
                color_Hue = sprite_Hue.texture.GetPixel(x, y);
    
                DrawStaurationPanel();
    
                int x2 = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
                int y2 = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
                Color pixelColor = sprite_Saturation.texture.GetPixel(x2, y2);
                current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
                OnSelectColorChanged();
            });
    
    
            dau_TransparentPanel.Add_PointerDownEvent((data) =>
            {
                mark_TransparentPos.gameObject.SetActive(true);
                mark_TransparentPos.transform.position = data.position;
            });
    
            drag_TransparentPanel.Add_DragEvent((data) =>
            {
                if (RectTransformUtility.RectangleContainsScreenPoint(rect_TransparentPanel, data.position))
                {
                    mark_TransparentPos.transform.position = data.position;
                }
            });
    
            dau_TransparentPanel.Add_PointerUpEvent((data) =>
            {
                int x = (int)(rect_TransparentPanel.rect.width / 2 + mark_TransparentPos.anchoredPosition.x);
                int y = (int)(rect_TransparentPanel.rect.height / 2 + mark_TransparentPos.anchoredPosition.y);
                Color pixelColor = sprite_TransparentPanel.texture.GetPixel(x, y);
                current_color = new Color(current_color.r, current_color.g, current_color.b, pixelColor.a);
                OnSelectColorChanged();
            });
        }
    
        /// <summary>
        /// 每当面板颜色变化会调用这个方法,外部绑定这个OnColorPaletteSelectedColor委托
        /// </summary>
        void OnSelectColorChanged()
        {
            CurrentColorPanel.color = current_color;
            OnColorPaletteSelectedColor?.Invoke(current_color);
        }
    
        //绘制透明面板(最下面那个)
        private void DrawTransparentPanel()
        {
            sprite_TransparentPanel = Sprite.Create(new Texture2D((int)rect_TransparentPanel.rect.width, (int)rect_TransparentPanel.rect.height), new Rect(0, 0, rect_TransparentPanel.rect.width, rect_TransparentPanel.rect.height), Vector2.zero);
            for (int j = 0; j < (int)rect_TransparentPanel.rect.height; j++)
            {
                for (int i = 0; i < (int)rect_TransparentPanel.rect.width; i++)
                {
                    float uv_x = i / rect_TransparentPanel.rect.width;
    
                    Color pixelColor = Color.white;
                    pixelColor.a = uv_x;
                    sprite_TransparentPanel.texture.SetPixel(i, j, pixelColor);
                }
            }
            sprite_TransparentPanel.texture.Apply();
            TransparentPanel.sprite = sprite_TransparentPanel;
        }
    
        //绘制色调面板(中间那个)
        private void DrawHuePanel()
        {
            sprite_Hue = Sprite.Create(new Texture2D((int)rect_HuePanel.rect.width, (int)rect_HuePanel.rect.height), new Rect(0, 0, rect_HuePanel.rect.width, rect_HuePanel.rect.height), Vector2.zero);
            for (int j = 0; j < (int)rect_HuePanel.rect.height; j++)
            {
                for (int i = 0; i < (int)rect_HuePanel.rect.width; i++)
                {
                    float uv_x = i / rect_HuePanel.rect.width;
    
                    Color pixelColor = GetHueColor(uv_x);
                    sprite_Hue.texture.SetPixel(i, j, pixelColor);
                }
            }
            sprite_Hue.texture.Apply();
            HuePanel.sprite = sprite_Hue;
        }
    
        //绘制饱和度面板(最大的那个面板)
        private void DrawStaurationPanel()
        {
            sprite_Saturation = Sprite.Create(new Texture2D((int)rect_SaturationPanel.rect.width, (int)rect_SaturationPanel.rect.height), new Rect(0, 0, rect_SaturationPanel.rect.width, rect_SaturationPanel.rect.height), Vector2.zero);
            for (int j = 0; j < (int)rect_SaturationPanel.rect.height; j++)
            {
                for (int i = 0; i < (int)rect_SaturationPanel.rect.width; i++)
                {
                    float uv_x = i / rect_SaturationPanel.rect.width;
                    float uv_y = j / rect_SaturationPanel.rect.height;
    
                    Color pixelColor = GetSaturationPixelColor(color_Hue, uv_x, uv_y);
                    sprite_Saturation.texture.SetPixel(i, j, pixelColor);
                }
            }
            sprite_Saturation.texture.Apply();
            SaturationPanel.sprite = sprite_Saturation;
        }
    
        /// <summary>
        /// 计算面板uv对应的颜色
        /// </summary>
        /// <param name="hue_color">当前选择的hue颜色</param>
        /// <param name="x">这里的x,已经除以了面板的宽度,所以范围是0-1,相当于uv_x</param>
        /// <param name="y">这里的y,已经除以了面板的高度,所以范围是0-1,相当于uv_y</param>
        /// <returns></returns>
        private static Color GetSaturationPixelColor(Color color_Hue, float x, float y)
        {
            Color pixelColor = Color.white;
            pixelColor.r = 1 + (color_Hue.r - 1) * x;
            pixelColor.g = 1 + (color_Hue.g - 1) * x;
            pixelColor.b = 1 + (color_Hue.b - 1) * x;
            pixelColor *= y;
            pixelColor.a = 1;
            return pixelColor;
        }
    
        /// <summary>
        /// 将颜色分成6块,挨个过渡融合即可
        /// 原本只取了RGB三个块,然后渐变叠加,这样导致最后过渡色取不到,比如黄色取不到,所以要单独加入
        /// </summary>
        public readonly static Color[] colors = new Color[] { Color.red, Color.red + Color.green, Color.green, Color.green + Color.blue, Color.blue, Color.blue + Color.red, Color.red };
        private static Color GetHueColor(float uv_x)
        {
            Color pixelColor = Color.white;
            float uv_x_mut_6 = uv_x * 6;
            int index_floor = Mathf.FloorToInt(uv_x_mut_6);
            int index_ceil = Mathf.CeilToInt(uv_x_mut_6);
            var index_in_block = uv_x_mut_6 - index_floor;
            pixelColor = colors[index_floor] + (colors[index_ceil] - colors[index_floor]) * index_in_block;
            //pixelColor = (colors[index_floor] * (1 - index_in_block)) * (colors[index_ceil] * index_in_block);
            return pixelColor;
        }
    }
    
    

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          本文标题:Unity由于要自定义角色皮肤颜色,所以写了个取色板ColorP

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