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這篇文章將為大家詳細講解有關(guān)unity如何實現(xiàn)繪畫功能,小編覺得挺實用的,因此分享給大家做個參考,希望大家閱讀完這篇文章后可以有所收獲。
本文實例為大家分享了unity實現(xiàn)繪畫功能的具體代碼,具體內(nèi)容如下
直接先上效果:
gif里面有些顏色不一樣是gif功能導(dǎo)致的,繪制出來的都是同一個顏色。
原理其實也簡單,通過一些列的坐標轉(zhuǎn)換得到當前繪制的坐標,然后根據(jù)畫筆的寬度計算像素數(shù)量,最后填充像素塊顏色。
備注:
紋理必須在導(dǎo)入設(shè)置中設(shè)置了 Is Readable 標志
Texture2D.SetPixels :設(shè)置像素顏色塊。
Texture2D.Apply :實際應(yīng)用任何先前的 SetPixels 更改。
直接上代碼吧:
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Draw : MonoBehaviour { public static Color Pen_Colour = Color.red; public static int Pen_Width = 3; public LayerMask Drawing_Layers; private Sprite drawable_sprite; private Texture2D drawable_texture; private Vector2 previous_drag_position; private Color[] clean_colours_array; private Collider2D[] rayResult = new Collider2D[2]; private Color32[] cur_colors; private bool no_drawing_on_current_drag = false; private bool mouse_was_previously_held_down = false; void Awake() { drawable_sprite = this.GetComponent<SpriteRenderer>().sprite; drawable_texture = drawable_sprite.texture; clean_colours_array = new Color[(int)drawable_sprite.rect.width * (int)drawable_sprite.rect.height]; clean_colours_array = drawable_texture.GetPixels(); } void Update() { bool mouse_held_down = Input.GetMouseButton(0); if (mouse_held_down && !no_drawing_on_current_drag) { Vector2 mouse_world_position = Camera.main.ScreenToWorldPoint(Input.mousePosition); Collider2D hit = Physics2D.OverlapPoint(mouse_world_position, Drawing_Layers.value); if (hit != null && hit.transform != null) { PenBrush(mouse_world_position); //current_brush(mouse_world_position); } else { previous_drag_position = Vector2.zero; if (!mouse_was_previously_held_down) { no_drawing_on_current_drag = true; } } } else if (!mouse_held_down) { previous_drag_position = Vector2.zero; no_drawing_on_current_drag = false; } mouse_was_previously_held_down = mouse_held_down; } protected void OnDestroy() { ResetCanvas(); } /// <summary> /// 重置畫布 /// </summary> private void ResetCanvas() { drawable_texture.SetPixels(clean_colours_array); drawable_texture.Apply(); } /// <summary> /// 筆刷 /// </summary> public void PenBrush(Vector2 world_point) { Vector2 pixel_pos = WorldToPixelCoordinates(world_point); cur_colors = drawable_texture.GetPixels32(); if (previous_drag_position == Vector2.zero) { MarkPixelsToColour(pixel_pos, Pen_Width, Pen_Colour); } else { ColourBetween(previous_drag_position, pixel_pos, Pen_Width, Pen_Colour); } ApplyMarkedPixelChanges(); previous_drag_position = pixel_pos; } private Vector2 WorldToPixelCoordinates(Vector2 world_position) { Vector3 local_pos = transform.InverseTransformPoint(world_position); float pixelWidth = drawable_sprite.rect.width; float pixelHeight = drawable_sprite.rect.height; float unitsToPixels = pixelWidth / drawable_sprite.bounds.size.x * transform.localScale.x; float centered_x = local_pos.x * unitsToPixels + pixelWidth / 2; float centered_y = local_pos.y * unitsToPixels + pixelHeight / 2; Vector2 pixel_pos = new Vector2(Mathf.RoundToInt(centered_x), Mathf.RoundToInt(centered_y)); return pixel_pos; } private void ColourBetween(Vector2 start_point, Vector2 end_point, int width, Color color) { float distance = Vector2.Distance(start_point, end_point); Vector2 direction = (start_point - end_point).normalized; Vector2 cur_position = start_point; float lerp_steps = 1 / distance; for (float lerp = 0; lerp <= 1; lerp += lerp_steps) { cur_position = Vector2.Lerp(start_point, end_point, lerp); MarkPixelsToColour(cur_position, width, color); } } private void MarkPixelsToColour(Vector2 center_pixel, int pen_thickness, Color color_of_pen) { int center_x = (int)center_pixel.x; int center_y = (int)center_pixel.y; for (int x = center_x - pen_thickness; x <= center_x + pen_thickness; x++) { if (x >= (int)drawable_sprite.rect.width || x < 0) continue; for (int y = center_y - pen_thickness; y <= center_y + pen_thickness; y++) { MarkPixelToChange(x, y, color_of_pen); } } } private void MarkPixelToChange(int x, int y, Color color) { int array_pos = y * (int)drawable_sprite.rect.width + x; if (array_pos > cur_colors.Length || array_pos < 0) return; cur_colors[array_pos] = color; } private void ApplyMarkedPixelChanges() { drawable_texture.SetPixels32(cur_colors); drawable_texture.Apply(); } }
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