嗨,我尝试在Image中转换我的Texture 2D(并且我不能使用Raw Image,因为分辨率在手机中不匹配),但是问题是Image没有Texture元素。如何在Image.Sprite中转换UnityEngine.Texture2D。
//Image Profile
protected Texture2D pickedImage;
public Texture2D myTexture2D;
public RawImage getRawImageProfile;
public RawImage getRawImageArrayProfile;
public Image getRawImageProfile2;
public Image getRawImageArrayProfile2;
public void PickImageFromGallery(int maxSize = 256)
{
NativeGallery.GetImageFromGallery((path) =>
{
if( path != null )
{
byte[] imageBytes = File.ReadAllBytes(path);
pickedImage = null;
pickedImage = new Texture2D(2, 2);
pickedImage.LoadImage(imageBytes);
getRawImageProfile.texture = pickedImage;
getRawImageArrayProfile.texture = pickedImage;
getRawImageProfile2.sprite = pickedImage; //ERROR CONVERT SPRITE
//getRawImageArrayProfile2.texture = pickedImage;
}
}, maxSize: maxSize);
byte[] myBytes;
myBytes = pickedImage.EncodeToPNG();
enc = Convert.ToBase64String(myBytes);
}
答案 0 :(得分:0)
Sprite.Create
完全可以满足您的需求。
从Sprite.Create上的Unity docs:
Sprite.Create创建一个可以在游戏应用程序中使用的新Sprite。需要加载纹理并将其分配给“创建”,以控制新Sprite的外观。
在代码中:
public Texture2D myTexture2D; // The texture you want to convert to a sprite
Sprite mySprite; // The sprite you're gonna save to
Image myImage; // The image on which the sprite is gonna be displayed
public void FooBar()
{
mySprite = Sprite.Create(myTexture2D, new Rect(0.0f, 0.0f, myTexture2D.width, myTexture2D.height), new Vector2(0.5f, 0.5f), 100.0f);
myImage.sprite = mySprite; // apply the new sprite to the image
}
在上面的示例中,我们从myTexture2D
获取图像数据,并创建了一个与原始texture2D大小相同的new Rect
,其枢轴点位于中心,每像素100个像素单元。然后,我们将新制作的精灵应用于图像。