统一绘画精灵

时间:2015-04-19 16:16:44

标签: unity3d sprite pixel texture2d

问题:

我想制作清洁窗户的原型(我的意思是清洁脏窗户)。

我正在搜索此主题并发现我可以按Texture2D.SetPixel()更改像素。

我尝试通过这种方法来实现,首先我启用了纹理的读/写并尝试了这种方法,但我的精灵没有任何反应。

所以我想问一下,是否有可能改变鼠标点击的精灵的alpha或触摸它来显示下面的原始精灵!?

我的代码:

    private RaycastHit2D hitInfo;
    private SpriteRenderer spriteRendererComponent;
    private Color zeroAlpha;

    // Use this for initialization
    void Start ()
    {
        spriteRendererComponent = transform.GetComponent<SpriteRenderer>();
        zeroAlpha = Color.blue;
    }

    // Update is called once per frame
    void Update () {
        if (Input.GetMouseButton(0))
        {
            MouseClick();
        }
    }

    public void MouseClick()
    {
        Vector2 mousePosition = Vector2.zero;
        mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
        if (hitInfo)
        {
            spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x, (int)hitInfo.point.y, zeroAlpha);
            spriteRendererComponent.sprite.texture.Apply();
        }
    }

答案:

您可以使用this thread优化更改精灵像素


我找到了关于改变精灵像素(绘画)的答案

public float radius;
public Color InitialColor;

private RaycastHit2D hitInfo;

// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{
    if (CustomInput.ControlStay())
    {
        hitInfo = CustomInput.ClickednTouched().hitInfo;
        if (hitInfo)
        {
            UpdateTexture();
        }
    }
}

public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
    float differenceX;
    float differenceY;

    //Create a new Texture2D, which will be the copy
    Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);

    //Choose your filtermode and wrapmode
    texture.filterMode = FilterMode.Bilinear;
    texture.wrapMode = TextureWrapMode.Clamp;

    //Center of hit point circle 
    int m1 = (int)((hitInfo.point.x + 2.5f) / 5 * copiedTexture2D.width);
    int m2 = (int)((hitInfo.point.y + 2.5f) / 5 * copiedTexture2D.height);

    for (int x = 0; x < texture.width; x++)
    {
        for (int y = 0; y < texture.height; y++)
        {
            differenceX = x - m1;
            differenceY = y - m2;

            //INSERT YOUR LOGIC HERE
            if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
            {
                //This line of code and if statement, turn all texture pixels within radius to zero alpha
                texture.SetPixel(x, y, InitialColor);
            }
            else
            {
                //This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
                texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
            }
        }
    }

    //This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
    texture.Apply();

    return texture;
}

public void UpdateTexture()
{
    SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
    Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);

    //Get the name of the old sprite
    string tempName = mySpriteRenderer.sprite.name;
    //Create a new sprite
    mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
    //Name the sprite, the old name
    mySpriteRenderer.sprite.name = tempName;

    //Update the material
    //If you have multiple sprites, you will want to do this in a loop
    //mySpriteRenderer.material.mainTexture = newTexture2D;
    //mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");

}

另一个问题:

在精灵上查找像素:

在Unity3d中我们有RaycastHit.textureCoord但它在2D中不再存在。我正在搜索这个问题,但是我找不到任何有用的东西。

所以我想知道这个问题的解决方案,我想知道为什么3D中的textureCoord这样的方法在2D中不存在。

答案:

我再次找到了答案,就像您在上一段代码中看到的那样,在精灵上找到像素。

主题:Finding pixel on sprite in Unity

2 个答案:

答案 0 :(得分:0)

我曾经写过和读过一次纹理(对于一张刮痕卡)。 您必须考虑当您更改Sprite的像素时,您将更改整个纹理的像素。所以,让我说我改变像素1x1,如果我在相同的纹理中有一堆精灵,我很可能不会改变我的精灵中的像素1x1。所以你必须考虑精灵的偏移并重新定位你想要改变的像素。 尝试做这样的事情:

public void MouseClick()
{
    Vector2 offset = new Vector2(XXX, YYY);
    Vector2 mousePosition = Vector2.zero;
    mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
    hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
    if (hitInfo)
    {
        spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x + offset.x, (int)hitInfo.point.y + offset.y, zeroAlpha);
        spriteRendererComponent.sprite.texture.Apply();
    }
}

答案 1 :(得分:0)

看看这个!

我修复了你的脚本。适用于不同的纹理尺​​寸。不同的纹理位置和相机大小。需要箱式对撞机2d。

    using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    public float radius;
    public Color InitialColor;

    private RaycastHit2D hitInfo;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            hitInfo = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
            if (hitInfo)
            {
                UpdateTexture();
            }
        }
        if (Input.GetMouseButtonUp(0))
        {
            Resources.UnloadUnusedAssets();
        }
    }

    public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
    {
        float differenceX;
        float differenceY;

        //Create a new Texture2D, which will be the copy
        Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);

        //Choose your filtermode and wrapmode
        texture.filterMode = FilterMode.Bilinear;
        texture.wrapMode = TextureWrapMode.Clamp;

        //Center of hit point circle 
        int m1 = (int)((hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x));
        int m2 = (int)((hitInfo.point.y - hitInfo.collider.bounds.min.y) * (copiedTexture2D.height / hitInfo.collider.bounds.size.y));

        //Vector2 extremeScreenPoint = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
        //Debug.Log("extremeScreenPoint= " + extremeScreenPoint.x
        //                 + " hitInfo.point.x =" +  hitInfo.point.x 

        //    //+ "  mousePosition =" + Camera.main.ScreenToWorldPoint(Input.mousePosition).x
        //                + "  bounds.min =" +  hitInfo.collider.bounds.min .x
        //                + "  bounds.max =" +  hitInfo.collider.bounds.max .x
        //                                        + "  size =" + hitInfo.collider.bounds.size.x
        //                                        + "  hit =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x)
        //                                        + "  pixels =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x)
        //    );



        for (int x = 0; x < texture.width; x++)
        {
            for (int y = 0; y < texture.height; y++)
            {
                differenceX = x - m1;
                differenceY = y - m2;



                //INSERT YOUR LOGIC HERE
                if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
                {
                    //This line of code and if statement, turn all texture pixels within radius to zero alpha
                    texture.SetPixel(x, y, InitialColor);
                }
                else
                {
                    //This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
                    texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
                }
            }
        }

        //This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
        texture.Apply();
        //DestroyImmediate(copiedTexture2D, true);
        return texture;
    }

    public void UpdateTexture()
    {
        SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
        Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);

        //Get the name of the old sprite
        string tempName = mySpriteRenderer.sprite.name;
        //Create a new sprite
        mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
        //Name the sprite, the old name
        mySpriteRenderer.sprite.name = tempName;

        //Update the material
        //If you have multiple sprites, you will want to do this in a loop
        //mySpriteRenderer.material.mainTexture = newTexture2D;
        //mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");

    }
}