我设置了一个圆形图像视图Rounded image view,我不知道如何为它设置背景颜色。我曾尝试设置背景方法来填充图像中的颜色。
public Bitmap roundCornerImage(Bitmap raw, float round) {
int width = raw.getWidth();
int height = raw.getHeight();
Bitmap result = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);
canvas.drawARGB(0, 0, 0, 0);
final Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setColor(Color.parseColor("#000000"));
final Rect rect = new Rect(0, 0, width, height);
final RectF rectF = new RectF(rect);
canvas.drawRoundRect(rectF, round, round, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(raw, rect, rect, paint);
return result;
}
答案 0 :(得分:2)
canvas.drawARGB(0, 0, 0, 0)
此行将绘制黑色颜色的画布。如果您只想更改颜色,请更改rgb值。例如
canvas.drawARGB(255, 0, 0, 0)
将绘制一个红色位图画布。
答案 1 :(得分:0)
public GameObject GameObjectToShake;
bool shaking = false;
IEnumerator shakeGameObjectCOR(GameObject objectToShake, float totalShakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (decreasePoint >= totalShakeDuration)
{
Debug.LogError("decreasePoint must be less than totalShakeDuration...Exiting");
yield break; //Exit!
}
//Get Original Pos and rot
Transform objTransform = objectToShake.transform;
Vector3 defaultPos = objTransform.position;
Quaternion defaultRot = objTransform.rotation;
float counter = 0f;
//Shake Speed
const float speed = 0.1f;
//Angle Rotation(Optional)
const float angleRot = 4;
//Do the actual shaking
while (counter < totalShakeDuration)
{
counter += Time.deltaTime;
float decreaseSpeed = speed;
float decreaseAngle = angleRot;
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(1f, 1f, 1f));
}
yield return null;
//Check if we have reached the decreasePoint then start decreasing decreaseSpeed value
if (counter >= decreasePoint)
{
Debug.Log("Decreasing shake");
//Reset counter to 0
counter = 0f;
while (counter <= decreasePoint)
{
counter += Time.deltaTime;
decreaseSpeed = Mathf.Lerp(speed, 0, counter / decreasePoint);
decreaseAngle = Mathf.Lerp(angleRot, 0, counter / decreasePoint);
Debug.Log("Decrease Value: " + decreaseSpeed);
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(1f, 1f, 1f));
}
yield return null;
}
//Break from the outer loop
break;
}
}
objTransform.position = defaultPos; //Reset to original postion
objTransform.rotation = defaultRot;//Reset to original rotation
shaking = false; //So that we can call this function next time
Debug.Log("Done!");
}
void shakeGameObject(GameObject objectToShake, float shakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (shaking)
{
return;
}
shaking = true;
StartCoroutine(shakeGameObjectCOR(objectToShake, shakeDuration, decreasePoint, objectIs2D));
}
void Start()
{
shakeGameObject(GameObjectToShake, 5, 3f, false);
}
答案 2 :(得分:0)
setBackgroundColor(Color.rgb(100, 100, 50));
或者更改父布局的背景颜色。