我有一个客户多年前由另一位开发人员开发的项目。他们现在希望让项目更新并进行新的更改等。项目功能中有一个着色屏幕,您可以在其中选择颜色和“笔大小”并在屏幕上绘图。
执行此操作的代码不再在最新的Unity3D下正常运行,而不是正确设置颜色只是绘制粉红色的线条。我的理解是,这是因为线的材料没有设置。
正在使用的脚本是:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ContinuousLine;
/// <summary>
/// This class implements on-screen drawing as a post-render process.
/// </summary>
public class OnScreenDrawing : MonoBehaviour
{
/// <summary>
/// The color of the line.
/// </summary>
public Color lineColor = Color.black;
public AudioClip Pressbutton;
public bool clearing = false;
/// <summary>
/// The size of the line.
/// </summary>
[Range (-1, 20)] public int lineSize = 5;
/// <summary>
/// The line material (shader) used for drawing the lines.
/// </summary>
private Material lineMaterial;
/// <summary>
/// The previous mouse position.
/// </summary>
private Vector2 prevPos = Vector2.zero;
/// <summary>
/// The current mouse position.
/// </summary>
private Vector2 currPos = Vector2.zero;
/// <summary>
/// The list of continuous lines.
/// </summary>
private List<Line> lines;
/// <summary>
/// The current line being drawn.
/// </summary>
private Line currLine;
public void coln () {
lineColor = new Color(255.0f, 255.0f, 255.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void colq () {
lineColor = new Color(11.0f, 148.0f, 68.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void colw () {
lineColor = new Color(255.0f, 242.0f, 0.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void cole () {
lineColor = new Color(101.0f, 153.0f, 255.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void cola () {
lineColor = new Color(255.0f, 153.0f, 0.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void cols () {
lineColor = new Color(237.0f, 28.0f, 36.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void cold () {
lineColor = new Color(53.0f, 53.0f, 53.0f) / 255.0f;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void allgone () {
clearing = true;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void smalls () {
lineSize = 5;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void meds () {
lineSize = 19;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void bigs () {
lineSize = 35;
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
}
public void returns () {
GetComponent<AudioSource>().PlayOneShot (Pressbutton);
Application.LoadLevel ("PaintingMenu");
}
void Start()
{
lines = new List<Line>();
}
void Update()
{
// Left mouse button pressed.
if (Input.GetButtonDown("Fire1")) {
prevPos = Input.mousePosition;
currLine = new Line(lineColor, lineSize, prevPos);
lines.Add(currLine);
}
// Left mouse button held down.
else if (Input.GetButton("Fire1")) {
currPos = Input.mousePosition;
if (currPos != prevPos) {
currLine.AddPoint(currPos);
prevPos = currPos;
}
}
// Left mouse button released.
else if (Input.GetButtonUp("Fire1")) {
}
// Spacebar pressed. Input.GetKeyDown(KeyCode.Space)
else if (clearing == true) {
for (int i = 0; i < lines.Count; i++)
lines[i].ClearPoints();
lines.Clear();
clearing = false;
}
// Change sizes.
else if (Input.GetKeyDown("1")) {
lineSize = 1;
}
else if (Input.GetKeyDown("2")) {
lineSize = 5;
}
else if (Input.GetKeyDown("3")) {
lineSize = 15;
}
// Change colors
else if (Input.GetKeyDown(KeyCode.Q)) {
lineColor = new Color(9.0f, 112.0f, 84.0f) / 255.0f;
}
else if (Input.GetKeyDown(KeyCode.W)) {
lineColor = new Color(255.0f, 222.0f, 0.0f) / 255.0f;
}
else if (Input.GetKeyDown(KeyCode.E)) {
lineColor = new Color(101.0f, 153.0f, 255.0f) / 255.0f;
}
else if (Input.GetKeyDown(KeyCode.A)) {
lineColor = new Color(255.0f, 153.0f, 0.0f) / 255.0f;
}
else if (Input.GetKeyDown(KeyCode.S)) {
lineColor = new Color(210.0f, 67.0f, 60.0f) / 255.0f;
}
else if (Input.GetKeyDown(KeyCode.D)) {
lineColor = new Color(0.0f, 0.0f, 0.0f) / 255.0f;
}
}
void OnGUI()
{
//GUI.Label(new Rect(5.0f, 0.0f, 250.0f, 25.0f), "Press 'Space' to clear");
//GUI.Label(new Rect(5.0f, 15.0f, 250.0f, 25.0f), "Press '1', '2' or '3' to change sizes...");
//GUI.Label(new Rect(5.0f, 30.0f, 300.0f, 25.0f), "Press 'q', 'w', 'e', 'a', 's' or 'd' to change colors...");
}
void OnPostRender()
{
// Assign and set the current line material.
Line.AssignLineMaterial(ref lineMaterial);
lineMaterial.SetPass(0);
// Setup the matrix stacks.
GL.PushMatrix();
GL.LoadPixelMatrix();
// Setup the viewport.
GL.Viewport(new Rect(0, 0, Screen.width, Screen.height));
// Draw the lines.
for (int i = 0; i < lines.Count; i++)
lines[i].Draw();
// Restore the matrix stacks.
GL.PopMatrix();
}
}
看着这个我发现lineMaterial
永远不会被设置为任何东西所以假设这个问题然而当我设置一个基本材料并将其分配给lineMaterial时,我得到的只是黑线。如何正确设置材质,以便用正确的颜色绘制线条?
谢谢
答案 0 :(得分:0)
该插件很旧,并且很长时间没有更新。你甚至不需要一个插件来画一条线。 Unity的GL
API可用于绘制没有任何插件的行。使用GL.Color
指定线条的颜色。
GL
API是绘制线条的低级方式。虽然,我建议您使用Unity的LineRenderer
来完成此操作,因为它简化了绘制线条。这意味着您必须重新编写在应用程序中绘制线条的整个代码。
下面是一个简单的函数,它根据您通过LineRenderer
传递给它的提供的Vector3
数组绘制一条线。它绘制和关闭该行(将第一个索引连接到最后一个索引)。不需要插件。
//Draws lines through the provided vertices
void drawLine(Vector3[] verticesToDraw)
{
Color beginColor = Color.yellow;
Color endColor = Color.red;
float lineWidth = 0.3f;
//Create a Line Renderer Obj then make it this GameObject a parent of it
GameObject childLineRendererObj = new GameObject("LineObj");
childLineRendererObj.transform.SetParent(transform);
//Create new Line Renderer if it does not exist
LineRenderer lineRenderer = childLineRendererObj.GetComponent<LineRenderer>();
if (lineRenderer == null)
{
lineRenderer = childLineRendererObj.AddComponent<LineRenderer>();
}
//Assign Material to the new Line Renderer
//Hidden/Internal-Colored
//Particles/Additive
lineRenderer.material = new Material(Shader.Find("Hidden/Internal-Colored"));
//Set color
lineRenderer.startColor = beginColor;
lineRenderer.endColor = endColor;
//Set width
lineRenderer.startWidth = lineWidth;
lineRenderer.endWidth = lineWidth;
//Convert local to world points
for (int i = 0; i < verticesToDraw.Length; i++)
{
verticesToDraw[i] = gameObject.transform.TransformPoint(verticesToDraw[i]);
}
//5. Set the SetVertexCount of the LineRenderer to the Length of the points
lineRenderer.positionCount = verticesToDraw.Length + 1;
for (int i = 0; i < verticesToDraw.Length; i++)
{
//Draw the line
Vector3 finalLine = verticesToDraw[i];
lineRenderer.SetPosition(i, finalLine);
//Check if this is the last loop. Now Close the Line drawn
if (i == (verticesToDraw.Length - 1))
{
finalLine = verticesToDraw[0];
lineRenderer.SetPosition(verticesToDraw.Length, finalLine);
}
}
}