本人通过分析GIF的文件协议,分解GIF的各序列帧,然后封装成Unity可使用的Texture,通过递归播放,实现了在Unity上播放GIF的功能,并发布到了AssetStore上面,欢迎各位朋友交流经验。
核心源码:
分解GIF
//处理每个图块
for (int index = 0; index < gif.GraphicControlExtensions.Count; index++)
{
//命名
textureDescriptor.name = "Frame" + (index + 1);
//图像描述器
ImageDescriptor imageDescriptor = gif.ImageDescriptors[index];
//像素色号集
byte[] colorIndexs = imageDescriptor.GetColorIndexs();
//绘图控制扩展
GraphicControlExtension control = gif.GraphicControlExtensions[index];
//像素指针
int pixelIndex = 0;
//gif的像素点顺序 左上到右下,unity的像素顺序是 左下到右上,所以y套x, y翻转一下
for (int y = imageDescriptor.MarginTop; y < imageDescriptor.MarginTop + imageDescriptor.Height; y++)
{
for (int x = imageDescriptor.MarginLeft; x < imageDescriptor.MarginLeft + imageDescriptor.Width; x++)
{
Color32 colorPixel = imageDescriptor.GetColor(colorIndexs[pixelIndex++], control, gif);
if (colorPixel.a == 0 && reserve)
continue;
textureDescriptor.SetPixel(x, gif.Height - y - 1, colorPixel);
}
}
//保存
textureDescriptor.Apply();
//添加序列帧
Sprite sprite = Sprite.Create(textureDescriptor, new Rect(0, 0, textureDescriptor.width, textureDescriptor.height), Vector2.zero);
sprite.name = textureDescriptor.name;
frames.Add(new UnityFrame(sprite, control.DelaySecond));
//初始化图像
textureDescriptor = new Texture2D(gif.Width, gif.Height);
reserve = false;
//下一帧图像预处理
switch (control.DisposalMethod)
{
//1 - Do not dispose. The graphic is to be left in place. //保留此帧
case DisposalMethod.Last:
textureDescriptor.SetPixels(frames[index].Texture.GetPixels());
reserve = true;
break;
//2 - Restore to background color. The area used by the graphic must be restored to the background color. //还原成背景色
case DisposalMethod.Bg:
textureDescriptor.SetPixels(textureBg.GetPixels());
break;
//3 - Restore to previous. The decoder is required to restore the area overwritten by the graphic with what was there prior to rendering the graphic.//还原成上一帧
case DisposalMethod.Previous:
textureDescriptor.SetPixels(frames[index - 1].Texture.GetPixels());
reserve = true;
break;
}
}
递归播放
/// <summary>
/// 递归播放
/// </summary>
/// <returns></returns>
IEnumerator Play()
{
if (mStop)
{
mFrameIndex = 0;
yield break;
}
//帧序号
mFrameIndex = mFrameIndex % mFrames.Count;
//绘图
if (mRawImage)
mRawImage.texture = mFrames[mFrameIndex].Texture;
if (mImage)
mImage.sprite = mFrames[mFrameIndex].Sprite;
//帧延时
yield return new WaitForSeconds(mFrames[mFrameIndex].DelaySecond);
//序号++
mFrameIndex++;
//播放一次
if (!Loop && mFrameIndex == mFrames.Count)
yield break;
//递归播放下一帧
StartCoroutine(Play());
}
插件支持GIF播放和序列帧播放。 插件支持透明颜色。
插件通过GIF文件协议将图像转换为Unity支持的图像,所有的实现都是通过C#代码,所以你可以很容易的修改代码,以达到你的需求。
插件支持Image和RawImage两种组件,当然你可以改造一下支持其他组件。
例子放在文件夹Assets\Plugin\GifPlayer\Dome\中。
欢迎使用。