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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class ColorPick : MonoBehaviour
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{
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public Image Saturation;
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public Image Hue;
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public Image Paint;
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public RectTransform Point_Stauration;
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public RectTransform Point_Hue;
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private Sprite Saturation_Sprite;
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private Sprite Hue_Sprite;
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private Color32 currentHue = Color.red;
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private void Awake()
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{
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}
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private void Start()
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{
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UpdateStauration();
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UpdateHue();
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}
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float sWidth = 200, sHeight = 200;
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//更新饱和度
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private void UpdateStauration()
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{
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Saturation_Sprite = Sprite.Create(new Texture2D((int)sWidth, (int)sHeight), new Rect(0, 0, sWidth, sHeight), new Vector2(0, 0));
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for (int y = 0; y <= sHeight; y++)
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{
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for (int x = 0; x < sWidth; x++)
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{
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var pixColor = GetSaturation(currentHue, x / sWidth, y / sHeight);
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Saturation_Sprite.texture.SetPixel(x, ((int)sHeight - y), pixColor);
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}
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}
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Saturation_Sprite.texture.Apply();
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Saturation.sprite = Saturation_Sprite;
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}
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//更新色泽度
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private void UpdateHue()
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{
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float w = 50, h = 50;
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Hue_Sprite = Sprite.Create(new Texture2D((int)w, (int)h), new Rect(0, 0, w, h), new Vector2(0, 0));
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for (int y = 0; y <= h; y++)
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{
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for (int x = 0; x < w; x++)
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{
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var pixColor = GetHue(y / h);
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Hue_Sprite.texture.SetPixel(x, ((int)h - y), pixColor);
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}
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}
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Hue_Sprite.texture.Apply();
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Hue.sprite = Hue_Sprite;
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}
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private Vector2 clickPoint = Vector2.zero;
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public void OnStaurationClick(ColorPickClick sender)
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{
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var size2 = Saturation.rectTransform.sizeDelta / 2;
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var pos = Vector2.zero;
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pos.x = Mathf.Clamp(sender.ClickPoint.x, -size2.x, size2.x);
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pos.y = Mathf.Clamp(sender.ClickPoint.y, -size2.y, size2.y);
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Point_Stauration.anchoredPosition = clickPoint = pos;
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UpdateColor();
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}
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public void UpdateColor()
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{
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var size2 = Saturation.rectTransform.sizeDelta / 2;
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var pos = clickPoint;
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pos += size2;
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var color = GetSaturation(currentHue, pos.x / Saturation.rectTransform.sizeDelta.x, 1 - pos.y / Saturation.rectTransform.sizeDelta.y);
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Paint.color = color;
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}
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public void OnHueClick(ColorPickClick sender)
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{
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var h = Hue.rectTransform.sizeDelta.y / 2.0f;
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var y = Mathf.Clamp(sender.ClickPoint.y, -h, h);
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Point_Hue.anchoredPosition = new Vector2(0, y);
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y += h;
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currentHue = GetHue(1 - y / Hue.rectTransform.sizeDelta.y);
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UpdateStauration();
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UpdateColor();
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}
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private static Color GetSaturation(Color color, float x, float y)
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{
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Color newColor = Color.white;
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for (int i = 0; i < 3; i++)
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{
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if (color[i] != 1)
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{
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newColor[i] = (1 - color[i]) * (1 - x) + color[i];
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}
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}
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newColor *= (1 - y);
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newColor.a = 1;
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return newColor;
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}
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//B,r,G,b,R,g //大写是升,小写是降
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private readonly static int[] hues = new int[] { 2, 0, 1, 2, 0, 1 };
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private readonly static Color[] colors = new Color[] { Color.red, Color.blue, Color.blue, Color.green, Color.green, Color.red };
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private readonly static float c = 1.0f / hues.Length;
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private static Color GetHue(float y)
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{
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y = Mathf.Clamp01(y);
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var index = (int)(y / c);
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var h = hues[index];
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var newColor = colors[index];
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float less = (y - index * c) / c;
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newColor[h] = index % 2 == 0 ? less : 1 - less;
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return newColor;
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}
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}
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using UnityEngine;
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using System.Collections;
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using UnityEngine.EventSystems;
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using System;
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using UnityEngine.UI;
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public class ColorPickClick : MonoBehaviour, IPointerDownHandler, IDragHandler
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{
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public Button.ButtonClickedEvent Click;
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public Vector3 ClickPoint { get; set; }
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public void OnDrag(PointerEventData eventData)
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{
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var rect = transform as RectTransform;
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ClickPoint = rect.InverseTransformPoint(eventData.position);
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Click.Invoke();
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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var rect = transform as RectTransform;
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ClickPoint = rect.InverseTransformPoint(eventData.position);
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Click.Invoke();
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}
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}
调色板的UI制作
代码添加