問題:繪畫精靈
我要讓原型清潔窗戶(我的意思是清洗髒的窗戶)的統一。
我在尋找這個主題,發現我可以通過Texture2D.SetPixel()
更改像素。
我嘗試通過這種方法來實現,首先我啓用了紋理的讀/寫並嘗試這種方法,但是我的精靈沒有發生任何事情。
所以我想問一下,如果有可能改變被鼠標點擊的精靈的alpha或觸摸來顯示原始的精靈的下面的精靈!
我的代碼:
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:
可以使用this thread雪碧的變化像素
我發現寫回信的優化呃關於改變精靈的像素(繪畫)
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");
}
另一個問題:在精靈
查找像素:
在Unity3d我們RaycastHit.textureCoord
,但它不」在2D中不再存在。我正在尋找這個問題,很多,但我沒有找到有用的東西。
所以我想知道這個問題的解決方案,我想知道爲什麼方法像3D紋理圖案不存在於二維。
答:
我又找到答案,你在前面的代碼中看到關於精靈尋找像素。
主題:Finding pixel on sprite in Unity