理论任何环境下可用,包括手机运行时...
效果如下:
代码如下(只写了一点简单的注释,逻辑也不是很复杂,有空再补吧):
using System;
using UnityEngine;
using UnityEngine.UI;
public class ColorPalette : MonoBehaviour
{
//C_DragHandler为自己封装的Event事件,可以自己通过IBeginDragHandler, IDragHandler, IEndDragHandler实现是一样的,这里用自己的库就懒得改了
C_DragHandler drag_SaturationPanel;
//C_PointerDownAndUpHandler同理,实际上也就是继承IPointerDownHandler, IPointerUpHandler即可
C_PointerDownAndUpHandler dau_SaturationPanel;
RectTransform mark_SaturationPos;
C_DragHandler drag_HuePanell;
C_PointerDownAndUpHandler dau_HuePanell;
RectTransform mark_HuePos;
C_DragHandler drag_TransparentPanel;
C_PointerDownAndUpHandler dau_TransparentPanel;
RectTransform mark_TransparentPos;
Image SaturationPanel;
Image HuePanel;
Image TransparentPanel;
Image CurrentColorPanel;
RectTransform rect_SaturationPanel;
RectTransform rect_HuePanel;
RectTransform rect_TransparentPanel;
Sprite sprite_Saturation;
Sprite sprite_Hue;
Sprite sprite_TransparentPanel;
public Button Btn_Apply;
private Color color_Hue = Color.red;
Color current_color = Color.white;
public Action OnColorPaletteSelectedColor;
public void Awake()
{
Btn_Apply = this.transform.Find("Container/Btn_Apply").GetComponent();
SaturationPanel = this.transform.Find("Container/SaturationPanel").GetComponent();
HuePanel = this.transform.Find("Container/HuePanel").GetComponent();
TransparentPanel = this.transform.Find("Container/TransparentPanel").GetComponent();
CurrentColorPanel = this.transform.Find("Container/CurrentColorPanel").GetComponent();
drag_SaturationPanel = SaturationPanel.GetComponent();
drag_HuePanell = HuePanel.GetComponent();
drag_TransparentPanel = TransparentPanel.GetComponent();
dau_SaturationPanel = SaturationPanel.GetComponent();
dau_HuePanell = HuePanel.GetComponent();
dau_TransparentPanel = TransparentPanel.GetComponent();
rect_SaturationPanel = SaturationPanel.GetComponent();
rect_HuePanel = HuePanel.GetComponent();
rect_TransparentPanel = TransparentPanel.GetComponent();
mark_SaturationPos = rect_SaturationPanel.GetChild(0).GetComponent();
mark_HuePos = rect_HuePanel.GetChild(0).GetComponent();
mark_TransparentPos = rect_TransparentPanel.GetChild(0).GetComponent();
BindingEvent();
DrawStaurationPanel();
DrawHuePanel();
DrawTransparentPanel();
}
///
/// 绑定所有的拖拽,点击事件之类的
///
void BindingEvent()
{
//点击确定按钮后就将打开面板前绑定的事件注销
Btn_Apply.onClick.AddListener(() =>
{
this.gameObject.SetActive(false);
if (OnColorPaletteSelectedColor != null)
{
Delegate[] delegates = OnColorPaletteSelectedColor.GetInvocationList();
for (int i = 0; i < delegates.Length; i++)
{
OnColorPaletteSelectedColor -= delegates[i] as Action;
}
}
});
//以下全为3个面板的事件绑定,
dau_SaturationPanel.Add_PointerDownEvent((data) =>
{
mark_SaturationPos.gameObject.SetActive(true);
mark_SaturationPos.transform.position = data.position;
});
drag_SaturationPanel.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_SaturationPanel, data.position))
{
mark_SaturationPos.transform.position = data.position;
}
});
dau_SaturationPanel.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
int y = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
Color pixelColor = sprite_Saturation.texture.GetPixel(x, y);
current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
OnSelectColorChanged();
});
dau_HuePanell.Add_PointerDownEvent((data) =>
{
mark_HuePos.gameObject.SetActive(true);
mark_HuePos.transform.position = data.position;
});
drag_HuePanell.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_HuePanel, data.position))
{
mark_HuePos.transform.position = data.position;
}
});
dau_HuePanell.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_HuePanel.rect.width / 2 + mark_HuePos.anchoredPosition.x);
int y = (int)(rect_HuePanel.rect.height / 2 + mark_HuePos.anchoredPosition.y);
color_Hue = sprite_Hue.texture.GetPixel(x, y);
DrawStaurationPanel();
int x2 = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
int y2 = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
Color pixelColor = sprite_Saturation.texture.GetPixel(x2, y2);
current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
OnSelectColorChanged();
});
dau_TransparentPanel.Add_PointerDownEvent((data) =>
{
mark_TransparentPos.gameObject.SetActive(true);
mark_TransparentPos.transform.position = data.position;
});
drag_TransparentPanel.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_TransparentPanel, data.position))
{
mark_TransparentPos.transform.position = data.position;
}
});
dau_TransparentPanel.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_TransparentPanel.rect.width / 2 + mark_TransparentPos.anchoredPosition.x);
int y = (int)(rect_TransparentPanel.rect.height / 2 + mark_TransparentPos.anchoredPosition.y);
Color pixelColor = sprite_TransparentPanel.texture.GetPixel(x, y);
current_color = new Color(current_color.r, current_color.g, current_color.b, pixelColor.a);
OnSelectColorChanged();
});
}
///
/// 每当面板颜色变化会调用这个方法,外部绑定这个OnColorPaletteSelectedColor委托
///
void OnSelectColorChanged()
{
CurrentColorPanel.color = current_color;
OnColorPaletteSelectedColor?.Invoke(current_color);
}
//绘制透明面板(最下面那个)
private void DrawTransparentPanel()
{
sprite_TransparentPanel = Sprite.Create(new Texture2D((int)rect_TransparentPanel.rect.width, (int)rect_TransparentPanel.rect.height), new Rect(0, 0, rect_TransparentPanel.rect.width, rect_TransparentPanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_TransparentPanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_TransparentPanel.rect.width; i++)
{
float uv_x = i / rect_TransparentPanel.rect.width;
Color pixelColor = Color.white;
pixelColor.a = uv_x;
sprite_TransparentPanel.texture.SetPixel(i, j, pixelColor);
}
}
sprite_TransparentPanel.texture.Apply();
TransparentPanel.sprite = sprite_TransparentPanel;
}
//绘制色调面板(中间那个)
private void DrawHuePanel()
{
sprite_Hue = Sprite.Create(new Texture2D((int)rect_HuePanel.rect.width, (int)rect_HuePanel.rect.height), new Rect(0, 0, rect_HuePanel.rect.width, rect_HuePanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_HuePanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_HuePanel.rect.width; i++)
{
float uv_x = i / rect_HuePanel.rect.width;
Color pixelColor = GetHueColor(uv_x);
sprite_Hue.texture.SetPixel(i, j, pixelColor);
}
}
sprite_Hue.texture.Apply();
HuePanel.sprite = sprite_Hue;
}
//绘制饱和度面板(最大的那个面板)
private void DrawStaurationPanel()
{
sprite_Saturation = Sprite.Create(new Texture2D((int)rect_SaturationPanel.rect.width, (int)rect_SaturationPanel.rect.height), new Rect(0, 0, rect_SaturationPanel.rect.width, rect_SaturationPanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_SaturationPanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_SaturationPanel.rect.width; i++)
{
float uv_x = i / rect_SaturationPanel.rect.width;
float uv_y = j / rect_SaturationPanel.rect.height;
Color pixelColor = GetSaturationPixelColor(color_Hue, uv_x, uv_y);
sprite_Saturation.texture.SetPixel(i, j, pixelColor);
}
}
sprite_Saturation.texture.Apply();
SaturationPanel.sprite = sprite_Saturation;
}
///
/// 计算面板uv对应的颜色
///
/// 当前选择的hue颜色
/// 这里的x,已经除以了面板的宽度,所以范围是0-1,相当于uv_x
/// 这里的y,已经除以了面板的高度,所以范围是0-1,相当于uv_y
///
private static Color GetSaturationPixelColor(Color color_Hue, float x, float y)
{
Color pixelColor = Color.white;
pixelColor.r = 1 + (color_Hue.r - 1) * x;
pixelColor.g = 1 + (color_Hue.g - 1) * x;
pixelColor.b = 1 + (color_Hue.b - 1) * x;
pixelColor *= y;
pixelColor.a = 1;
return pixelColor;
}
///
/// 将颜色分成6块,挨个过渡融合即可
/// 原本只取了RGB三个块,然后渐变叠加,这样导致最后过渡色取不到,比如黄色取不到,所以要单独加入
///
public readonly static Color[] colors = new Color[] { Color.red, Color.red + Color.green, Color.green, Color.green + Color.blue, Color.blue, Color.blue + Color.red, Color.red };
private static Color GetHueColor(float uv_x)
{
Color pixelColor = Color.white;
float uv_x_mut_6 = uv_x * 6;
int index_floor = Mathf.FloorToInt(uv_x_mut_6);
int index_ceil = Mathf.CeilToInt(uv_x_mut_6);
var index_in_block = uv_x_mut_6 - index_floor;
pixelColor = colors[index_floor] + (colors[index_ceil] - colors[index_floor]) * index_in_block;
//pixelColor = (colors[index_floor] * (1 - index_in_block)) * (colors[index_ceil] * index_in_block);
return pixelColor;
}
}