using System; using System.Collections; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Runtime.Serialization.Json; using System.Text; using UnityEngine; using UnityEngine.UI; using Color = UnityEngine.Color;
public class Demo_texture : MonoBehaviour { //计算鼠标点击位置 对应的像素位置,一个是image的左下角,一个是图片的右上角 public Transform textureOrigin; public Transform textureUPEnd; //存储点击的图片的texture2D getpixel() 使用 private Texture2D clickTexture2D; //存储鼠标点击位置的像素值 private Color testColor; //存储计算出来的像素点的位置 private Vector2 colorPos; //存储图片定位点的屏幕坐标 private Vector3 textureOriginScreenPosition; private Vector3 textureEndUPScreenPosition; //图片 (Read/Write Enabled:读/写 启用) public Image image; //点击区域的所变的颜色 public Color color = Color.magenta; public Stack stackX = new Stack(); public Stack stackY = new Stack();
public Color getColor(int x, int y)
{
//返回坐标 (x,y) 处的像素颜色
return clickTexture2D.GetPixel(x, y);
}
public void setColor(int x, int y, Color c)
{
//设置坐标 (x,y) 处的像素颜色
clickTexture2D.SetPixel(x, y, c);
}
private void Start()
{
//将 position 从世界空间变换为屏幕空间。
textureOriginScreenPosition = Camera.main.WorldToScreenPoint(textureOrigin.position);
textureEndUPScreenPosition = Camera.main.WorldToScreenPoint(textureUPEnd.position);
}
private void Update()
{
//返回从摄像机通过屏幕点的光线。
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
//用于从射线投射获取信息
RaycastHit hit;
if (Input.GetMouseButtonDown(0))
{
//发射射线
if (Physics.Raycast(r, out hit))
{
HitColorChooseImage(hit);
}
}
}
private void HitColorChooseImage(RaycastHit hit)
{
//如果射线命中
if (hit.collider.name == "Image")
{
//获取到纹理引用
clickTexture2D = hit.collider.gameObject.GetComponent<Image>().sprite.texture;
CaculateVector2();
}
}
private void CaculateVector2()
{
//鼠标当前的像素坐标位置
colorPos.x = (Input.mousePosition.x - textureOriginScreenPosition.x)
/ (textureEndUPScreenPosition.x - textureOriginScreenPosition.x) * clickTexture2D.width;
colorPos.y = (Input.mousePosition.y - textureOriginScreenPosition.y)
/ (textureEndUPScreenPosition.y - textureOriginScreenPosition.y) * clickTexture2D.height;
Debug.Log(colorPos.x+"."+colorPos.y);
//识别底层颜色
// if (!(getColor((int)colorPos.x, (int)colorPos.y) == Color.white))
// {
// Debug.Log(colorPos.x+","+colorPos.y);
// return;
// }
//
stackX.Clear();
stackY.Clear();
int y1;
bool spanLeft, spanRight;
stackX.Push((int)colorPos.x);
stackY.Push((int)colorPos.y);
while (stackX.Count>0 && stackY.Count>0)
{
colorPos.x = stackX.Pop();
colorPos.y = stackY.Pop();
y1 = (int)colorPos.y;
while (y1 >= 0 && getColor((int)colorPos.x, y1) == Color.white)
{
y1--;
}
y1++;
spanLeft = false;
spanRight = false;
while (y1 < clickTexture2D.height && getColor((int) colorPos.x, y1) == Color.white)
{
setColor((int)colorPos.x, y1, color);
if (!spanLeft && colorPos.x > 0 && getColor((int)colorPos.x - 1, y1) == Color.white)
{
stackX.Push((int)colorPos.x - 1);
stackY.Push(y1);
spanLeft = true;
}
else if (spanLeft && colorPos.x > 0 && getColor((int)colorPos.x - 1, y1) != Color.white)
{
spanLeft = false;
}
if (!spanRight && colorPos.x < clickTexture2D.width - 1 && getColor((int)colorPos.x + 1, y1) == Color.white)
{
stackX.Push((int)colorPos.x + 1);
stackY.Push(y1);
spanRight = true;
}
else if (spanRight && colorPos.x < clickTexture2D.width - 1 && getColor((int)colorPos.x + 1, y1) != Color.white)
{
spanRight = false;
}
y1++;
}
}
//实际应用任何先前的 SetPixel 和 SetPixels 更改
clickTexture2D.Apply();
}
}
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