using UnityEngine; using System.Collections; using UnityEngine.UI; namespace MetaClient { public class ColorPick : MonoBehaviour { public Image Saturation; public Image Hue; public Image Paint; public RectTransform Point_Stauration; public RectTransform Point_Hue; private Sprite Saturation_Sprite; private Sprite Hue_Sprite; private Color32 currentHue = Color.red; public Text colorText; public UICustom uICustom; private void Awake() { } private void Start() { UpdateStauration(); UpdateHue(); } float sWidth = 200, sHeight = 200; //更新饱和度 private void UpdateStauration() { Saturation_Sprite = Sprite.Create(new Texture2D((int)sWidth, (int)sHeight), new Rect(0, 0, sWidth, sHeight), new Vector2(0, 0)); for (int y = 0; y <= sHeight; y++) { for (int x = 0; x < sWidth; x++) { var pixColor = GetSaturation(currentHue, x / sWidth, y / sHeight); Saturation_Sprite.texture.SetPixel(x, ((int)sHeight - y), pixColor); } } Saturation_Sprite.texture.Apply(); Saturation.sprite = Saturation_Sprite; } //更新色泽度 private void UpdateHue() { float w = 50, h = 50; Hue_Sprite = Sprite.Create(new Texture2D((int)w, (int)h), new Rect(0, 0, w, h), new Vector2(0, 0)); for (int y = 0; y <= h; y++) { for (int x = 0; x < w; x++) { var pixColor = GetHue(y / h); Hue_Sprite.texture.SetPixel(x, ((int)h - y), pixColor); } } Hue_Sprite.texture.Apply(); Hue.sprite = Hue_Sprite; } private Vector2 clickPoint = Vector2.zero; public void OnStaurationClick(ColorPickClick sender) { var size2 = Saturation.rectTransform.sizeDelta / 2; var pos = Vector2.zero; pos.x = Mathf.Clamp(sender.ClickPoint.x, -size2.x, size2.x); pos.y = Mathf.Clamp(sender.ClickPoint.y, -size2.y, size2.y); Point_Stauration.anchoredPosition = clickPoint = pos; UpdateColor(); } public void UpdateColor() { var size2 = Saturation.rectTransform.sizeDelta / 2; var pos = clickPoint; pos += size2; var color = GetSaturation(currentHue, pos.x / Saturation.rectTransform.sizeDelta.x, 1 - pos.y / Saturation.rectTransform.sizeDelta.y); Paint.color = color; int r = Mathf.RoundToInt(color.r * 255.0f); int g = Mathf.RoundToInt(color.g * 255.0f); int b = Mathf.RoundToInt(color.b * 255.0f); int a = Mathf.RoundToInt(color.a * 255.0f); string theHexColor = string.Format("{0:X2}{1:X2}{2:X2}{3:X2}", r, g, b, a); colorText.text = theHexColor + ""; uICustom.ColorChange(new Vector3(color.r, color.g, color.b)); } public void OnHueClick(ColorPickClick sender) { var h = Hue.rectTransform.sizeDelta.y / 2.0f; var y = Mathf.Clamp(sender.ClickPoint.y, -h, h); Point_Hue.anchoredPosition = new Vector2(0, y); y += h; currentHue = GetHue(1 - y / Hue.rectTransform.sizeDelta.y); UpdateStauration(); UpdateColor(); } private static Color GetSaturation(Color color, float x, float y) { Color newColor = Color.white; for (int i = 0; i < 3; i++) { if (color[i] != 1) { newColor[i] = (1 - color[i]) * (1 - x) + color[i]; } } newColor *= (1 - y); newColor.a = 1; return newColor; } //B,r,G,b,R,g //大写是升,小写是降 private readonly static int[] hues = new int[] { 2, 0, 1, 2, 0, 1 }; private readonly static Color[] colors = new Color[] { Color.red, Color.blue, Color.blue, Color.green, Color.green, Color.red }; private readonly static float c = 1.0f / hues.Length; private static Color GetHue(float y) { y = Mathf.Clamp01(y); var index = (int)(y / c); var h = hues[index]; var newColor = colors[index]; float less = (y - index * c) / c; newColor[h] = index % 2 == 0 ? less : 1 - less; return newColor; } } }