一般的说我们切割图片是将一张图片资源切割成更小的图片资源,也就是说在资源上就进行了切割,比如ugui上的切割方法。
如果我们有一些情况比如做拼图,可能让玩家自己选择自己的生活照作为拼图的原图。
那么我们需要进行在内存中进行切割
Texture2D ScaleTextureCutOut(Texture2D originalTexture, float startX,float startY, float originalWidth, float originalHeight) { originalWidth = Mathf.Clamp(originalWidth, 0, Mathf.Max(originalTexture.width - startX,0)); originalHeight = Mathf.Clamp(originalHeight, 0, Mathf.Max(originalTexture.height - startY,0)); Texture2D newTexture = new Texture2D(Mathf.CeilToInt(originalWidth), Mathf.CeilToInt(originalHeight)); int maxX = originalTexture.width - 1; int maxY = originalTexture.height - 1; for (int y = 0; y < newTexture.height; y++) { for (int x = 0; x < newTexture.width; x++) { float targetX = x + startX; float targetY = y + startY; int x1 = Mathf.Min(maxX, Mathf.FloorToInt(targetX)); int y1 = Mathf.Min(maxY, Mathf.FloorToInt(targetY)); int x2 = Mathf.Min(maxX, x1 + 1); int y2 = Mathf.Min(maxY, y1 + 1); float u = targetX - x1; float v = targetY - y1; float w1 = (1 - u) * (1 - v); float w2 = u * (1 - v); float w3 = (1 - u) * v; float w4 = u * v; Color color1 = originalTexture.GetPixel(x1, y1); Color color2 = originalTexture.GetPixel(x2, y1); Color color3 = originalTexture.GetPixel(x1, y2); Color color4 = originalTexture.GetPixel(x2, y2); Color color = new Color(Mathf.Clamp01(color1.r * w1 + color2.r * w2 + color3.r * w3 + color4.r * w4), Mathf.Clamp01(color1.g * w1 + color2.g * w2 + color3.g * w3 + color4.g * w4), Mathf.Clamp01(color1.b * w1 + color2.b * w2 + color3.b * w3 + color4.b * w4), Mathf.Clamp01(color1.a * w1 + color2.a * w2 + color3.a * w3 + color4.a * w4) ); newTexture.SetPixel(x, y, color); } } newTexture.anisoLevel = 2; newTexture.Apply(); return newTexture; }
这个代码摘自网络上的,然后添加了起始位置,逻辑是将每一个对应点的色素值取出来,放置在内存中的图片点上
今天在做应用的时候发现,图片切割的起始位置是在左下角,于是,在做拼图或者其他游戏,需要的时候要注意进行Y值的换算
还有另外的一点就是所应用的图片如果在unity中的情况,需要勾选允许读取和写入
否则在进行读颜色值的时候会出现错误。
做拼图遇到还有的一个问题是,让玩家选取本地任意地点文件,参考 http://blog.csdn.net/awnuxcvbn/article/details/21277481
后面有发现项目中用到图集,但是原图丢失了,然后在整理图集的时候不是特别方便,把A图集的一项删除之后无法放到B中。于是就需要拆除原图
[MenuItem("Tools/Resume Sprite From Atlas")] public static void ResumeSpriteFromAtlas() { Object[] go = Selection.objects; for (int i = 0; i < go.Length; i++) { if (go[i].GetType() == typeof(GameObject)) { GameObject resObject = go[i] as GameObject; UIAtlas resAtlas = resObject.GetComponent<UIAtlas>(); if (resAtlas != null) { DecompressAtlas(resAtlas); } } } } public static void DecompressAtlas(UIAtlas resAtlas) { string mainPath = "D://OutSprites/" + resAtlas.name; if ( !System.IO.Directory.Exists(mainPath) ) { System.IO.Directory.CreateDirectory(mainPath); } Material mainMaterial = resAtlas.spriteMaterial; Texture2D mainTexture = (Texture2D)mainMaterial.mainTexture; for(int i = 0; i < resAtlas.spriteList.Count; i++) { UISpriteData spData = resAtlas.spriteList[i]; Texture2D newTexture = new Texture2D(spData.width, spData.height); Color[] needCopy = mainTexture.GetPixels(spData.x, mainTexture.height - (spData.y + spData.height), spData.width, spData.height); newTexture.SetPixels(0, 0, newTexture.width, newTexture.height, needCopy); newTexture.Apply(); byte[] pngBytes = newTexture.EncodeToPNG(); string filePath = mainPath + "/" + spData.name + ".png"; Stream st = System.IO.File.Open(filePath, FileMode.OpenOrCreate); st.Write(pngBytes, 0, pngBytes.Length); st.Flush(); st.Close(); UnityEngine.Debug.Log(filePath); } }
在untiy 编辑器下可以将选中的图集拆出原图,这样就又可以随便组合图集了