图片融合
2017-01-18 本文已影响9人
游戏开发小Y
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// 脚本挂载到墙上
/// </summary>
public class ImageFusion : MonoBehaviour {
public Texture2D bulletTexture; // 【图片】弹痕
private Texture2D wallTexture; // 【图片】墙
private Texture2D NewWallTexture; // 【图片】墙的备份
private float wall_height; // 【获取墙和弹痕图片的宽高信息】
private float wall_width;
private float bullet_height;
private float bullet_width;
RaycastHit hit; // 获取子弹打击点
private Queue<Vector2> uiQueues; // 存储像素点信息
// Use this for initialization
void Start () {
uiQueues = new Queue<Vector2> ();
wallTexture = GetComponent<MeshRenderer> ().material.mainTexture as Texture2D;
// 【备份墙的图片】
NewWallTexture = Instantiate (wallTexture);
GetComponent<MeshRenderer> ().material.mainTexture = NewWallTexture;
wall_height = wallTexture.height;
wall_width = wallTexture.width;
bullet_height = bulletTexture.height;
bullet_width = bulletTexture.width;
Debug.Log (wall_width);
Debug.Log (bullet_width);
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0)) {
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast(ray,out hit)) {
if (hit.collider.name == "Plane") {
// 得到打击点的图片UV坐标
// UV坐标是当前图片宽高的百分比【左下角(0,0),右上角(1,1)】
Vector2 uv = hit.textureCoord;
uiQueues.Enqueue (uv);
for (int i = 0; i < bullet_width; i++) {
for (int j = 0; j < bullet_height; j++) {
// 先减去弹痕宽度的一半得到最左边的坐标,依次向右递增
float w = uv.x * wall_width - bullet_width / 2 + i;
// 同理,从下到上递增
float h = uv.y * wall_height - bullet_height / 2 + j;
Color wallColor = NewWallTexture.GetPixel ((int)w, (int)h);
Color bulletColor = bulletTexture.GetPixel (i, j);
// 修改弹痕位置的像素为两图的融合颜色,若不相乘融合会使用弹痕原图
NewWallTexture.SetPixel ((int)w, (int)h, wallColor * bulletColor);
}
}
// 应用图片
NewWallTexture.Apply ();
Invoke ("ReturnWall", 3f);
}
}
}
}
void ReturnWall()
{
// 还原以打击点为原点的图片像素点
Vector2 uv = uiQueues.Dequeue ();
for (int i = 0; i < bullet_width; i++) {
for (int j = 0; j < bullet_height; j++) {
float w = uv.x * wall_width - bullet_width / 2 + i;
float h = uv.y * wall_height - bullet_height / 2 + j;
// 使用原图的像素进行还原
Color wallColor = wallTexture.GetPixel ((int)w,(int)h);
NewWallTexture.SetPixel ((int)w, (int)h, wallColor);
}
}
NewWallTexture.Apply ();
}
}