在Cocos2dx中,对大图的处理已经封装好了一套自己的API,但是在Unity3D中貌似没有类似的API,或者说我没找到。不过这也在情理之中,毕竟Unity3D是做3D的,要切割图片的地方还是很少的。
因为我用Unity3D主要是用于做2D游戏的(PS:很蛋疼吧?我也觉得),所以就不得不考虑切图和播放序列帧这两个在2D上常见的功能了,下面废话不多说。我的任务是把下面这张图切割成16块,并且按照动画的序列播放出来。
查Unity3D的使用手册的过程中,我发现了一个类:Texture2D,他是继承Texture的,主要是用于创建2D纹理的,非常符合切图的需要。
首先,我们需要加载大图,加载大图有一个非常简单的方法,就是创建一个public的Texture2D类成员变量,然后在编辑器中直接拖动到上去给他赋值就可以了。
当然也可以采用动态加载图片资源的方法,这种方法比较麻烦,需要把图片先转换成二进制流,然后赋值给Texture2D
//加载图片资源 void LoadTexture() { using (FileStream file = File.Open (Application.dataPath + "/Textures/Player.png", FileMode.Open)) { using (BinaryReader reader = new BinaryReader(file)) { m_texPlayer = new Texture2D (192, 256, TextureFormat.ARGB4444, false); texture.LoadImage (reader.ReadBytes((int)file.Length)); } } }
下面是第一步:
for (int i = 0; i < m_iMinPicColumnCount; ++i) { for (int j = 0; j < m_iMinPicRowCount; ++j) DePackTexture(i, j); }
//切图 void DePackTexture(int i, int j) { int cur_x = i * m_iMinPicWidth; int cur_y = j * m_iMinPicHeight; Texture2D newTexture = new Texture2D(m_iMinPicWidth, m_iMinPicHeight); for (int m = cur_y; m < cur_y + m_iMinPicHeight; ++m) { for (int n = cur_x; n < cur_x + m_iMinPicWidth; ++n) { newTexture.SetPixel(n - cur_x, m - cur_y, m_texPlayer.GetPixel(n, m)); } } newTexture.Apply(); m_texPlayers[i, j] = newTexture; }切图值得注意的就是两点,一点就是找好位置,另一点就是执行完SetPixel操作后一定要执行Apply,不然是没有效果的。
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下面是帧序列动画,帧序列动画实际上就是将图片按照一定的顺序加载上去,值得注意的是所有的GUI操作一定要放到OnGUI里面。
void DrawAnimation(Texture[,] tex, Rect rect) { //绘制当前帧 GUI.DrawTexture(rect, tex[m_iCurFram, m_iCurAnimation], ScaleMode.StretchToFill, true, 0.0f); //计算限制帧的时间 m_fTime += Time.deltaTime; //超过限制帧切换贴图 if (m_fTime >= 1.0 / m_fFps && m_bStop == false) { //帧序列切换 m_iCurFram = ++m_iCurFram % m_iMinPicRowCount; //限制帧清空 m_fTime = 0; //超过帧动画总数从第0帧开始 if (m_iCurFram >= tex.Length) { m_iCurFram = 0; } } }
using UnityEngine; using System.Collections; using System; public class CTexture : MonoBehaviour { //大图的人 public Texture2D m_texPlayer; //小图的人 private Texture2D[,] m_texPlayers; //当前帧 private int m_iCurFram; //当前动画 private int m_iCurAnimation; //限制帧的时间 private float m_fTime = 0; //小图的宽和高 public int m_iMinPicWidth = 48; public int m_iMinPicHeight = 64; //一行有多少个小图 public int m_iMinPicRowCount = 4; //一列有多少个小图 public int m_iMinPicColumnCount = 4; //动画控制 //暂停 private bool m_bStop = false; //一秒多少帧 private float m_fFps = 4; private string m_sFps = ""; void Start() { m_texPlayers = new Texture2D[4, 4]; m_iCurAnimation = 0; m_sFps = m_fFps.ToString(); //加载图片资源 LoadTexture(); for (int i = 0; i < m_iMinPicColumnCount; ++i) { for (int j = 0; j < m_iMinPicRowCount; ++j) DePackTexture(i, j); } } void Update() { if(Input.GetKeyDown(KeyCode.A)) { m_iCurAnimation = 2; } if (Input.GetKeyDown(KeyCode.S)) { m_iCurAnimation = 3; } if (Input.GetKeyDown(KeyCode.W)) { m_iCurAnimation = 0; } if (Input.GetKeyDown(KeyCode.D)) { m_iCurAnimation = 1; } } void OnGUI() { DrawAnimation(m_texPlayers, new Rect(100, 100, m_iMinPicWidth, m_iMinPicHeight)); if(GUI.Button(new Rect(200,20,80,50),"开始/暂停")) { m_bStop = m_bStop == false ? true : false ; } m_sFps = GUI.TextField(new Rect(200, 80, 80, 40), m_sFps); if (GUI.Button(new Rect(200, 150, 50, 40), "应用")) { m_fFps = float.Parse(m_sFps); } } //加载图片资源 void LoadTexture() { using (FileStream file = File.Open (Application.dataPath + "/Textures/Player.png", FileMode.Open)) { using (BinaryReader reader = new BinaryReader(file)) { m_texPlayer = new Texture2D (192, 256, TextureFormat.ARGB4444, false); texture.LoadImage (reader.ReadBytes((int)file.Length)); } } } //切图 void DePackTexture(int i, int j) { int cur_x = i * m_iMinPicWidth; int cur_y = j * m_iMinPicHeight; Texture2D newTexture = new Texture2D(m_iMinPicWidth, m_iMinPicHeight); for (int m = cur_y; m < cur_y + m_iMinPicHeight; ++m) { for (int n = cur_x; n < cur_x + m_iMinPicWidth; ++n) { newTexture.SetPixel(n - cur_x, m - cur_y, m_texPlayer.GetPixel(n, m)); } } newTexture.Apply(); m_texPlayers[i, j] = newTexture; } void DrawAnimation(Texture[,] tex, Rect rect) { //绘制当前帧 GUI.DrawTexture(rect, tex[m_iCurFram, m_iCurAnimation], ScaleMode.StretchToFill, true, 0.0f); //计算限制帧的时间 m_fTime += Time.deltaTime; //超过限制帧切换贴图 if (m_fTime >= 1.0 / m_fFps && m_bStop == false) { //帧序列切换 m_iCurFram = ++m_iCurFram % 4; //限制帧清空 m_fTime = 0; //超过帧动画总数从第0帧开始 if (m_iCurFram >= tex.Length) { m_iCurFram = 0; } } } }
【跟我一起学Unity3D】代码中切割图片并且加载帧序列动画
原文地址:http://blog.csdn.net/nxshow/article/details/40554391