350 lines
12 KiB
C#
350 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Ichni;
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using Ichni.Editor;
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using Ichni.RhythmGame;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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public partial class HsvDrawer
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{
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[Header("Color Wheel Settings")]
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public int textureSize = 256; // 纹理尺寸
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public float saturation = 1f; // 最大饱和度
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public float value = 1f; // 明度
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[Header("Color Picker Settings")]
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public RectTransform pickerIndicator; // 取色器指示器
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public Color currentColor = Color.white; // 当前选中的颜色
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public Slider valueSlider; // 亮度拖动条
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public Slider alphaSlider; // 透明度拖动条
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public RawImage previewImage; // 颜色预览窗
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private Texture2D _texture;
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public RawImage _rawImage;
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private RectTransform _rectTransform;
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public bool isEmission = false;
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public GameObject emissionObj;
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public InputField emissionInput;
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public DynamicUIBaseColorPicker baseColorPicker;
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void Start()
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{
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_rectTransform = _rawImage.GetComponent<RectTransform>(); // 初始化
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CreateColorWheelTexture();
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ApplyTextureToRawImage();
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if (valueSlider != null)
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{
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valueSlider.minValue = 0f;
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valueSlider.maxValue = 1f;
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valueSlider.value = value;
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valueSlider.onValueChanged.AddListener(OnValueSliderChanged);
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}
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if (alphaSlider != null)
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{
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alphaSlider.minValue = 0f;
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alphaSlider.maxValue = 1f;
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alphaSlider.onValueChanged.AddListener(OnAlphaSliderChanged);
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}
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if (previewImage != null)
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{
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previewImage.color = currentColor;
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}
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}
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private Coroutine valueSliderCoroutine;
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private float pendingValue = -1f;
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// 新增:高低分辨率参数
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public int highResTextureSize = 256;
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public int lowResTextureSize = 64;
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private bool isLowRes = false;
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void OnValueSliderChanged(float newValue)
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{
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value = newValue;
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pendingValue = newValue;
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// 切换到低分辨率
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if (!isLowRes)
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{
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isLowRes = true;
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CreateColorWheelTexture(true);
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ApplyTextureToRawImage();
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}
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if (valueSliderCoroutine != null)
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StopCoroutine(valueSliderCoroutine);
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valueSliderCoroutine = StartCoroutine(DelayedRedrawColorWheel());
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// 刷新当前颜色
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if (pickerIndicator != null)
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UpdateCurrentColor(pickerIndicator.localPosition);
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}
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IEnumerator DelayedRedrawColorWheel()
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{
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float waitTime = 0.01f;
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float timer = 0f;
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while (timer < waitTime)
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{
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yield return null;
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timer += Time.unscaledDeltaTime;
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}
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// 恢复高分辨率
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if (isLowRes)
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{
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isLowRes = false;
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CreateColorWheelTexture(false);
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ApplyTextureToRawImage();
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}
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else
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{
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CreateColorWheelTexture(false);
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ApplyTextureToRawImage();
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}
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valueSliderCoroutine = null;
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}
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void OnAlphaSliderChanged(float newAlpha)
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{
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// 只更新透明度
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currentColor.a = newAlpha;
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if (previewImage != null)
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previewImage.color = currentColor;
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}
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void Update()
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{
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// 鼠标点击色轮区域即可拖动
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if (Mouse.current.leftButton.wasPressedThisFrame && RectTransformUtility.RectangleContainsScreenPoint(_rectTransform, Mouse.current.position.ReadValue()))
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{
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StartCoroutine(DraggingColorPicker());
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}
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}
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IEnumerator DraggingColorPicker()
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{
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while (Mouse.current.leftButton.isPressed)
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{
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Vector2 localPosition;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Mouse.current.position.ReadValue(), null, out localPosition);
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// 计算中心和最大半径
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Vector2 center = _rectTransform.rect.center;
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float maxRadius = _rectTransform.rect.width / 2f;
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Vector2 offset = localPosition - center;
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float distance = offset.magnitude;
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// 如果超出圆形区域,则贴边
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if (distance > maxRadius)
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{
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offset = offset.normalized * maxRadius;
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localPosition = center + offset;
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}
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if (pickerIndicator != null)
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pickerIndicator.localPosition = localPosition;
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UpdateCurrentColor(localPosition);
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yield return null; // 等待下一帧
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}
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}
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// 整合分辨率逻辑到此方法
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void CreateColorWheelTexture(bool useLowRes = false)
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{
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int targetSize = useLowRes ? lowResTextureSize : highResTextureSize;
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textureSize = targetSize;
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// 1. 优化:仅在尺寸变化时重新分配纹理
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if (_texture == null || _texture.width != textureSize || _texture.height != textureSize)
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{
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_texture = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false);
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_texture.filterMode = FilterMode.Bilinear; // 确保平滑
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_texture.wrapMode = TextureWrapMode.Clamp;
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}
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// 2. 核心优化:使用 Color32 数组代替 Color 数组
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// Color32 占用的内存更小,SetPixels32 的执行效率远高于 SetPixels
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Color32[] pixels = new Color32[textureSize * textureSize];
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float halfSize = textureSize * 0.5f;
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float invMaxRadius = 1.0f / halfSize; // 预计算半径倒数,将除法转为乘法
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Color32 clearColor = new Color32(0, 0, 0, 0);
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// 3. 循环优化
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for (int y = 0; y < textureSize; y++)
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{
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// 预计算当前行的偏移量 Y 轴部分
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float offY = (y + 0.5f) - halfSize;
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float offYSq = offY * offY;
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int rowOffset = y * textureSize;
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for (int x = 0; x < textureSize; x++)
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{
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float offX = (x + 0.5f) - halfSize;
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float distSq = offX * offX + offYSq; // 使用平方比较,避免在外部判断时使用 magnitude (开方)
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int idx = rowOffset + x;
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if (distSq <= halfSize * halfSize)
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{
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float distance = Mathf.Sqrt(distSq);
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// 计算色相 (Hue)
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float angle = Mathf.Atan2(offY, offX) * Mathf.Rad2Deg;
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if (angle < 0) angle += 360f;
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// 计算饱和度 (Saturation),受外部变量 saturation 影响
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float sat = (distance * invMaxRadius) * saturation;
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// 转换 HSV 到 RGB 并存入 Color32
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// 注意:Color.HSVToRGB 返回 Color,赋值给 Color32 会自动隐式转换
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pixels[idx] = Color.HSVToRGB(angle / 360f, Mathf.Clamp01(sat), value);
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}
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else
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{
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pixels[idx] = clearColor;
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}
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}
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}
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// 4. 应用像素数据
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_texture.SetPixels32(pixels);
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_texture.Apply();
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}
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void ApplyTextureToRawImage()
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{
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if (_rawImage == null)
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_rawImage = GetComponent<RawImage>();
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_rawImage.texture = _texture;
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_rawImage.color = Color.white; // 确保显示原始颜色
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}
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void UpdateCurrentColor(Vector2 localPosition)
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{
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Vector2 center = _rectTransform.rect.center;
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Vector2 offset = localPosition - center;
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float maxRadius = _rectTransform.rect.width / 2f;
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// 计算半径比例(饱和度)
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float distance = offset.magnitude;
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float sat = Mathf.Clamp01(distance / maxRadius) * saturation;
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// 计算角度(色调)
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float angle = Mathf.Atan2(offset.y, offset.x) * Mathf.Rad2Deg;
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if (angle < 0) angle += 360;
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// 计算颜色
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float alpha = alphaSlider != null ? alphaSlider.value : 1f;
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currentColor = Color.HSVToRGB(angle / 360f, sat, value);
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currentColor.a = alpha;
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// 更新取色器颜色(使其与背景有对比度)
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if (pickerIndicator != null)
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{
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var img = pickerIndicator.GetComponent<Image>();
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if (img != null)
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img.color = (value > 0.5f) ? Color.black : Color.white;
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}
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// 若有亮度滑块,保持同步
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if (valueSlider != null && valueSlider.value != value)
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{
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valueSlider.SetValueWithoutNotify(value);
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}
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// 若有透明度滑块,保持同步
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if (alphaSlider != null && alphaSlider.value != alpha)
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{
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alphaSlider.SetValueWithoutNotify(alpha);
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}
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// 更新预览窗
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if (previewImage != null)
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{
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previewImage.color = currentColor;
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}
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if (baseColorPicker != null)
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{
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// 同步到BaseColorPicker
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baseColorPicker.SliderChangeWithoutNotification(currentColor);
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}
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ApplyParameters();
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}
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}
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public partial class HsvDrawer : DynamicUIElement
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{
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private void ApplyParameters()
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{
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Color newValue = currentColor;
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newValue);
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connectedBaseElement.Refresh();
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}
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// 新增:同步connectedBaseElement的color到色盘
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public void SyncFromBaseElement()
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{
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if (connectedBaseElement == null || string.IsNullOrEmpty(parameterName)) return;
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Color color = (Color)connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement);
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currentColor = color;
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// 解析HSV
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Color.RGBToHSV(color, out float h, out float s, out float v);
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value = v;
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if (valueSlider != null)
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valueSlider.SetValueWithoutNotify(v);
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if (alphaSlider != null)
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alphaSlider.SetValueWithoutNotify(color.a);
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// 计算picker位置
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if (_rectTransform == null)
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_rectTransform = _rawImage.GetComponent<RectTransform>();
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Vector2 center = _rectTransform.rect.center;
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float maxRadius = _rectTransform.rect.width / 2f;
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float angle = h * 360f * Mathf.Deg2Rad;
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float radius = s * maxRadius;
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Vector2 offset = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
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Vector2 pickerPos = center + offset;
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if (pickerIndicator != null)
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pickerIndicator.localPosition = pickerPos;
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// 更新色盘和预览
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CreateColorWheelTexture();
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ApplyTextureToRawImage();
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if (previewImage != null)
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previewImage.color = currentColor;
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}
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public override void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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base.Initialize(baseElement, title, parameterName);
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SyncFromBaseElement();
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}
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public override DynamicUIElement AddListenerFunction(UnityAction action)
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{
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valueSlider.onValueChanged.AddListener(_ => action());
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alphaSlider.onValueChanged.AddListener(_ => action());
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valueSlider.onValueChanged.AddListener(_ => UpdateCurrentColor(pickerIndicator.localPosition));
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alphaSlider.onValueChanged.AddListener(_ => UpdateCurrentColor(pickerIndicator.localPosition));
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// 拖动色盘时也触发
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// 这里通过在 UpdateCurrentColor 里调用 action
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// 但由于没有事件,这里可以考虑用委托或事件,但为兼容性直接调用
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// 可以在 UpdateCurrentColor 末尾加一行(如果需要多次触发):
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// action?.Invoke();
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// 但一般只需响应滑块即可
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return this;
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}
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}
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