参考
Find x,y cordinates of click on UI.Image new gui system - Unity Answers
Unityでお絵描きしてみる
背景が透明なTexture2Dを作る
Enumerable.Repeat(TResult, Int32) Method (System.Linq) | Microsoft Docs
Sprite.Create - Unity スクリプトリファレンス
なんかきっとどこかで必要になったら使おう。
環境
- バージョン 2018.3.8f1
Canvasは、 Screen Space – Overlay
Imageのピボットは、(0.5、0.5)
ImageのGameObjectにアタッチする。
using UnityEngine;
using System;
using System.Linq;
using UnityEngine.UI;
using UnityEngine.EventSystems;
/// <summary>
/// お絵描き
/// </summary>
public class Painter : MonoBehaviour
{
Texture2D texture;
Vector3 beforeMousePos;
Color bgColor = Color.white;
Color lineColor = Color.black;
void Start()
{
var img = GetComponent<Image>();
var rt = GetComponent<RectTransform>();
var width = (int)rt.rect.width;
var height = (int)rt.rect.height;
texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
img.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
//背景が透明なTexture2Dを作る
//http://d.hatena.ne.jp/shinriyo/20140520/p2
Color32[] texColors = Enumerable.Repeat<Color32>(bgColor, width * height).ToArray();
texture.SetPixels32(texColors);
texture.Apply();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
beforeMousePos = GetPosition();
}
else if (Input.GetMouseButton(0))
{
Vector3 v = GetPosition();
LineTo(beforeMousePos, v, lineColor);
beforeMousePos = v;
texture.Apply();
}
}
/// <summary>
/// UIのクリック座標のx、y座標を求める - 新しいguiシステムの画像 - Unity Answers
/// https://answers.unity.com/questions/892333/find-xy-cordinates-of-click-on-uiimage-new-gui-sys.html
/// </summary>
public Vector3 GetPosition()
{
var dat = new PointerEventData(EventSystem.current);
dat.position = Input.mousePosition;
var rect1 = GetComponent<RectTransform>();
var pos1 = dat.position;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rect1, pos1,
null, out Vector2 localCursor))
return localCursor;
int xpos = (int)(localCursor.x);
int ypos = (int)(localCursor.y);
if (xpos < 0) xpos = xpos + (int)rect1.rect.width / 2;
else xpos += (int)rect1.rect.width / 2;
if (ypos > 0) ypos = ypos + (int)rect1.rect.height / 2;
else ypos += (int)rect1.rect.height / 2;
Debug.Log("Correct Cursor Pos: " + xpos + " " + ypos);
return new Vector3(xpos, ypos, 0);
}
/// <summary>
/// Unityでお絵描きしてみる
/// http://tech.gmo-media.jp/post/56101930112/draw-a-picture-with-unity
/// </summary>
public void LineTo(Vector3 start, Vector3 end, Color color)
{
float x = start.x, y = start.y;
// color of pixels
Color[] wcolor = { color };
if (Mathf.Abs(start.x - end.x) > Mathf.Abs(start.y - end.y))
{
float dy = Math.Abs(end.x - start.x) < float.Epsilon ? 0 : (end.y - start.y) / (end.x - start.x);
float dx = start.x < end.x ? 1 : -1;
//draw line loop
while (x > 0 && x < texture.width && y > 0 && y < texture.height)
{
try
{
texture.SetPixels((int)x, (int)y, 1, 1, wcolor);
x += dx;
y += dx * dy;
if (start.x < end.x && x > end.x ||
start.x > end.x && x < end.x)
{
break;
}
}
catch (Exception e)
{
Debug.LogException(e);
break;
}
}
}
else if (Mathf.Abs(start.x - end.x) < Mathf.Abs(start.y - end.y))
{
float dx = Math.Abs(start.y - end.y) < float.Epsilon ? 0 : (end.x - start.x) / (end.y - start.y);
float dy = start.y < end.y ? 1 : -1;
while (x > 0 && x < texture.width && y > 0 && y < texture.height)
{
try
{
texture.SetPixels((int)x, (int)y, 1, 1, wcolor);
x += dx * dy;
y += dy;
if (start.y < end.y && y > end.y ||
start.y > end.y && y < end.y)
{
break;
}
}
catch (Exception e)
{
Debug.LogException(e);
break;
}
}
}
}
}