理論任何環(huán)境下可用,包括手機(jī)運(yùn)行時(shí)...
效果如下:

ColorPalette.gif
代碼如下(只寫(xiě)了一點(diǎn)簡(jiǎn)單的注釋,邏輯也不是很復(fù)雜,有空再補(bǔ)吧):
using System;
using UnityEngine;
using UnityEngine.UI;
public class ColorPalette : MonoBehaviour
{
//C_DragHandler為自己封裝的Event事件,可以自己通過(guò)IBeginDragHandler, IDragHandler, IEndDragHandler實(shí)現(xiàn)是一樣的,這里用自己的庫(kù)就懶得改了
C_DragHandler drag_SaturationPanel;
//C_PointerDownAndUpHandler同理,實(shí)際上也就是繼承IPointerDownHandler, IPointerUpHandler即可
C_PointerDownAndUpHandler dau_SaturationPanel;
RectTransform mark_SaturationPos;
C_DragHandler drag_HuePanell;
C_PointerDownAndUpHandler dau_HuePanell;
RectTransform mark_HuePos;
C_DragHandler drag_TransparentPanel;
C_PointerDownAndUpHandler dau_TransparentPanel;
RectTransform mark_TransparentPos;
Image SaturationPanel;
Image HuePanel;
Image TransparentPanel;
Image CurrentColorPanel;
RectTransform rect_SaturationPanel;
RectTransform rect_HuePanel;
RectTransform rect_TransparentPanel;
Sprite sprite_Saturation;
Sprite sprite_Hue;
Sprite sprite_TransparentPanel;
public Button Btn_Apply;
private Color color_Hue = Color.red;
Color current_color = Color.white;
public Action<Color> OnColorPaletteSelectedColor;
public void Awake()
{
Btn_Apply = this.transform.Find("Container/Btn_Apply").GetComponent<Button>();
SaturationPanel = this.transform.Find("Container/SaturationPanel").GetComponent<Image>();
HuePanel = this.transform.Find("Container/HuePanel").GetComponent<Image>();
TransparentPanel = this.transform.Find("Container/TransparentPanel").GetComponent<Image>();
CurrentColorPanel = this.transform.Find("Container/CurrentColorPanel").GetComponent<Image>();
drag_SaturationPanel = SaturationPanel.GetComponent<C_DragHandler>();
drag_HuePanell = HuePanel.GetComponent<C_DragHandler>();
drag_TransparentPanel = TransparentPanel.GetComponent<C_DragHandler>();
dau_SaturationPanel = SaturationPanel.GetComponent<C_PointerDownAndUpHandler>();
dau_HuePanell = HuePanel.GetComponent<C_PointerDownAndUpHandler>();
dau_TransparentPanel = TransparentPanel.GetComponent<C_PointerDownAndUpHandler>();
rect_SaturationPanel = SaturationPanel.GetComponent<RectTransform>();
rect_HuePanel = HuePanel.GetComponent<RectTransform>();
rect_TransparentPanel = TransparentPanel.GetComponent<RectTransform>();
mark_SaturationPos = rect_SaturationPanel.GetChild(0).GetComponent<RectTransform>();
mark_HuePos = rect_HuePanel.GetChild(0).GetComponent<RectTransform>();
mark_TransparentPos = rect_TransparentPanel.GetChild(0).GetComponent<RectTransform>();
BindingEvent();
DrawStaurationPanel();
DrawHuePanel();
DrawTransparentPanel();
}
/// <summary>
/// 綁定所有的拖拽,點(diǎn)擊事件之類(lèi)的
/// </summary>
void BindingEvent()
{
//點(diǎn)擊確定按鈕后就將打開(kāi)面板前綁定的事件注銷(xiāo)
Btn_Apply.onClick.AddListener(() =>
{
this.gameObject.SetActive(false);
if (OnColorPaletteSelectedColor != null)
{
Delegate[] delegates = OnColorPaletteSelectedColor.GetInvocationList();
for (int i = 0; i < delegates.Length; i++)
{
OnColorPaletteSelectedColor -= delegates[i] as Action<Color>;
}
}
});
//以下全為3個(gè)面板的事件綁定,
dau_SaturationPanel.Add_PointerDownEvent((data) =>
{
mark_SaturationPos.gameObject.SetActive(true);
mark_SaturationPos.transform.position = data.position;
});
drag_SaturationPanel.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_SaturationPanel, data.position))
{
mark_SaturationPos.transform.position = data.position;
}
});
dau_SaturationPanel.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
int y = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
Color pixelColor = sprite_Saturation.texture.GetPixel(x, y);
current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
OnSelectColorChanged();
});
dau_HuePanell.Add_PointerDownEvent((data) =>
{
mark_HuePos.gameObject.SetActive(true);
mark_HuePos.transform.position = data.position;
});
drag_HuePanell.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_HuePanel, data.position))
{
mark_HuePos.transform.position = data.position;
}
});
dau_HuePanell.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_HuePanel.rect.width / 2 + mark_HuePos.anchoredPosition.x);
int y = (int)(rect_HuePanel.rect.height / 2 + mark_HuePos.anchoredPosition.y);
color_Hue = sprite_Hue.texture.GetPixel(x, y);
DrawStaurationPanel();
int x2 = (int)(rect_SaturationPanel.rect.width / 2 + mark_SaturationPos.anchoredPosition.x);
int y2 = (int)(rect_SaturationPanel.rect.height / 2 + mark_SaturationPos.anchoredPosition.y);
Color pixelColor = sprite_Saturation.texture.GetPixel(x2, y2);
current_color = new Color(pixelColor.r, pixelColor.g, pixelColor.b, current_color.a);
OnSelectColorChanged();
});
dau_TransparentPanel.Add_PointerDownEvent((data) =>
{
mark_TransparentPos.gameObject.SetActive(true);
mark_TransparentPos.transform.position = data.position;
});
drag_TransparentPanel.Add_DragEvent((data) =>
{
if (RectTransformUtility.RectangleContainsScreenPoint(rect_TransparentPanel, data.position))
{
mark_TransparentPos.transform.position = data.position;
}
});
dau_TransparentPanel.Add_PointerUpEvent((data) =>
{
int x = (int)(rect_TransparentPanel.rect.width / 2 + mark_TransparentPos.anchoredPosition.x);
int y = (int)(rect_TransparentPanel.rect.height / 2 + mark_TransparentPos.anchoredPosition.y);
Color pixelColor = sprite_TransparentPanel.texture.GetPixel(x, y);
current_color = new Color(current_color.r, current_color.g, current_color.b, pixelColor.a);
OnSelectColorChanged();
});
}
/// <summary>
/// 每當(dāng)面板顏色變化會(huì)調(diào)用這個(gè)方法,外部綁定這個(gè)OnColorPaletteSelectedColor委托
/// </summary>
void OnSelectColorChanged()
{
CurrentColorPanel.color = current_color;
OnColorPaletteSelectedColor?.Invoke(current_color);
}
//繪制透明面板(最下面那個(gè))
private void DrawTransparentPanel()
{
sprite_TransparentPanel = Sprite.Create(new Texture2D((int)rect_TransparentPanel.rect.width, (int)rect_TransparentPanel.rect.height), new Rect(0, 0, rect_TransparentPanel.rect.width, rect_TransparentPanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_TransparentPanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_TransparentPanel.rect.width; i++)
{
float uv_x = i / rect_TransparentPanel.rect.width;
Color pixelColor = Color.white;
pixelColor.a = uv_x;
sprite_TransparentPanel.texture.SetPixel(i, j, pixelColor);
}
}
sprite_TransparentPanel.texture.Apply();
TransparentPanel.sprite = sprite_TransparentPanel;
}
//繪制色調(diào)面板(中間那個(gè))
private void DrawHuePanel()
{
sprite_Hue = Sprite.Create(new Texture2D((int)rect_HuePanel.rect.width, (int)rect_HuePanel.rect.height), new Rect(0, 0, rect_HuePanel.rect.width, rect_HuePanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_HuePanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_HuePanel.rect.width; i++)
{
float uv_x = i / rect_HuePanel.rect.width;
Color pixelColor = GetHueColor(uv_x);
sprite_Hue.texture.SetPixel(i, j, pixelColor);
}
}
sprite_Hue.texture.Apply();
HuePanel.sprite = sprite_Hue;
}
//繪制飽和度面板(最大的那個(gè)面板)
private void DrawStaurationPanel()
{
sprite_Saturation = Sprite.Create(new Texture2D((int)rect_SaturationPanel.rect.width, (int)rect_SaturationPanel.rect.height), new Rect(0, 0, rect_SaturationPanel.rect.width, rect_SaturationPanel.rect.height), Vector2.zero);
for (int j = 0; j < (int)rect_SaturationPanel.rect.height; j++)
{
for (int i = 0; i < (int)rect_SaturationPanel.rect.width; i++)
{
float uv_x = i / rect_SaturationPanel.rect.width;
float uv_y = j / rect_SaturationPanel.rect.height;
Color pixelColor = GetSaturationPixelColor(color_Hue, uv_x, uv_y);
sprite_Saturation.texture.SetPixel(i, j, pixelColor);
}
}
sprite_Saturation.texture.Apply();
SaturationPanel.sprite = sprite_Saturation;
}
/// <summary>
/// 計(jì)算面板uv對(duì)應(yīng)的顏色
/// </summary>
/// <param name="hue_color">當(dāng)前選擇的hue顏色</param>
/// <param name="x">這里的x,已經(jīng)除以了面板的寬度,所以范圍是0-1,相當(dāng)于uv_x</param>
/// <param name="y">這里的y,已經(jīng)除以了面板的高度,所以范圍是0-1,相當(dāng)于uv_y</param>
/// <returns></returns>
private static Color GetSaturationPixelColor(Color color_Hue, float x, float y)
{
Color pixelColor = Color.white;
pixelColor.r = 1 + (color_Hue.r - 1) * x;
pixelColor.g = 1 + (color_Hue.g - 1) * x;
pixelColor.b = 1 + (color_Hue.b - 1) * x;
pixelColor *= y;
pixelColor.a = 1;
return pixelColor;
}
/// <summary>
/// 將顏色分成6塊,挨個(gè)過(guò)渡融合即可
/// 原本只取了RGB三個(gè)塊,然后漸變疊加,這樣導(dǎo)致最后過(guò)渡色取不到,比如黃色取不到,所以要單獨(dú)加入
/// </summary>
public readonly static Color[] colors = new Color[] { Color.red, Color.red + Color.green, Color.green, Color.green + Color.blue, Color.blue, Color.blue + Color.red, Color.red };
private static Color GetHueColor(float uv_x)
{
Color pixelColor = Color.white;
float uv_x_mut_6 = uv_x * 6;
int index_floor = Mathf.FloorToInt(uv_x_mut_6);
int index_ceil = Mathf.CeilToInt(uv_x_mut_6);
var index_in_block = uv_x_mut_6 - index_floor;
pixelColor = colors[index_floor] + (colors[index_ceil] - colors[index_floor]) * index_in_block;
//pixelColor = (colors[index_floor] * (1 - index_in_block)) * (colors[index_ceil] * index_in_block);
return pixelColor;
}
}