一、工程截图
首先准备一张色带图
所有UI组件都设置成居中
CircleImage是小圆圈图片(用的是RawImage组件)
UIColorPicker.cs
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.Serialization; /// <summary> /// 拾色器 /// </summary> public class UIColorPicker : UIBehaviour, IPointerDownHandler, IBeginDragHandler, IDragHandler { public new Camera uicamera; public RawImage circleImage; public RawImage pickImage; public GameObject rectPickImage; [SerializeField] private Color pickColor; //红绿蓝三基色所在角度 private readonly float redAngle = 0; private readonly float greenAngle = 120; private readonly float blueAngle = 240; private bool canDrag = false; private UIRectPickImage m_RectPickImage; [Serializable] // 定义按钮OnChangeValue事件类 public class OnChangeValueEvent : UnityEvent { } // 防止序列化变量重命名后丢失引用 [FormerlySerializedAs("onChangeValue")] [SerializeField] private OnChangeValueEvent m_OnChangeValue = new OnChangeValueEvent(); protected override void Awake() { base.Awake(); m_RectPickImage = rectPickImage.AddComponent<UIRectPickImage>(); m_RectPickImage.uicamera = uicamera; SetColor(pickColor); } public void OnPointerDown(PointerEventData eventData) { Vector2 screenPoint = eventData.pressPosition; Vector2 localPoint = ScreenPointToLocal(eventData.pressPosition); // 鼠标是否击在色环上 if (InCircleRound(localPoint)) PickColor(screenPoint); } public void OnBeginDrag(PointerEventData eventData) { // 鼠标必须要点在色环上才能拖动 Vector2 localPoint = ScreenPointToLocal(eventData.pressPosition); canDrag = InCircleRound(localPoint); } public void OnDrag(PointerEventData eventData) { if (!canDrag) return; Vector2 screenPoint = eventData.position; PickColor(screenPoint); } // 判断坐标是否在色环上 private bool InCircleRound(Vector2 localPoint) { float length = localPoint.magnitude; float radius_out = circleImage.rectTransform.sizeDelta.x / 2; //外半径 float radius_in = radius_out - pickImage.rectTransform.sizeDelta.x; //内半径 return length >= radius_in && length <= radius_out; } // 纠正坐标,使小圆圈绕圆形轨迹运动 private Vector2 AdjustPosition(Vector2 localPostion) { float R1 = circleImage.rectTransform.sizeDelta.x / 2; float R2 = pickImage.rectTransform.sizeDelta.x / 2; float length = R1 - R2; Vector2 normal = localPostion.normalized; localPostion = normal * length; return localPostion; } // 获取小圆圈所在角度 public float GetAngle(Vector2 localPostion) { float angle = Vector2.Angle(Vector2.right, localPostion); if (localPostion.y < 0) angle = 360 - angle; return angle; } // 设置小圆圈坐标 public void SetPickPosition(Vector2 localPostion) { pickImage.rectTransform.anchoredPosition = localPostion; } // 根据小圆圈所在坐标计算颜色 private Color ReadPickColor(Vector2 localPostion) { Color c = Color.white; float t; float angle = GetAngle(localPostion); if (angle >= redAngle && angle <= greenAngle) { t = angle / 120; c = Color.Lerp(Color.red, Color.green, t); } else if(angle > greenAngle && angle <= blueAngle) { t = (angle - 120) / 120; c = Color.Lerp(Color.green, Color.blue, t); } else if (angle > blueAngle && angle <= 360) { t = (angle - 240) / 120; c = Color.Lerp(Color.blue, Color.red, t); } //颜色提到最亮 float max = Mathf.Max(Mathf.Max(c.r, c.g), c.b); c *= 1/max; return c; } // 通过鼠标所在屏蔽坐标取色 private void PickColor(Vector2 screenPoint) { Vector2 localPoint = ScreenPointToLocal(screenPoint); localPoint = AdjustPosition(localPoint); SetPickPosition(localPoint); pickColor = ReadPickColor(localPoint); m_RectPickImage.SetPickColor(pickColor); } // 屏幕坐标转本地坐标 private Vector2 ScreenPointToLocal(Vector2 screenPoint) { Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle(circleImage.rectTransform, screenPoint, uicamera, out localPoint); return localPoint; } // 计算色环内矩形区大小 public Rect CalculateInRect() { float radius_out = circleImage.rectTransform.sizeDelta.x / 2; //外半径 float radius_in = radius_out - pickImage.rectTransform.sizeDelta.x; //内半径 float half_width = Mathf.Sqrt(radius_in * radius_in / 2);//勾股定理计算内矩形半宽 Rect rect = new Rect(); rect.x = rect.y = 0; rect.width = rect.height = half_width * 2; return rect; } // 矩形拾色后回调 public void SetPickColor(Color pickColor) { this.pickColor = pickColor; } // 获取拾色器的当前颜色 public Color GetPickColor() { return m_RectPickImage.GetPickColor(); } // 向拾取器设置颜色 public void SetColor(Color color) { this.pickColor = color; Color c = color; // 找出最小分量 float min = Mathf.Min(Mathf.Min(c.r, c.g), c.b); //颜色提到最亮 float max = Mathf.Max(Mathf.Max(c.r, c.g), c.b); c *= 1 / max; float angle = 0; // 蓝色 (介于红-绿之间) if (Mathf.Approximately(color.b, min)) { //0-60度之间 g=[0, 1]; 60-120度之间 r=[1, 0] if (c.r >= 1) angle = Mathf.Lerp(0, 60, c.g); else angle = Mathf.Lerp(60, 120, 1 - c.r); } // 绿色 (介于蓝-红之间) else if (Mathf.Approximately(color.g, min)) { //240-300度之间 r=[0, 1]; 300-360度之间 b=[1, 0] if (c.b >= 1) angle = Mathf.Lerp(240, 300, c.r); else angle = Mathf.Lerp(300, 360, 1 - c.b); } // 红色 (介于绿-蓝之间) else if (Mathf.Approximately(color.r, min)) { //120-180度之间 b=[0, 1]; 180-240度之间 g=[1, 0] if (c.g >= 1) angle = Mathf.Lerp(120, 180, c.b); else angle = Mathf.Lerp(180, 240, 1 - c.g); } float rad = angle * Mathf.Deg2Rad; float x = Mathf.Acos(rad); float y = Mathf.Asin(rad); Vector2 localPoint = new Vector2(x, y); localPoint = AdjustPosition(localPoint); SetPickPosition(localPoint); pickColor = ReadPickColor(localPoint); m_RectPickImage.SetColor(color); } } // 中间矩形取色区 public class UIRectPickImage : RawImage, IDragHandler, IPointerDownHandler { public new Camera uicamera; private UIColorPicker picker; private Color pickColor = Color.red; private RawImage circleImage; protected override void Awake() { base.Awake(); picker = transform.parent.GetComponent<UIColorPicker>(); Rect rect = picker.CalculateInRect(); rectTransform.sizeDelta = new Vector2(rect.width - 40, rect.height - 40); Transform tran = transform.Find("CircleImage"); if (tran != null) { circleImage = tran.GetComponent<RawImage>(); } } public void OnPointerDown(PointerEventData eventData) { Vector2 screenPoint = eventData.pressPosition; PickColor(screenPoint); } public void OnDrag(PointerEventData eventData) { Vector2 screenPoint = eventData.position; PickColor(screenPoint); } protected override void OnPopulateMesh(VertexHelper vh) { Texture tex = mainTexture; vh.Clear(); if (tex != null) { var r = GetPixelAdjustedRect(); var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height); var scaleX = tex.width * tex.texelSize.x; var scaleY = tex.height * tex.texelSize.y; { var color32 = color; vh.AddVert(new Vector3(v.x, v.y), Color.black, new Vector2(uvRect.xMin * scaleX, uvRect.yMin * scaleY)); vh.AddVert(new Vector3(v.x, v.w), Color.white, new Vector2(uvRect.xMin * scaleX, uvRect.yMax * scaleY)); vh.AddVert(new Vector3(v.z, v.w), this.pickColor, new Vector2(uvRect.xMax * scaleX, uvRect.yMax * scaleY)); vh.AddVert(new Vector3(v.z, v.y), Color.black, new Vector2(uvRect.xMax * scaleX, uvRect.yMin * scaleY)); vh.AddTriangle(0, 1, 2); vh.AddTriangle(2, 3, 0); } } } // 色环拾色后调用 public void SetPickColor(Color pickColor) { this.pickColor = pickColor; this.SetVerticesDirty(); } // 获取拾色器的当前颜色 public Color GetPickColor() { return ReadPickColor(circleImage.rectTransform.anchoredPosition); } // 外部设值时调用 public void SetColor(Color color) { SetPickColor(color); Color c = color; float max = Mathf.Max(Mathf.Max(c.r, c.g), c.b); float min = Mathf.Min(Mathf.Min(c.r, c.g), c.b); //x控制亮度值 float x = (1 - min / max) * rectTransform.sizeDelta.x - rectTransform.sizeDelta.x / 2; //y控制暗度值 float y = max * rectTransform.sizeDelta.y - rectTransform.sizeDelta.y / 2; Vector2 localPoint = new Vector2(x, y); SetPickPosition(localPoint); } // 根据小圆圈所在坐标计算颜色 private Color ReadPickColor(Vector2 localPostion) { float w = rectTransform.sizeDelta.x; float h = rectTransform.sizeDelta.y; // 将坐标原点移到左下角 float x = localPostion.x + w / 2; float y = localPostion.y + h / 2; // 对坐标归一化 x = x / w; y = y / h; Color c = Color.Lerp(Color.white, this.pickColor, x); // 颜色提到最亮 float max = Mathf.Max(Mathf.Max(c.r, c.g), c.b); c *= 1 / max; // 根据y坐标计算亮度值 c *= y; c.a = 1; return c; } // 通过鼠标所在屏蔽坐标取色 private void PickColor(Vector2 screenPoint) { Vector2 localPoint = ScreenPointToLocal(screenPoint); localPoint = AdjustPosition(localPoint); SetPickPosition(localPoint); Color c = ReadPickColor(localPoint); picker.SetPickColor(c); } // 屏幕坐标转本地坐标 private Vector2 ScreenPointToLocal(Vector2 screenPoint) { Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, uicamera, out localPoint); return localPoint; } // 校正坐标,确保坐标在矩形区内 private Vector2 AdjustPosition(Vector2 localPostion) { float R = rectTransform.sizeDelta.x / 2; localPostion.x = Mathf.Clamp(localPostion.x, -R, R); localPostion.y = Mathf.Clamp(localPostion.y, -R, R); return localPostion; } // 设置小圆圈坐标 public void SetPickPosition(Vector2 localPostion) { if (circleImage == null) return; circleImage.rectTransform.anchoredPosition = localPostion; } }