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Unity3D實(shí)現(xiàn)播放gif圖功能

 更新時(shí)間:2019年02月22日 08:39:05   作者:JayW就是我吖  
這篇文章主要為大家詳細(xì)介紹了Unity3D實(shí)現(xiàn)播放gif圖功能,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

Unity是不識(shí)別Gif格式圖的,需要我們使用c#將gif里多幀圖轉(zhuǎn)化為Texture2D格式。需要使用System.Drawing.dll.此dll在unity安裝目錄下就可以找到。由于unity沒(méi)有g(shù)if格式的文件,所以我們無(wú)法在面板指定,需要?jiǎng)討B(tài)加載。所以將gif圖放在StreamingAssets文件夾下。以下為源代碼:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using UnityEngine;
 
public class PlayGif : MonoBehaviour {
 
  public UnityEngine.UI.Image Im;
  public string gifName = "";
  public GameObject[] Ims;
  [SerializeField]
  private float fps = 5f;
  private List<Texture2D> tex2DList = new List<Texture2D>();
  private float time;
  Bitmap mybitmp;
  void Start()
  {
    System.Drawing.Image image = System.Drawing.Image.FromFile(Application.streamingAssetsPath + "/"+gifName+".gif");
    tex2DList = MyGif(image);
  }
 
  // Update is called once per frame
  void Update()
  {
    if (tex2DList.Count > 0)
    {
      time += Time.deltaTime;
      int index = (int)(time * fps) % tex2DList.Count;
      if (Im != null)
      {
        Im.sprite = Sprite.Create(tex2DList[index], new Rect(0, 0, tex2DList[index].width, tex2DList[index].height), new Vector2(0.5f, 0.5f));
      }
      if (Ims.Length != 0)
      {
        for (int i = 0; i < Ims.Length; i++)
          Ims[i].GetComponent<Renderer>().material.mainTexture = tex2DList[index];
 
      }
    }
  }
  private List<Texture2D> MyGif(System.Drawing.Image image)
  {
 
    List<Texture2D> tex = new List<Texture2D>();
    if (image != null)
    {
 
      //Debug.Log("圖片張數(shù):" + image.FrameDimensionsList.Length);
      FrameDimension frame = new FrameDimension(image.FrameDimensionsList[0]);
      int framCount = image.GetFrameCount(frame);//獲取維度幀數(shù)
      for (int i = 0; i < framCount; ++i)
      {
 
        image.SelectActiveFrame(frame, i);
        Bitmap framBitmap = new Bitmap(image.Width, image.Height);
        using (System.Drawing.Graphics graphic = System.Drawing.Graphics.FromImage(framBitmap))
        {
          graphic.DrawImage(image, Point.Empty);
        }
        Texture2D frameTexture2D = new Texture2D(framBitmap.Width, framBitmap.Height, TextureFormat.ARGB32, true);
        frameTexture2D.LoadImage(Bitmap2Byte(framBitmap));
        tex.Add(frameTexture2D);
      }
    }
    return tex;
  }
  private byte[] Bitmap2Byte(Bitmap bitmap)
  {
    using (MemoryStream stream = new MemoryStream())
    {
      // 將bitmap 以png格式保存到流中
      bitmap.Save(stream, ImageFormat.Png);
      // 創(chuàng)建一個(gè)字節(jié)數(shù)組,長(zhǎng)度為流的長(zhǎng)度
      byte[] data = new byte[stream.Length];
      // 重置指針
      stream.Seek(0, SeekOrigin.Begin);
      // 從流讀取字節(jié)塊存入data中
      stream.Read(data, 0, Convert.ToInt32(stream.Length));
      return data;
    }
  }
}

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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