您好,我尝试将纹理 2D 转换为图像(并且我无法使用原始图像,因为分辨率在手机中不匹配),但问题是图像没有纹理元素。如何在Image.Sprite中转换UnityEngine.Texture2D。
//Image Profile
protected Texture2D pickedImage;
public Texture2D myTexture2D;
public RawImage getRawImageProfile;
public RawImage getRawImageArrayProfile;
public Image getRawImageProfile2;
public Image getRawImageArrayProfile2;
public void PickImageFromGallery(int maxSize = 256)
{
NativeGallery.GetImageFromGallery((path) =>
{
if( path != null )
{
byte[] imageBytes = File.ReadAllBytes(path);
pickedImage = null;
pickedImage = new Texture2D(2, 2);
pickedImage.LoadImage(imageBytes);
getRawImageProfile.texture = pickedImage;
getRawImageArrayProfile.texture = pickedImage;
getRawImageProfile2.sprite = pickedImage; //ERROR CONVERT SPRITE
//getRawImageArrayProfile2.texture = pickedImage;
}
}, maxSize: maxSize);
byte[] myBytes;
myBytes = pickedImage.EncodeToPNG();
enc = Convert.ToBase64String(myBytes);
}
Sprite.Create
正是您正在寻找的。
来自Unity文档 https://docs.unity3d.com/ScriptReference/Sprite.Create.html在 Sprite.Create 上:
Sprite.Create 创建一个可在游戏应用程序中使用的新 Sprite。需要加载纹理并将其分配给 Create 以控制新 Sprite 的外观。
In code:
public Texture2D myTexture2D; // The texture you want to convert to a sprite
Sprite mySprite; // The sprite you're gonna save to
Image myImage; // The image on which the sprite is gonna be displayed
public void FooBar()
{
mySprite = Sprite.Create(myTexture2D, new Rect(0.0f, 0.0f, myTexture2D.width, myTexture2D.height), new Vector2(0.5f, 0.5f), 100.0f);
myImage.sprite = mySprite; // apply the new sprite to the image
}
在上面的例子中,我们从以下位置获取图像数据myTexture2D
,并创建一个new Rect
它与原始的texture2D大小相同,其枢轴点位于中心,每个单元使用100个像素。然后我们将新制作的精灵应用到图像上。
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