using Blue;
using UnityEngine;
using UnityEngine.UI;
namespace GHZLangChao
{
///
/// RawImage 转 Sprite
///
public interface IRawImageForSpriteUtility : IUtility
{
Sprite SwitchSprite(RawImage rawImage);
}
public class RawImageForSpriteUtility : IRawImageForSpriteUtility
{
public Sprite SwitchSprite(RawImage rawImage)
{
// 获取RawImage的纹理
Texture2D rawTexture = TextureToTexture2D(rawImage.texture);
// 创建一个新的纹理,用于截图
Texture2D screenshot = new Texture2D(rawTexture.width, rawTexture.height);
// 截取RawImage的画面,并应用到新的纹理上
screenshot.SetPixels(rawTexture.GetPixels());
screenshot.Apply();
// 将截图应用到Image组件上
Sprite sprite = Sprite.Create(screenshot, new Rect(0, 0, screenshot.width, screenshot.height), new Vector2(0.5f, 0.5f));
return sprite;
}
///
/// 运行模式下Texture转换成Texture2D
///
///
///
private Texture2D TextureToTexture2D(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentRT;
RenderTexture.ReleaseTemporary(renderTexture);
return texture2D;
}
}
}