您好,我尝试在图像中转换我的 Texture 2D(我不能使用原始图像,因为分辨率与手机不匹配)但问题是图像没有 Texture 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);
}
最佳答案
Sprite.Create
完全符合您的要求。
来自Unity docs在 Sprite.Create 上:
Sprite.Create creates a new Sprite which can be used in game applications. A texture needs to be loaded and assigned to Create in order to control how the new Sprite will look.
在代码中:
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
}
在上面的示例中,我们从 myTexture2D
中获取图像数据,并创建一个与原始 texture2D 大小相同的 new Rect
,其轴心点在中心,每单位使用 100 像素。然后我们将新制作的 Sprite 应用到图像。
关于image - 如何将类型 'UnityEngine.Texture2D' 转换为 'UnityEngine.Sprite?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56676894/