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ColorPaletteController.cs
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ColorPaletteController.cs
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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ColorPaletteController : MonoBehaviour, IBeginDragHandler, IDragHandler,IEndDragHandler, IInitializePotentialDragHandler
{
[SerializeField] RectTransform picker;
[SerializeField] Image pickedColorImage;
[SerializeField] Material colorWheelMat;
[SerializeField] int totalNumberofColors = 24;
[SerializeField] int wheelsCount = 2;
[SerializeField]
[Range(0,360)]
[Tooltip("clockwise angle of the begnning point starting from positive x-axis")]
float startingAngle = 0;
[SerializeField] [InspectorName("Control Sat & Val")] bool controlSV = false;
[SerializeField] bool inertia = true;
[SerializeField] float decelerationRate = 0.135f;
[SerializeField] bool wholeSegment = false;
[Header("Limits")]
[SerializeField] [Range(0.5f, 0.001f)] float minimumSatValStep = 0.01f;
[SerializeField] [Range(0,1)] float minimumSaturation = 0.25f;
[SerializeField] [Range(0, 1)] float maximumSaturation = 1;
[SerializeField] [Range(0, 1)] float minimumValue = 0.25f;
[SerializeField] [Range(0, 1)] float maximumValue = 1;
//dragging variables
bool dragging = false;
float satValAmount = 1;
float omega = 0;
float previousTheta;
float theta;
float previousDiscretedH;
float sat = 1, val = 1;
Color selectedColor;
public Color SelectedColor {
get
{
return selectedColor;
}
private set
{
if(value!=selectedColor)
{
selectedColor = value;
OnColorChange?.Invoke(SelectedColor);
}
}
}
public float Hue { get; private set; } = 0;
public float Value
{
get { return val; }
set
{
float newVal = Mathf.Clamp(value, minimumValue, maximumValue);
if(Mathf.Abs(val- newVal) > minimumSatValStep)
{
val = newVal;
UpdateMaterial();
UpdateColor();
}
}
}
public float Saturation
{
get { return sat; }
set
{
float newSat = Mathf.Clamp(value, minimumSaturation, maximumSaturation);
if (Mathf.Abs(sat - newSat) > minimumSatValStep)
{
sat = newSat;
UpdateMaterial();
UpdateColor();
}
}
}
public ColorChangeEvent OnColorChange;
public HueChangeEvent OnHueChange;
// Start is called before the first frame update
void Awake()
{
CalculatePresets();
UpdateMaterialInitialValues();
UpdateMaterial();
UpdateColor();
}
void UpdateMaterialInitialValues()
{
colorWheelMat.SetFloat("_StartingAngle", startingAngle);
colorWheelMat.SetInt("_ColorsCount" , totalNumberofColors);
colorWheelMat.SetInt("_WheelsCount", wheelsCount);
}
//presets
Vector2 centerPoint;
float paletteRadius;
float pickerHueOffset;
//if the palette position/size or Picker position change in runtime, this function should be called
void CalculatePresets()
{
//Assuming the canvas is ScreenSpace-Overlay
centerPoint=RectTransformUtility.WorldToScreenPoint(null, transform.position);
RectTransform rect = GetComponent<RectTransform>();
paletteRadius = rect.sizeDelta.x / 2;
Vector3 pickerLocalPosition = picker.localPosition;
float angle = Vector2.SignedAngle(Vector2.right, pickerLocalPosition);
if (angle < 0) angle += 360;
pickerHueOffset = angle / 360;
}
/// <summary>
/// Calculate the S and V
/// </summary>
/// <param name="amount">represent the value of S and V combined, it should be between 0 and 2
/// from 0 to 1 S will be equal to 1 and V = amount
/// from 1 to 2 V will be equal to 1 and S = 2-amount
/// </param>
public void CalculateSaturationAndValue(float amount)
{
if(amount>1)
{
val = 1;
sat = 2-amount ;
}
else
{
sat = 1;
val = amount;
}
sat = Mathf.Clamp(sat, minimumSaturation, maximumSaturation);
val = Mathf.Clamp(val, minimumValue, maximumValue);
UpdateMaterial();
UpdateColor();
}
public void UpdateHue()
{
UpdateMaterial();
UpdateColor();
}
public void UpdateMaterial()
{
//if wholeSegment is checked, we should make sure to update the material with incremental value that is equal to segment size
if (wholeSegment)
{
float discretedHue = ((int)((Hue + startingAngle / 360.0f) * totalNumberofColors)) / (1.0f * (totalNumberofColors));
colorWheelMat.SetFloat("_Hue", discretedHue);
}
else
{
colorWheelMat.SetFloat("_Hue", Hue);
}
if (controlSV)
{
colorWheelMat.SetFloat("_Sat", sat);
colorWheelMat.SetFloat("_Val", val);
}
}
public void UpdateColor()
{
float shiftedH = (pickerHueOffset + startingAngle / 360.0f + Hue % wheelsCount) / wheelsCount;
shiftedH = shiftedH % 1.0f;
float discretedH = ((int)(shiftedH * totalNumberofColors)) / (1.0f* (totalNumberofColors-1));
Color color;
if (shiftedH > 1 - 1.0 / totalNumberofColors && shiftedH <= 1)//for gray
color = Color.HSVToRGB(0, 0, (val - sat + 0.75f) / 1.5f);
else
color = Color.HSVToRGB(discretedH, sat, val);
if (previousDiscretedH != discretedH)
OnHueChange?.Invoke(discretedH);
if(pickedColorImage) pickedColorImage.color = color;
SelectedColor = color;
previousDiscretedH = discretedH;
}
public void OnDrag(PointerEventData eventData)
{
if (!dragging)
return;
if (eventData.button != PointerEventData.InputButton.Left)
return;
Vector2 dragVec = eventData.delta;
Vector2 currentPos = eventData.position;
Vector2 prevPos = currentPos - dragVec;
//calculate Saturation and Value change
if (controlSV)
{
float r1 = Vector2.Distance(centerPoint, prevPos);
float r2 = Vector2.Distance(centerPoint, currentPos);
float dr = r2 - r1;
satValAmount += dr / paletteRadius;
satValAmount = Mathf.Clamp(satValAmount, 0, 2);
CalculateSaturationAndValue(satValAmount);
}
//calculate Hue change
float dtheta = Vector2.SignedAngle(currentPos - centerPoint,prevPos - centerPoint);
theta += dtheta;
Hue += dtheta / 360;
if (Hue < 0) Hue += wheelsCount;
UpdateHue();
}
public void OnInitializePotentialDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
omega = 0;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
dragging = true;
omega = 0;
}
public void OnEndDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
dragging = false;
}
public void Update()
{
float deltaTime = Time.unscaledDeltaTime;
if (dragging && inertia)
{
float newOmega = (theta - previousTheta) / Time.deltaTime;
omega = Mathf.Lerp(omega, newOmega, deltaTime * 10);
previousTheta = theta;
}
if (!dragging && omega != 0)
{
omega *= Mathf.Pow(decelerationRate, deltaTime);
if (Mathf.Abs(omega) < 1)
omega = 0;
float dtheta = omega * deltaTime;
Hue += dtheta / 360;
if (Hue < 0) Hue += wheelsCount;
UpdateHue();
}
}
}
[System.Serializable]
public class ColorChangeEvent : UnityEvent<Color>
{}
[System.Serializable]
public class HueChangeEvent : UnityEvent<float>
{ }
SVOption.cs ----------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SVOption : MonoBehaviour
{
[SerializeField] Image BackgroundImage;
[SerializeField] Image ForegroundImage;
[SerializeField] Toggle toggle;
[SerializeField][Range(0,1)] float Saturation=1;
[SerializeField] [Range(0, 1)] float Value=1;
public ColorPaletteController ColorPaltte;
private Color color;
private void OnEnable()
{
ColorPaltte.OnHueChange.AddListener(OnHueChange);
if (!toggle) toggle = GetComponent<Toggle>();
}
private void OnHueChange(float hue)
{
if (hue >= 1 - 1.0 / 25 && hue<=1)
{
//value ranges from 0 to 1
float value0to1 = (Value - Saturation + 0.75f) / 1.5f;
//value ranges from 0.5 to 0.75
//float value2 = (value0to1 + 0.5f) / 2.0f;
color = Color.HSVToRGB(0, 0, value0to1);
}
else
color = Color.HSVToRGB(hue, Saturation, Value);
UpdateSpritesColor();
}
public void OnCheckChange(bool isChecked)
{
UpdateSpritesColor();
ColorPaltte.Value = Value;
ColorPaltte.Saturation = Saturation;
}
private void UpdateSpritesColor()
{
if (toggle.isOn)
{
BackgroundImage.color = color;
ForegroundImage.color = Color.white;
}
else
{
BackgroundImage.color = Color.white;
ForegroundImage.color = color;
}
}
private void OnDisable()
{
ColorPaltte.OnHueChange.RemoveListener(OnHueChange);
}
}