本人通過分析GIF的文件協議,分解GIF的各序列幀,然後封裝成Unity可使用的Texture,通過遞歸播放,實現了在Unity上播放GIF的功能,併發布到了AssetStore上面,歡迎各位朋友交流經驗。
核心源碼:
分解GIF
//處理每個圖塊
for (int index = 0; index < gif.GraphicControlExtensions.Count; index++)
{
//命名
textureDescriptor.name = "Frame" + (index + 1);
//圖像描述器
ImageDescriptor imageDescriptor = gif.ImageDescriptors[index];
//像素色號集
byte[] colorIndexs = imageDescriptor.GetColorIndexs();
//繪圖控制擴展
GraphicControlExtension control = gif.GraphicControlExtensions[index];
//像素指針
int pixelIndex = 0;
//gif的像素點順序 左上到右下,unity的像素順序是 左下到右上,所以y套x, y翻轉一下
for (int y = imageDescriptor.MarginTop; y < imageDescriptor.MarginTop + imageDescriptor.Height; y++)
{
for (int x = imageDescriptor.MarginLeft; x < imageDescriptor.MarginLeft + imageDescriptor.Width; x++)
{
Color32 colorPixel = imageDescriptor.GetColor(colorIndexs[pixelIndex++], control, gif);
if (colorPixel.a == 0 && reserve)
continue;
textureDescriptor.SetPixel(x, gif.Height - y - 1, colorPixel);
}
}
//保存
textureDescriptor.Apply();
//添加序列幀
Sprite sprite = Sprite.Create(textureDescriptor, new Rect(0, 0, textureDescriptor.width, textureDescriptor.height), Vector2.zero);
sprite.name = textureDescriptor.name;
frames.Add(new UnityFrame(sprite, control.DelaySecond));
//初始化圖像
textureDescriptor = new Texture2D(gif.Width, gif.Height);
reserve = false;
//下一幀圖像預處理
switch (control.DisposalMethod)
{
//1 - Do not dispose. The graphic is to be left in place. //保留此幀
case DisposalMethod.Last:
textureDescriptor.SetPixels(frames[index].Texture.GetPixels());
reserve = true;
break;
//2 - Restore to background color. The area used by the graphic must be restored to the background color. //還原成背景色
case DisposalMethod.Bg:
textureDescriptor.SetPixels(textureBg.GetPixels());
break;
//3 - Restore to previous. The decoder is required to restore the area overwritten by the graphic with what was there prior to rendering the graphic.//還原成上一幀
case DisposalMethod.Previous:
textureDescriptor.SetPixels(frames[index - 1].Texture.GetPixels());
reserve = true;
break;
}
}
遞歸播放
/// <summary>
/// 遞歸播放
/// </summary>
/// <returns></returns>
IEnumerator Play()
{
if (mStop)
{
mFrameIndex = 0;
yield break;
}
//幀序號
mFrameIndex = mFrameIndex % mFrames.Count;
//繪圖
if (mRawImage)
mRawImage.texture = mFrames[mFrameIndex].Texture;
if (mImage)
mImage.sprite = mFrames[mFrameIndex].Sprite;
//幀延時
yield return new WaitForSeconds(mFrames[mFrameIndex].DelaySecond);
//序號++
mFrameIndex++;
//播放一次
if (!Loop && mFrameIndex == mFrames.Count)
yield break;
//遞歸播放下一幀
StartCoroutine(Play());
}
插件支持GIF播放和序列幀播放。 插件支持透明顏色。
插件通過GIF文件協議將圖像轉換爲Unity支持的圖像,所有的實現都是通過C#代碼,所以你可以很容易的修改代碼,以達到你的需求。
插件支持Image和RawImage兩種組件,當然你可以改造一下支持其他組件。
插件支持3種播放模式:
1、通過GIF的文件路徑
2、通過拖拽GIF的二進制文件
3、通過拖拽序列幀
例子放在文件夾Assets\Plugin\GifPlayer\Dome\中。
歡迎使用。