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Question by Tageos · Aug 24, 2015 at 05:48 PM · c#spritecolor

Define pixels

Hello!

I want to define pixels in a sprite. So that i can for example detect which pixels are black and which are white.

I have made a script which calculates the dimension of the sprite in pixels. With it i can use the sprite as a matrix. What i need help with is to make for loops which detects the color (or shade) of each individual pixel. The sprite used will only be black and white so i only need to detect where on the greyscale the pixel is.

This is what i have:

 using UnityEngine;
 using System.Collections;
 
 public class Findwhite : MonoBehaviour {
 
     public float imgHeight;
     public float imgWidth;
     //public SpriteRenderer imageSprite;
 
     void Start () {
         GameObject image = GameObject.Find ("text");
         SpriteRenderer imageSprite = image.GetComponent<SpriteRenderer> ();
         imgWidth = imageSprite.bounds.size.x*100;
         imgHeight = imageSprite.bounds.size.y*100;
     }
 }

I am thinking that the for-loops might look something like this:

 void Update () {
 
         for(int i = 0; i < imgWidth; i++){
 
             for(int j = 0; j < imgHeight; j++){
 
                 if(img[i][j].color == black (or dark greyish)) //psuedo
                 {
                 store img[i][j] //psuedo
                 }
             }
         }
     }

Do you have any suggestion how to make the Psuedo-code work?

Thank you

//Taegos

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Best Answer

Answer by Tageos · Aug 24, 2015 at 10:30 PM

I found a nice tutorial on utube about a similiar thing. I tweaked it a little and now it works like a want.

 using UnityEngine;
 using System.Collections;
 
 public class CreateBlocks : MonoBehaviour {
 
     public Texture2D heightmap;
     private Color color;
     public int w;
     public Color[] pixels;
     
     void Start () {
     
         pixels = heightmap.GetPixels (0, 0, heightmap.width, heightmap.height);
 
         for (int x = 0; x < heightmap.width; x++){
             for (int y = 0; y < heightmap.height; y++){
                 color = pixels[(y * heightmap.height)+x];
                 GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
                 obj.transform.position = new Vector3 (x, y, 0);
                 obj.renderer.material.color = color;
 
                 if (color == Color.black)
                 {
                     w = w +1;
                     Debug.Log("Black found");
                 }
                 else
                 {
                     Debug.Log("White found");
                 }
             }
         }
     }    
 }



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