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Question by pauldstewart · Jan 29, 2011 at 08:36 PM · colorcolorpicker

How to create a color picker

Topic says it all.

I cant seem to find an out-of-the-box solution to this and the other relevant posts only suggest making one from stratch. Perhaps this is indeed the only option.

Any help would be appreciated.

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avatar image yoyo · Jan 29, 2011 at 09:26 PM 0
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Duplicate of this question -- http://answers.unity3d.com/questions/13296/is-there-a-build-in-color-picker-in-unity -- which includes some possibly helpful forum links.

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Answer by Borgo · Jan 29, 2011 at 09:23 PM

As I promised, I'm from Brazil and speak portuguese, so, you will find somethings in portuguese, hope its help you:

Set these parameters:
Offset X : 10
Offset Y : 10
Cores Offset X : 0
Cores Offset Y : 0
Cores Size X : 128
Cores Size Y : 128
Iluminacao Offset X :130
Iluminacao Offset Y :0
Iluminacao Size X : 10
Iluminacao Size Y : 128
Modo and camaleao is not implemented yet, so, don't need to alter.

The images and script file you can get from here:
http://www.unity3dbrasil.com/ups/paleta.rar

var imgCores : Texture; var imgIluminacaoBack : Texture; var imgIluminacao : Texture; var imgPicker : Texture; var imgArrowPicker : Texture;

     var offset              : Vector2;

     var coresOffset         : Vector2;
     var coresSize           : Vector2;
     var iluminacaoOffset    : Vector2;
     var iluminacaoSize      : Vector2;

     var modo                : String;   //cor para a cor padro, specular para a cor do specular.
     var camaleao            : int;      //se ativado, permite que o specular seja alterado, caso contrrio, o specular ficar branco.

private var state : String; //"paleta" para paleta selecionada, "iluminacao" para a barra de iluminacao selecionada e "" para nada private var coresPicker : Vector2; // posicionamento de 0 a 1 dentro da paleta de cores private var iluminacaoPicker : float; // posicionamento de 0 a 1 dentro da barra de iluminao

private var coresRGB : Vector3;
private var coresRGBMinusIlum : Vector3; //Cor RGB antes de passar pela barra de iluminao, usado para pintar a barra de iluminao no GUI

private var list; //Lista com todos os objetos que devem ter as cores alteradas.

function Start(){ list = new Array(); state = ""; coresRGB.x=1; coresRGB.y=0; coresRGB.z=0; iluminacaoPicker=0.5; coresRGBMinusIlum = Vector3(1,0,0); camaleao = 0; modo="cor";

 //DEBUG
 SetRGB(Vector3(0.13 , 0.66 , 0.71));

}

function Update () {

 //verifica se ouve um clique e se foi na paleta ou na barra de iluminao
 if (Input.GetMouseButtonDown(0)){
     if (Input.mousePosition.x >= offset.x + coresOffset.x && Input.mousePosition.x <= offset.x + coresOffset.x + coresSize.x - 1){
         if (Screen.height - Input.mousePosition.y >= offset.y + coresOffset.y && Screen.height - Input.mousePosition.y <= offset.y + coresOffset.y + coresSize.y -1 ){
             //Ouve clique dentro da paleta de cores
             state="paleta";
         }
     }
     else
     if (Input.mousePosition.x >= offset.x + iluminacaoOffset.x && Input.mousePosition.x <= offset.x + iluminacaoOffset.x + iluminacaoSize.x - 1){
         if (Screen.height - Input.mousePosition.y >= offset.y + iluminacaoOffset.y && Screen.height - Input.mousePosition.y <= offset.y + iluminacaoOffset.y + iluminacaoSize.y - 1){
             //Ouve clique dentro da barra de iluminacao
             state="iluminacao";
         }
     }


 }


 //Caso clicado na paleta de cores, adiciona de 0 a 1 na varivel coresPicker a posio do mouse dentro da paleta
 if (state == "paleta"){
     coresPicker.x = (Input.mousePosition.x - offset.x - coresOffset.x) / (coresSize.x-1);
     coresPicker.y = ((Screen.height - Input.mousePosition.y) - offset.y - coresOffset.y) / (coresSize.y-1);
     if (coresPicker.x<0){coresPicker.x=0;}
     if (coresPicker.x>1){coresPicker.x=1;}
     if (coresPicker.y<0){coresPicker.y=0;}
     if (coresPicker.y>1){coresPicker.y=1;}
 }
 else
 //Caso clicado na barra de iluminacao, adiciona de 0 a 1 na varivel iluminacaoPicker a posio do mouse dentro da barra
 if (state == "iluminacao"){
     iluminacaoPicker = 1-(((Screen.height - Input.mousePosition.y) - offset.y - iluminacaoOffset.y) / (iluminacaoSize.y-1));
     if (iluminacaoPicker<0){iluminacaoPicker=0;}
     if (iluminacaoPicker>1){iluminacaoPicker=1;}

 }


 //Caso soltar o mouse, para as aes acima
 if (Input.GetMouseButtonUp(0)){
     state="";
 }


 //pega o RGB na horizontal de acordo com o coresPicker.x
 //Calcula somente se estiver mexendo na paleta de cores ou na barra de iluminacao

 if (state != ""){
     var a : float = 1;
     if(coresPicker.x >= 0 && coresPicker.x <= a/6){
         coresRGB.x= 1;
         coresRGB.y= coresPicker.x / (a / 6);
         coresRGB.z= 0;
     }

     if(coresPicker.x >= a/6 && coresPicker.x <= a/3){
         coresRGB.x= 1-((coresPicker.x-(a/6)) / (a / 6));
         coresRGB.y= 1;
         coresRGB.z= 0;
     }

     if(coresPicker.x >= a/3 && coresPicker.x <= a/2){
         coresRGB.x= 0;
         coresRGB.y= 1;
         coresRGB.z= ((coresPicker.x-(a/6*2)) / (a / 6));
     }

     if(coresPicker.x >= a/2 && coresPicker.x <= a/1.5){
         coresRGB.x= 0;
         coresRGB.y= 1-((coresPicker.x-(a/6*3)) / (a / 6));
         coresRGB.z= 1;
     }

     if(coresPicker.x >= a/1.5 && coresPicker.x <= a/1.2){
         coresRGB.x= ((coresPicker.x-(a/6*4)) / (a / 6));
         coresRGB.y= 0;
         coresRGB.z= 1;
     }       

     if(coresPicker.x >= a/1.2 && coresPicker.x <= a){
         coresRGB.x= 1;
         coresRGB.y= 0;
         coresRGB.z= 1-((coresPicker.x-(a/6*5)) / (a / 6));
     }

 }

 //Aqui as cores em rgb j esto configuradas
 //Agora tratamos a saturao com o coresPicker.y

 //Verifica quanto falta para chegar ao 0.5 (cinza) para cada cor e soma esse valor multiplicado pela fora (picker.y)
 if (state!=""){
     coresRGB.x = coresRGB.x + (0.5-coresRGB.x)*coresPicker.y;
     coresRGB.y = coresRGB.y + (0.5-coresRGB.y)*coresPicker.y;
     coresRGB.z = coresRGB.z + (0.5-coresRGB.z)*coresPicker.y;

     coresRGBMinusIlum = coresRGB; //Aqui atribuimos a cor atual antes de passar pela barra de iluminacao, essa cor ser usada para pintar a barra de iluminao no GUI;
 }

 //Aqui as cores esto configuradas com a saturao
 //Agora trataremos a barra de iluminao




 //Verifica se a barra est acima da metade ou abaixo e faz um processo parecido com o da saturao
 if (state != ""){
     if (iluminacaoPicker>=0.5){
         //puxa parao o branco
         coresRGB.x = coresRGB.x + (1-coresRGB.x)* (iluminacaoPicker-0.5)*2;
         coresRGB.y = coresRGB.y + (1-coresRGB.y)* (iluminacaoPicker-0.5)*2;
         coresRGB.z = coresRGB.z + (1-coresRGB.z)* (iluminacaoPicker-0.5)*2;
     }else{
         //puxa para o preto
         coresRGB.x -= coresRGB.x-(iluminacaoPicker*coresRGB.x*2);
         coresRGB.y -= coresRGB.y-(iluminacaoPicker*coresRGB.y*2);
         coresRGB.z -= coresRGB.z-(iluminacaoPicker*coresRGB.z*2);

     }



 }






 //DEBUG
 var objeto = GameObject.Find("/BOLINHA");
 objeto.renderer.material.color = Color(coresRGB.x,coresRGB.y,coresRGB.z);



}

//FUNCES EXTRAS
function GetModo(){ return modo; }

function SetModo(m:String){ modo = m; }

function GetCamaleao(){ return camaleao; }

function SetCamaleao(c:int){ camaleao = c; }

function GetRGB(){ return coresRGB; }

function SetRGB(rgb : Vector3){ coresRGB = rgb; //verifica os maiores e menores numeros var numMaior : float = 0; var numMeio : float = 0; var numMenor : float = 0; var rgbMaior =""; var rgbMeio=""; var rgbMenor="";

 if (rgb.x >= rgb.y && rgb.x >= rgb.z){
     numMaior = rgb.x;
     rgbMaior = "R";
     if(rgb.y >= rgb.z){
         numMeio = rgb.y;
         rgbMeio = "G";
         numMenor = rgb.z;
         rgbMenor = "B";
     }else{
         numMeio = rgb.z;
         rgbMeio = "B";
         numMenor = rgb.y;
         rgbMenor = "G";
     }
 }else

 if(rgb.y >= rgb.z){
     numMaior = rgb.y;
     rgbMaior = "G";
     if (rgb.x >= rgb.z){
         numMeio = rgb.x;
         rgbMeio = "R";
         numMenor = rgb.z;
         rgbMenor = "B";
     }else{
         numMeio = rgb.z;
         rgbMeio = "B";
         numMenor = rgb.x;
         rgbMenor = "R"; 
     }   
 }else{
     numMaior = rgb.z;
     rgbMaior = "B";
     if(rgb.x >= rgb.y){
         numMeio = rgb.x;
         rgbMeio = "R";
         numMenor = rgb.y;
         rgbMenor = "G";
     }else{
         numMeio = rgb.y;
         rgbMeio = "G";
         numMenor = rgb.x;
         rgbMenor = "R";
     }
 }
 //Aqui j configuramos as variaveis numMaior, Meio e Menor; rgbMaior, Meio e Menor
 print(rgbMaior);
 print(numMaior);
 print(rgbMeio);
 print(numMeio);
 print(rgbMenor);
 print(numMenor);

 if(rgbMaior == "R"){
     if(rgbMeio == "G"){
         coresPicker.x = 0;
     }else{
         coresPicker.x=1;
     }
 }else
 if(rgbMaior == "G"){
     if(rgbMeio == "R"){
         coresPicker.x = 0.1666666;
     }else{
         coresPicker.x = 0.3333333;
     }
 }else{
     if(rgbMeio == "R"){
         coresPicker.x = 0.8333333;
     }else{
         coresPicker.x = 0.5;
     }
 }



}

function OnGUI(){ GUI.DrawTexture(Rect(offset.x+coresOffset.x,offset.y+coresOffset.y,coresSize.x,coresSize.y),imgCores); GUI.DrawTexture(Rect(offset.x+coresOffset.x+(coresPicker.x*(coresSize.x-1))-5, offset.y+coresOffset.y+(coresPicker.y*(coresSize.y-1))-5 ,11,11),imgPicker); GUI.DrawTexture(Rect(iluminacaoOffset.x+iluminacaoSize.x+offset.x, offset.y+iluminacaoOffset.y+iluminacaoSize.y-(iluminacaoSize.y*iluminacaoPicker)-5 ,8,9),imgArrowPicker); GUI.DrawTexture(Rect(offset.x+iluminacaoOffset.x,offset.y+iluminacaoOffset.y,iluminacaoSize.x,iluminacaoSize.y),imgIluminacaoBack); GUI.color = Color(coresRGBMinusIlum.x, coresRGBMinusIlum.y, coresRGBMinusIlum.z); GUI.DrawTexture(Rect(offset.x+iluminacaoOffset.x,offset.y+iluminacaoOffset.y,iluminacaoSize.x,iluminacaoSize.y),imgIluminacao); GUI.color = Color.white;

 GUI.Box(Rect(0,300,100,20),(1*coresRGB.x).ToString());
 GUI.Box(Rect(0,330,100,20),(1*coresRGB.y).ToString());
 GUI.Box(Rect(0,360,100,20),(1*coresRGB.z).ToString());
 GUI.Box(Rect(0,390,100,20),Input.mousePosition.x.ToString());
 GUI.Box(Rect(0,420,100,20),Input.mousePosition.y.ToString());
 GUI.Box(Rect(0,450,100,20),iluminacaoPicker.ToString());

}

/* VARIAVEL LIST GUARDAR OBJETOS QUE SERO ALTERADOS CRIAR FUNO ADICIONAROBJETO(OBJ) CRIAR FUNO LIMPARLISTA()

*/

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