Created
October 31, 2015 20:31
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using UnityEngine; | |
using System.Collections; | |
using System.Security.Cryptography; | |
using System; | |
using System.Text; | |
using UnityEngine.UI; | |
public class Identicon : MonoBehaviour { | |
[SerializeField]GameObject rect_plane;//描画につかうPlane | |
[SerializeField]string code; | |
string precode; | |
// Use this for initialization | |
void Start () { | |
MakeIdenticon(code); | |
precode = code; | |
} | |
// Update is called once per frame | |
void Update () { | |
//文字更新すると変化するようにする | |
if(precode != code){ | |
//Destroy child | |
foreach ( Transform n in gameObject.transform ){ | |
GameObject.Destroy(n.gameObject); | |
} | |
MakeIdenticon(code); | |
precode = code; | |
} | |
} | |
void MakeIdenticon(string code){ | |
byte[] data = Encoding.UTF8.GetBytes(code); | |
//SHA1でハッシュ値取得 | |
SHA1Managed sha1 = new SHA1Managed(); | |
byte[] hash = sha1.ComputeHash(data); | |
//リソース解放 | |
sha1.Clear(); | |
StringBuilder strbuilder = new StringBuilder(); | |
foreach(byte b in hash){ | |
strbuilder.Append(b.ToString("x2")); | |
} | |
string hash_str = strbuilder.ToString(); | |
bool[,] pattern = CreatePattern(hash_str); | |
MakeIdenticonPlane(pattern); | |
} | |
//2次元配列を返す | |
bool[,] CreatePattern(string hash){ | |
bool[,] pattern = new bool[5,5]; | |
int counter = 0; | |
char digit; | |
//パターンの半分を生成 | |
for(int i=0;i<3;i++){ | |
for(int j=0;j<5;j++){ | |
digit = hash[counter]; | |
//桁の数字が偶数ならtrue,奇数ならfalse | |
//偶数の時 | |
if(Convert.ToInt32(digit.ToString(),16) % 2 == 0){ | |
pattern[i,j] = true; | |
}else{//奇数の時 | |
pattern[i,j] = false; | |
} | |
counter++; | |
} | |
} | |
//もう半分にコピー | |
for(int i=3;i<5;i++){ | |
for(int j=0;j<5;j++){ | |
pattern[i,j] = pattern[4-i,j]; | |
} | |
} | |
return pattern; | |
} | |
void MakeIdenticonPlane(bool[,] pattern){ | |
for(int i=0;i<5;i++){ | |
for(int j=0;j<5;j++){ | |
GameObject gobj = Instantiate(rect_plane); | |
gobj.name = i.ToString() + "-" + j.ToString(); | |
gobj.transform.parent = gameObject.transform; | |
//planeは10単位の大きさなので | |
gobj.transform.position = new Vector3(gameObject.transform.lossyScale.x * i*10,0,gameObject.transform.lossyScale.z * j*10); | |
if(pattern[i,j]){ | |
gobj.GetComponent<Renderer>().material.color = Color.black; | |
}else{ | |
gobj.GetComponent<Renderer>().material.color = Color.white; | |
} | |
} | |
} | |
} | |
} |
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