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Unity摊
介绍Unity内屏幕截图的三种方式
1.全屏截图
2.局部截图
3.非MainCamera视角截图
按照下图搭建场景,将截图保存到Resources文件夹下.
如有疑问可留言将游戏物体Camera的状态设置为未激活.并给它调整好一个截图的视角.
定义需要用到的字段.
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEngine.UI;
public class ScreenShot : MonoBehaviour
{
//定义图片保存路径
private string m_FullShotPath;
private string m_partShotPath;
private string m_OtherCameraPath;
//这个不是Main相机,其他摄像机,默认不激活它
public Camera CameraTrans;
//显示图片
public RawImage image;
void Start ()
{
//初始化路径,实际使用应该用Application.persistentDataPath,
//因为使用dataPath就是Asset文件不能读写操作
m_FullShotPath = Application.dataPath + "/Resources/FullScreenShot.png";
m_partShotPath = Application.dataPath + "/Resources/PartScreenShot.png";
m_OtherCameraPath = Application.dataPath + "/Resources/OtherCameraScreenShot.png";
}
在Unity回调方法OnGUI( )中, 创建”截图”和"加载图片”按钮
////在Unity回调中初始化按钮
void OnGUI ()
{
if (GUILayout.Button ("全屏截图", GUILayout.Height (50))) {
print ("全屏截图OK");
CaptureByUnity (m_FullShotPath);
AssetDatabase.Refresh ();
}
if (GUILayout.Button ("局部截图", GUILayout.Height (50))) {
print ("局部截图OK");
StartCoroutine (CaptureByRect (new Rect (0, 0, 1024, 768), m_partShotPath));
}
if (GUILayout.Button ("非MainCamera截图", GUILayout.Height (50))) {
//启用顶视图相机
CameraTrans.gameObject.SetActive (true);
//禁用主相机
Camera.main.enabled = false;
//这里一定要先指定一个分辨率。不然截图就会卡顿,现在先写死值,以后再设置活
StartCoroutine (CaptureByCamera (CameraTrans, new Rect (0, 0, 1024, 768),
m_OtherCameraPath));
print ("非MainCamera截图OK");
}
if (GUILayout.Button ("加载图片", GUILayout.Height (50))) {
Debug.Log ("加载图片");
Texture2D _tex = (Texture2D)Resources.Load ("FullScreenShot");
image.texture = _tex;
}
}
三种截图方法
/// <summary>
/// 使用Application类下的CaptureScreenshot()方法实现截图
/// 优点:简单,可以快速地截取某一帧的画面、全屏截图
/// 缺点:不能针对摄像机截图,无法进行局部截图
/// </summary>
/// <param name="mFileName">M file name.</param>
private void CaptureByUnity (string mFileName)
{
Application.CaptureScreenshot (mFileName, 0);
}
/// <summary>
/// 根据一个Rect类型来截取指定范围的屏幕, 左下角为(0,0)
/// 读取屏幕像素存储为纹理图片
/// </summary>
/// <param name="mRect">M rect.截屏的大小</param>
/// <param name="mFileName">M file name.保存路径</param>
private IEnumerator CaptureByRect (Rect mRect, string mFileName)
{
//等待渲染线程结束
yield return new WaitForEndOfFrame ();
//初始化Texture2D, 大小可以根据需求更改
Texture2D mTexture = new Texture2D ((int)mRect.width, (int)mRect.height,
TextureFormat.RGB24, false);
//读取屏幕像素信息并存储为纹理数据
mTexture.ReadPixels (mRect, 0, 0);
//应用
mTexture.Apply ();
//将图片信息编码为字节信息
byte[] bytes = mTexture.EncodeToPNG ();
//保存
System.IO.File.WriteAllBytes (mFileName, bytes);
//需要展示次截图,可以返回截图,或者使用out修饰参数也可以带出去
//return mTexture;
}
/// <summary>
/// 指定相机截图
/// </summary>
/// <returns>The by camera.</returns>
/// <param name="mCamera">M camera.要被截屏的相机</param>
/// <param name="mRect">M rect. 截屏的区域</param>
/// <param name="mFileName">M file name.</param>
private IEnumerator CaptureByCamera (Camera mCamera, Rect mRect, string mFileName)
{
//等待渲染线程结束
yield return new WaitForEndOfFrame ();
//初始化RenderTexture 深度只能是【0、16、24】截不全图请修改
RenderTexture mRender = new RenderTexture ((int)mRect.width, (int)mRect.height,16);
//设置相机的渲染目标
mCamera.targetTexture = mRender;
//开始渲染
mCamera.Render ();
//激活渲染贴图读取信息
RenderTexture.active = mRender;
Texture2D mTexture = new Texture2D ((int)mRect.width, (int)mRect.height, TextureFormat.RGB24, false);
//读取屏幕像素信息并存储为纹理数据
mTexture.ReadPixels (mRect, 0, 0);
//应用
mTexture.Apply ();
//释放相机,销毁渲染贴图
mCamera.targetTexture = null;
RenderTexture.active = null;
GameObject.Destroy (mRender);
//将图片信息编码为字节信息
byte[] bytes = mTexture.EncodeToPNG ();
//保存
System.IO.File.WriteAllBytes (mFileName, bytes);
//需要展示次截图,可以返回截图
//return mTexture;
}```
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