在游戏开发和软件开发中,经常需要截图的功能,分带UI的截图和不带UI的截图功能。代码如下:
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using System.Collections; using System.Collections.Generic; using UnityEngine; public static class ScreenShotForCamera{ public static void CaptureScreen( string _path = null ) { if (_path == null ) _path = "Screenshot.png" ; Application.CaptureScreenshot(_path, 0); } public static Texture2D CaptureScreen(Rect rect, bool _isCreatePhoto = false , string _path = null ) { // 先创建一个的空纹理,大小可根据实现需要来设置 Texture2D screenShot = new Texture2D(( int )rect.width, ( int )rect.height, TextureFormat.RGB24, false ); // 读取屏幕像素信息并存储为纹理数据, screenShot.ReadPixels(rect, 0, 0); screenShot.Apply(); // 然后将这些纹理数据,成一个png图片文件 if (_isCreatePhoto) { if (_path == null ) _path = Application.dataPath + "/Screenshot.png" ; byte [] bytes = screenShot.EncodeToPNG(); string filename = _path; System.IO.File.WriteAllBytes(filename, bytes); Debug.Log( string .Format( "截屏了一张图片: {0}" , filename)); } // 最后,我返回这个Texture2d对象,这样我们直接,所这个截图图示在游戏中,当然这个根据自己的需求的。 return screenShot; } // public static Texture2D CaptureCamera( ref Camera _camera, Rect _rect, int _destX, int _destY, bool _isCreatePhoto = false , string _path = null ) { RenderTexture renderTexture = new RenderTexture(( int )_rect.width, ( int )_rect.height, 24, RenderTextureFormat.ARGB32); _camera.targetTexture = renderTexture; _camera.Render(); // 激活这个renderTexture, 并从中中读取像素 RenderTexture.active = _camera.targetTexture; Texture2D screenShot = new Texture2D(( int )_rect.width, ( int )_rect.height, TextureFormat.ARGB32, false ); screenShot.ReadPixels(_rect, _destX, _destY); //从(_destX,_destY)坐标开始读取_rect大小的图片 screenShot.Apply(); //重置参数 //_camera.targetTexture = null; RenderTexture.active = null ; //GameObject.Destroy(renderTexture); //生成PNG图片 if (_isCreatePhoto) { if (_path == null ) _path = Application.dataPath + "/Screenshot.png" ; byte [] bytes = screenShot.EncodeToPNG(); string filename = _path; System.IO.File.WriteAllBytes(filename, bytes); Debug.Log( string .Format( "截屏了一张照片: {0}" , filename)); } return screenShot; } } |
小编再为大家分享一段:Unity实现截屏功能,希望可以帮到大家
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public class ScreenShot : MonoBehaviour { void OnScreenShotClick() { //得到当前系统时间 System.DateTime now = System.DateTime.Now; string times = now.ToString(); //去掉前后空格 times = times.Trim(); //将斜杠替换成横杠 times = times.Replace( "/" , "-" ); string fileName = "ARScreenShot" + times + ".png" ; //判断该平台是否为安卓平台 if (Application.platform == RuntimePlatform.Android) { //参数依次为 屏幕宽度 屏幕高度 纹理格式 是否使用映射 Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false ); //读取贴图 texture.ReadPixels( new Rect(0, 0, Screen.width, Screen.height), 0, 0); //应用截屏 texture.Apply(); //将对象序列化 byte [] bytes = texture.EncodeToPNG(); //设定存储到的手机文件夹路径 string destination = "/sdcard/DCIM/Screenshots" ; //如果不存在该文件夹 if (!Directory.Exists(destination)) { //创建该文件夹 Directory.CreateDirectory(destination); } string pathSave = destination + "/" + fileName; File.WriteAllBytes(pathSave, bytes); } } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/qq_34818497/article/details/79464366