Unity实现截图功能
本文实例为大家分享了Unity实现截图功能的具体代码,供大家参考,具体内容如下
一、使用Unity自带API
usingUnityEngine;
usingUnityEngine.UI;
publicclassScreenShotTest:MonoBehaviour
{
publicRawImageimg;
privatevoidUpdate()
{
//使用ScreenCapture.CaptureScreenshot
if(Input.GetKeyDown(KeyCode.A))
{
ScreenCapture.CaptureScreenshot(Application.dataPath+"/Resources/Screenshot.jpg");
img.texture=Resources.Load("Screenshot");
}
//使用ScreenCapture.CaptureScreenshotAsTexture
if(Input.GetKeyDown(KeyCode.S))
{
img.texture=ScreenCapture.CaptureScreenshotAsTexture(0);
}
//使用ScreenCapture.CaptureScreenshotAsTexture
if(Input.GetKeyDown(KeyCode.D))
{
RenderTexturerenderTexture=newRenderTexture(720,1280,0);
ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture);
img.texture=renderTexture;
}
}
}
经过测试,使用ScreenCapture.CaptureScreenshotAsTexture和ScreenCapture.CaptureScreenshotAsTexture截取的都是整个屏幕,相当于手机的截屏,无法自定义截图区域,作用不大。使用ScreenCapture.CaptureScreenshot会有延迟。
二、通过Texture2D.ReadPixels来读取屏幕区域像素
usingUnityEngine;
usingSystem.Collections;
usingSystem;
publicclassScreenShotTest:MonoBehaviour
{
privatevoidUpdate()
{
if(Input.GetKeyDown(KeyCode.A))
{
StartCoroutine(CaptureByRect());
}
}
privateIEnumeratorCaptureByRect()
{
//等待渲染线程结束
yieldreturnnewWaitForEndOfFrame();
//初始化Texture2D,大小可以根据需求更改
Texture2DmTexture=newTexture2D(Screen.width,Screen.height,TextureFormat.RGB24,false);
//读取屏幕像素信息并存储为纹理数据
mTexture.ReadPixels(newRect(0,0,Screen.width,Screen.height),0,0);
//应用
mTexture.Apply();
//将图片信息编码为字节信息
byte[]bytes=mTexture.EncodeToPNG();
//保存(不能保存为png格式)
stringfileName=DateTime.Now.Hour+":"+DateTime.Now.Minute+":"+DateTime.Now.Second+".jpg";
System.IO.File.WriteAllBytes(Application.streamingAssetsPath+"/ScreenShot/"+fileName,bytes);
UnityEditor.AssetDatabase.Refresh();
}
}
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毛票票。