最近公司项目里需要截屏的功能,在网上找了好久,都没有合适的解决方法,有些方法已经不能用了,但是也给我提供了一些思路,通过一段时间的研究,解决了这个问题,现在和大家一起分享一下。
//下面是代码,可以直接用
public class Screenshots : MonoBehaviour {
//这个相机是用来截屏的,相机的Claer Flags 的属性选择为Depth Only
public Camera CameraTrans;
private Texture2D mTexture1;
private string mPath;
public GameObject picture;
private string mingming;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
/// <summary>
/// 开启相机
/// </summary>
public void screenshot()
{
//用时间命名
string mingming= System.DateTime.Now.Year.ToString() + System.DateTime.Now.Month.ToString() + System.DateTime.Now.Day + System.DateTime.Now.Hour + System.DateTime.Now.Minute + System.DateTime.Now.Second;
//平台判断
if (Application.platform == RuntimePlatform.Android)
{
//安卓设备的相册路径
mPath = "/sdcard/DCIM/Camera/" + mingming + ".jpg";
}else if (Application.platform == RuntimePlatform.WindowsEditor)
{
mPath = Application.dataPath + "\\Resources\\" + mingming + ".jpg";
}
StartCoroutine(CaptureByCamera(CameraTrans, new Rect(0, 0, 1024, 768), mPath));
}
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
RenderTexture mRender = new RenderTexture((int)mRect.width, (int)mRect.height, 0);
//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
File.WriteAllBytes(mFileName, bytes);
//将纹理图存在静态类里
mTexture1 = mTexture;
picture.GetComponent<Image>().sprite = Sprite.Create(mTexture1, new Rect(0, 0, 1024, 768), new Vector2(Screen.height / 2, Screen.width / 2));
//如果需要可以返回截图
//return mTexture;
}
}
这样你就可以在进行用了,但是如果要打包APK ,你还要进行一些设置