者利用了三种表现形式:
1,选择截图路径的方法
2,直接截取截屏的方法
3,截取鼠标圈选区域。
上代码,:
第一种是调用.net的类库,需要引用System.Windows.Forms.dll,在Assents文件夹里新建Plugins文件夹将System.Windows.Forms.dll放入其中。
在头部添加
using System.Windows.Forms;
public enum Method { ChooseFileDialog,GetAllScreen,MouseChoose};
public Method GetMethod ;
Vector2 pos1;
Vector2 pos2;
float time;
bool isShowRect = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (GetMethod == Method.ChooseFileDialog)
{
Camera.main.GetComponent<DrawRect>().enabled = false;
if (Input.GetKeyDown(KeyCode.X))
{
SaveFileDialog saveLog = new SaveFileDialog();
saveLog.InitialDirectory = UnityEngine.Application.dataPath;
saveLog.Filter = "Image Files(*.JPG;*.BMP;*.PNG)|*.JPG;*.BMP;*.PNG|All files (*.*)|*.*";
DialogResult result = saveLog.ShowDialog();
if (result == DialogResult.OK)
{
string path = saveLog.FileName;
StartCoroutine(fnGetScreen(path));
//UnityEngine.Application.CaptureScreenshot(path);
}
}
}
else if (GetMethod == Method.GetAllScreen)
{
Camera.main.GetComponent<DrawRect>().enabled = false;
if (Input.GetKeyDown(KeyCode.X))
{
StartCoroutine(fnGetScreen());
}
}
else if(GetMethod == Method.MouseChoose)
{
Camera.main.GetComponent<DrawRect>().enabled = true;
if (Input.GetMouseButtonDown(0))
{
pos1 = Input.mousePosition;
print(pos1);
}
if (Input.GetMouseButtonUp(0))
{
pos2 = Input.mousePosition;
print(pos2);
if (pos1 != pos2)
{
if (Vector3.Distance(pos1, pos2) > 2f)
{
StartCoroutine(GetCapture());
}
}
}
}
}
IEnumerator GetCapture()
{
yield return new WaitForEndOfFrame();
Texture2D tex = new Texture2D((int)Mathf.Abs(pos2.x-pos1.x), (int)Mathf.Abs(pos1.y-pos2.y), TextureFormat.RGB24, false);
Rect rect = new Rect(Mathf.Min((int)pos1.x,(int)pos2.x),Mathf.Min((int)pos1.y, (int)pos2.y), (int)Mathf.Abs(pos2.x - pos1.x), (int)Mathf.Abs(pos1.y - pos2.y));
tex.ReadPixels(rect, 0, 0, true);
tex.Apply();
byte[] imagebytes = tex.EncodeToPNG();//转化为png图
tex.Compress(false);//对屏幕缓存进行压缩
//image.mainTexture = tex;//对屏幕缓存进行显示(缩略图)
File.WriteAllBytes(UnityEngine.Application.dataPath + "/ScreenShot/screencapture.png", imagebytes);//存储png图
}
IEnumerator fnGetScreen()
{
yield return new WaitForEndOfFrame();
Texture2D tex2 = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.RGB24, false);
Rect rect2 = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
tex2.ReadPixels(rect2, 0, 0, true);
tex2.Apply();
byte[] imagebytes2 = tex2.EncodeToPNG();
tex2.Compress(false);
File.WriteAllBytes(UnityEngine.Application.dataPath + "/ScreenShot/screen.png", imagebytes2);//存储png图
}
IEnumerator fnGetScreen(string s)
{
yield return new WaitForEndOfFrame();
Texture2D tex2 = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.RGB24, false);
Rect rect2 = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
tex2.ReadPixels(rect2, 0, 0, true);
tex2.Apply();
byte[] imagebytes2 = tex2.EncodeToPNG();
tex2.Compress(false);
File.WriteAllBytes(s, imagebytes2);//存储png图
}
脚本贴到Maincamera上,然后新建一个DrawRect脚本,将脚本也贴到MainCamera上。
public class DrawRect : MonoBehaviour {
private Vector2 mMouseStart, mMouseEnd;
private bool mBDrawMouseRect;
private Material rectMat = null;//画线的材质 不设定系统会用当前材质画线 结果不可控
void Start()
{
mBDrawMouseRect = false;
rectMat = new Material("Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass { " +
" Blend SrcAlpha OneMinusSrcAlpha " +
" ZWrite Off Cull Off Fog { Mode Off } " +
" BindChannels {" +
" Bind \"vertex\", vertex Bind \"color\", color }" +
"} } }");//生成画线的材质
rectMat.hideFlags = HideFlags.HideAndDontSave;
rectMat.shader.hideFlags = HideFlags.HideAndDontSave;
}
void Update()
{
if (Input.GetMouseButtonDown(0))
//按下鼠标左键
{
Vector3 mousePosition = Input.mousePosition;
mMouseStart = new Vector2(mousePosition.x, mousePosition.y);
}
if (Input.GetMouseButton(0))
//持续按下鼠标左键
{
mBDrawMouseRect = true;
Vector3 mousePosition = Input.mousePosition;
mMouseEnd = new Vector2(mousePosition.x, mousePosition.y);
}
if (Input.GetMouseButtonUp(0))
{
mBDrawMouseRect = false;
}
}
void OnGUI()
{
if (mBDrawMouseRect)
Draw(mMouseStart, mMouseEnd);
}
//渲染2D框
void Draw(Vector2 start, Vector2 end)
{
rectMat.SetPass(0);
GL.PushMatrix();//保存摄像机变换矩阵
Color clr = Color.green;
clr.a = 0.1f;
GL.LoadPixelMatrix();//设置用屏幕坐标绘图
//透明框
GL.Begin(GL.QUADS);
GL.Color(clr);
GL.Vertex3(start.x, start.y, 0);
GL.Vertex3(end.x, start.y, 0);
GL.Vertex3(end.x, end.y, 0);
GL.Vertex3(start.x, end.y, 0);
GL.End();
//线
//上
GL.Begin(GL.LINES);
GL.Color(Color.green);
GL.Vertex3(start.x, start.y, 0);
GL.Vertex3(end.x, start.y, 0);
GL.End();
//下
GL.Begin(GL.LINES);
GL.Color(Color.green);
GL.Vertex3(start.x, end.y, 0);
GL.Vertex3(end.x, end.y, 0);
GL.End();
//左
GL.Begin(GL.LINES);
GL.Color(Color.green);
GL.Vertex3(start.x, start.y, 0);
GL.Vertex3(start.x, end.y, 0);
GL.End();
//右
GL.Begin(GL.LINES);
GL.Color(Color.green);
GL.Vertex3(end.x, start.y, 0);
GL.Vertex3(end.x, end.y, 0);
GL.End();
GL.PopMatrix();//还原
}
}