unity QQ截图 unity实现QQ截图功能
贪玩的孩纸时代 人气:0效果:
代码如下:
using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; using UnityEngine; using NPinyin; using System.IO; public class NewBehaviourScript : MonoBehaviour { //截屏结束的位置 private Vector3 e_pos; //是否绘制 private bool isDraw; //绘制状态 private bool stateDraw; //开始绘制 private bool stateDrawStart; //截屏开始的位置 private Vector3 s_pos; Rect rect; public Material lineMaterial; private void Update() { if (stateDraw == true) { //按下鼠标左键时,记录当前鼠标的位置为开始截屏时的位置 if (Input.GetMouseButtonDown(0)) { stateDrawStart = true; s_pos = Input.mousePosition; } //鼠标处于按下状态时 if (Input.GetMouseButton(0)) { e_pos = Input.mousePosition; //可以开始绘制 isDraw = true; } //抬起鼠标左键时,记录当前鼠标的位置为结束截屏时的位置 if (Input.GetMouseButtonUp(0) && stateDrawStart == true) { //结束绘制 isDraw = false; e_pos = Input.mousePosition; //获取到截屏框起始点的位置,和宽高。 rect = new Rect(Mathf.Min(s_pos.x, e_pos.x), Mathf.Min(s_pos.y, e_pos.y), Mathf.Abs(s_pos.x - e_pos.x), Mathf.Abs(s_pos.y - e_pos.y)); //开启绘制的协程方法 StartCoroutine(Capsture(rect)); stateDraw = false; stateDrawStart = false; } } } /// <summary> /// 保存截图 /// </summary> /// <param name="rect"></param> /// <returns></returns> IEnumerator Capsture(Rect rect) { yield return new WaitForEndOfFrame(); //创建纹理(纹理贴图的大小和截屏的大小相同) Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false); //读取像素点 tex.ReadPixels(rect, 0, 0); //将像素点应用到纹理上,绘制图片 tex.Apply(); //将图片装换成jpg的二进制格式,保存在byte数组中(计算机是以二进制的方式存储数据) byte[] result = tex.EncodeToPNG(); //文件夹(如果StreamAssets文件夹不存在,在Assets文件下创建该文件夹) if (!Directory.Exists(Application.streamingAssetsPath)) Directory.CreateDirectory(Application.streamingAssetsPath); //将截屏图片存储到本地 string filename = Application.dataPath + "/StreamingAssets/Screenshot.png"; File.WriteAllBytes(filename, result); } /// <summary> /// 用GL画线 /// </summary> void OnPostRender() { if (!isDraw) return; //print(s_pos); Vector3 sPos = Camera.main.ScreenToWorldPoint(s_pos + new Vector3(0, 0, 10)); Vector3 ePos = Camera.main.ScreenToWorldPoint(e_pos + new Vector3(0, 0, 10)); //print(string.Format("GL.....{0}, {1}", sPos, ePos)); // Set your materials Done GL.PushMatrix(); // yourMaterial.SetPass( ); lineMaterial.SetPass(0);//告诉GL使用该材质绘制 // Draw your stuff //始终在最前面绘制 GL.invertCulling = true; GL.Begin(GL.LINES);//开始绘制 //GL.Vertex(sPos); //GL.Vertex(ePos); //如果想要绘制,矩形,将下面代码启动 GL.Vertex(sPos); GL.Vertex(new Vector3(ePos.x, sPos.y, 0)); GL.Vertex(new Vector3(ePos.x, sPos.y, 0)); GL.Vertex(ePos); GL.Vertex(ePos); GL.Vertex(new Vector3(sPos.x, ePos.y, 0)); GL.Vertex(new Vector3(sPos.x, ePos.y, 0)); GL.Vertex(sPos); GL.End();//结束绘制 GL.PopMatrix(); } public void OnBtnClick() { stateDraw = true; } }
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