前言:每日记录自己学习unity的心得和体会,小弟才疏学浅,如有错误的地方,欢迎大佬们指正,感谢~
1.下面是实现代码
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class SaveJPG : MonoBehaviour
{
public GameObject[] gameObjects;
//string fileName = Application.streamingAssetsPath + "/UI/photo.jpg";
public Camera camera;
public Transform fuwutiParent;
public int jsq = 0;
public bool zx = false;
GameObject obj = null;
private void Start()
{
//自动保存图片
//StartCoroutine(CloneTuPian());
}
private void Update()
{
#region 半自动保存图片手动对位置
if (Input.GetKeyDown (KeyCode.Space))
{
for (int i = 0; i < fuwutiParent.childCount; i++)
{
fuwutiParent.GetChild(jsq).gameObject.SetActive(true);
}
}
if (Input.GetKeyDown (KeyCode.Alpha1))
{
string str_ = fuwutiParent.GetChild(jsq).name.Split('(')[0].ToString();
CaptureScreenByRT(str_);
fuwutiParent.GetChild(jsq).gameObject.SetActive(false);
jsq++;
Debug.Log(jsq);
}
#endregion
}
IEnumerator CloneTuPian()
{
while (jsq<gameObjects .Length)
{
GameObject obj = Instantiate(gameObjects[jsq]);
string str_ = obj.transform.name.Split('(')[0].ToString ();
CaptureScreenByRT(str_);
Destroy(obj);
yield return new WaitForSeconds(1f);
jsq++;
}
Debug.Log("生成结束");
}
public void CaptureScreenByRT(string fileName)
{
Rect rect = new Rect(0, 0, 600, 600);
// 创建一个RenderTexture对象
RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);
// 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机
camera.targetTexture = rt;
camera.Render();
// 激活这个rt, 并从中中读取像素。
RenderTexture.active = rt;
Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
// 注:这个时候,它是从RenderTexture.active中读取像素
screenShot.ReadPixels(rect, 0, 0);
screenShot.Apply();
// 重置相关参数,以使用camera继续在屏幕上显示
camera.targetTexture = null;
RenderTexture.active = null;
GameObject.Destroy(rt);
// 最后将这些纹理数据,成一个png图片文件
byte[] bytes = screenShot.EncodeToPNG();
string path = Application.streamingAssetsPath + "/UI/"+ fileName + ".jpg";
System.IO.File.WriteAllBytes(path, bytes);
AssetDatabase.Refresh();
}
}
直接使用即可