unity截图保存在手机

直接上代码

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.UI;



public class ScreenShot : 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()
    {
        CameraTrans = GameObject.FindGameObjectWithTag("ARCamera").GetComponent<Camera>();ji
    }

    // Update is called once per frame
    void Update()
    {

    }
    /// 
    /// 开启相机
    /// 

    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";
            Debug.Log(mPath);

        }
        else if (Application.platform == RuntimePlatform.WindowsEditor)
        {
            mPath = Application.dataPath + "\\Resources\\" + mingming + ".jpg";
            Debug.Log(mPath);
        }
        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().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;  

    }


    // Start is called before the first frame update


    public void OnScreenShotClick()
    {
        //if (picture == null) return;
        Debug.Log("截图");
        screenshot();
       
      
    }
    public void ScreenShotBtn()
    {
        //StartCoroutine(CaptureByRect());
     
    }





  
}

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