using System;
using UnityEditor;
using UnityEngine;
[ExecuteInEditMode]
public class Screenshot : EditorWindow
{
int MaxShowSelectGo = 5;//最多显示选中的物体
int resWidth = Screen.width * 4;
int resHeight = Screen.height * 4;
public Camera myCamera;
int scale = 1;
float delayCreateTime = 0.5f;
string path = "";
bool showPreview = true;
RenderTexture renderTexture;
GameObject[] selectGOs;
bool isTransparent = true;
bool isCaptureMultiple = false;
// Add menu item named "My Window" to the Window menu
[MenuItem("Tools/图片生成器")]
public static void ShowWindow()
{
//Show existing window instance. If one doesn't exist, make one.
EditorWindow editorWindow = EditorWindow.GetWindow(typeof(Screenshot));
editorWindow.autoRepaintOnSceneChange = true;
editorWindow.Show();
editorWindow.title = "图片生成器";
}
float lastTime;
void OnGUI()
{
EditorGUILayout.LabelField("分辨率", EditorStyles.boldLabel);
resWidth = EditorGUILayout.IntField("宽", resWidth);
resHeight = EditorGUILayout.IntField("高", resHeight);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("默认设置", EditorStyles.boldLabel);
if (GUILayout.Button("使用Game视图的分辨率"))
{
resHeight = (int)Handles.GetMainGameViewSize().y;
resWidth = (int)Handles.GetMainGameViewSize().x;
}
if (GUILayout.Button("使用默认大小。H:1440,W:2560"))
{
resHeight = 1440;
resWidth = 2560;
scale = 1;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
scale = EditorGUILayout.IntSlider("尺寸", scale, 1, 15);
EditorGUILayout.HelpBox("截图的默认模式是裁剪,所以选择合适的宽度和高度。比例是在不损失质量的情况下倍增或放大渲染的一个因素.", MessageType.None);
EditorGUILayout.Space();
EditorGUILayout.LabelField("截图分辨率为 " + resWidth * scale + " x " + resHeight * scale + " p", EditorStyles.boldLabel);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
GUILayout.Label("选择相机", EditorStyles.boldLabel);
myCamera = EditorGUILayout.ObjectField(myCamera, typeof(Camera), true, null) as Camera;
if (myCamera == null) myCamera = Camera.main;
if (myCamera != null) myCamera.clearFlags = CameraClearFlags.SolidColor;
isTransparent = EditorGUILayout.Toggle("透明背景", isTransparent);
EditorGUILayout.EndHorizontal();
EditorGUILayout.HelpBox("选择要捕捉渲染的相机。勾选则背景透明", MessageType.None);
EditorGUILayout.Space();
isCaptureMultiple = EditorGUILayout.Toggle("一次性捕捉多个物体", isCaptureMultiple);
if (isCaptureMultiple)
{
selectGOs = Selection.gameObjects;
GUILayout.Label((selectGOs.Length == 0 ? "你还什么都没有选。使用鼠标选中场景中的物体,用Shift或者Ctrl多选。" : "当前选择物体数量:"+ selectGOs.Length), EditorStyles.boldLabel);
int ShowSelectGo = 0;
foreach (var item in selectGOs)
{
if (ShowSelectGo>=MaxShowSelectGo&& MaxShowSelectGo < selectGOs.Length)
{
GUILayout.Label("......", EditorStyles.boldLabel);
break;
}
GUILayout.Label(item.name, EditorStyles.boldLabel);
ShowSelectGo++;
}
}
EditorGUILayout.Space();
GUILayout.Label("保存路径", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.TextField(path, GUILayout.ExpandWidth(false));
if (GUILayout.Button("选择路径", GUILayout.ExpandWidth(false)))
path = EditorUtility.SaveFolderPanel("保存图片的路径", path, Application.dataPath);
EditorGUILayout.EndHorizontal();
EditorGUILayout.HelpBox("选择保存屏幕截图的文件夹", MessageType.None);
EditorGUILayout.Space();
delayCreateTime = EditorGUILayout.Slider("延时生成时间", delayCreateTime, 0.5f, 5);
EditorGUILayout.HelpBox("请注意!时间越短,生成图片出错的概率就越高。建议调整为1", MessageType.None);
if (GUILayout.Button("生成", GUILayout.MinHeight(60)))
{
if (path == "") path = EditorUtility.SaveFolderPanel("保存图片的路径", path, Application.dataPath);
if (isCaptureMultiple)
{
StartTakeHiResShot();
}
else
{
TakeHiResShot();
Application.OpenURL("file://" + path);
}
}
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("打开最后一个截图", GUILayout.MaxWidth(160), GUILayout.MinHeight(40)))
{
if (lastScreenshot != "")
{
Application.OpenURL("file://" + lastScreenshot);
Debug.Log("Opening File " + lastScreenshot);
}
}
if (GUILayout.Button("打开截图文件夹", GUILayout.MaxWidth(100), GUILayout.MinHeight(40)))
{
Application.OpenURL("file://" + path);
}
EditorGUILayout.EndHorizontal();
}
GameObject go = null;
void StartTakeHiResShot()
{
if (selectGOs.Length==0)
{
EditorUtility.DisplayDialog("提示", "请注意!你没有选择任何物体,这不会生成图片。\n\n请取消勾选'一次性捕捉多个物体'这个选项生成单张图片.", "确定");
return;
}
foreach (var item in selectGOs)
{
item.SetActive(false);
}
go = null;
Take(0,0);
//Take(0);
}
void Take(int index,float delayTime)
{
if (index < selectGOs.Length)
{
if (go != null) go.SetActive(false);
selectGOs[index].SetActive(true);
go = selectGOs[index];
if (delayTime > delayCreateTime)
{
delayTime = 0;
TakeHiResShot();
index++;
}
EditorApplication.delayCall += () => { Take(index, delayTime + 0.1f); };
}
else
{
Application.OpenURL("file://" + path);
}
}
void Take(int index)
{
if (index < selectGOs.Length)
{
if (go != null) go.SetActive(false);
selectGOs[index].SetActive(true);
go = selectGOs[index];
//EditorApplication.delayCall += () =>
//{
// TakeHiResShot(() => { Take(index + 1); });
//};
TakeHiResShot(() =>
{
Take(index + 1);
});
}
else
{
Application.OpenURL("file://" + path);
}
}
//private bool takeHiResShot = false;
public string lastScreenshot = "";
public string ScreenShotName(int width, int height)
{
string strPath = "";
strPath = string.Format("{0}/screen_{1}x{2}_{3}.png",
path,
width, height,
System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
lastScreenshot = strPath;
return strPath;
}
public void TakeHiResShot(Action Callback= null)
{
Debug.Log("采取截图");
int resWidthN = resWidth * scale;
int resHeightN = resHeight * scale;
RenderTexture rt = new RenderTexture(resWidthN, resHeightN, 24);
myCamera.targetTexture = rt;
TextureFormat tFormat;
if (isTransparent)
tFormat = TextureFormat.ARGB32;
else
tFormat = TextureFormat.RGB24;
Texture2D screenShot = new Texture2D(resWidthN, resHeightN, tFormat, false);
myCamera.Render();
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidthN, resHeightN), 0, 0);
myCamera.targetTexture = null;
RenderTexture.active = null;
byte[] bytes = screenShot.EncodeToPNG();
string filename = ScreenShotName(resWidthN, resHeightN);
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("截图如下: {0}", filename));
//Application.OpenURL(filename);
Callback?.Invoke();
}
}
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