屏幕截图图像未显示在Unity UI上

时间:2017-03-01 19:28:42

标签: android unity3d screenshot unity5

我在我的应用程序中实现了该代码,因此用户可以截取屏幕并保存/共享它,当我按下相机按钮时screeshot功能工作正常,但加载功能不是,我看不到截图取自我的Gameobject。

enter image description here

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

public class SnapshotShare : MonoBehaviour
{
    private AndroidUltimatePluginController androidUltimatePluginController;
    Camera mainCamera;
    RenderTexture renderTex;
    Texture2D screenshot;
    Texture2D LoadScreenshot;
    int width = Screen.width;   // for Taking Picture
    int height = Screen.height; // for Taking Picture
    string fileName;
    string screenShotName = "PictureShare.png";

    void Start ()
    {
        androidUltimatePluginController = AndroidUltimatePluginController.GetInstance ();

    }

    public void Snapshot ()
    {
        StartCoroutine (CaptureScreen ());
    }

    public IEnumerator CaptureScreen ()
    {
        yield return null; // Wait till the last possible moment before screen rendering to hide the UI

        GameObject.Find ("Canvas").GetComponent<Canvas> ().enabled = false;
        yield return new WaitForEndOfFrame (); // Wait for screen rendering to complete
        if (Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown) {
            mainCamera = Camera.main.GetComponent<Camera> (); // for Taking Picture
            renderTex = new RenderTexture (width, height, 24);
            mainCamera.targetTexture = renderTex;
            RenderTexture.active = renderTex;
            mainCamera.Render ();
            screenshot = new Texture2D (width, height, TextureFormat.RGB24, false);
            screenshot.ReadPixels (new Rect (0, 0, width, height), 0, 0);
            screenshot.Apply (); //false
            RenderTexture.active = null;
            mainCamera.targetTexture = null;


        }
        if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight) {
            mainCamera = Camera.main.GetComponent<Camera> (); // for Taking Picture
            renderTex = new RenderTexture (height, width, 24);
            mainCamera.targetTexture = renderTex;
            RenderTexture.active = renderTex;
            mainCamera.Render ();
            screenshot = new Texture2D (height, width, TextureFormat.RGB24, false);
            screenshot.ReadPixels (new Rect (0, 0, height, width), 0, 0);
            screenshot.Apply (); //false
            RenderTexture.active = null;
            mainCamera.targetTexture = null;

        }
        // on Win7 - C:/Users/Username/AppData/LocalLow/CompanyName/GameName
        // on Android - /Data/Data/com.companyname.gamename/Files
        File.WriteAllBytes (Application.persistentDataPath + "/" + screenShotName, screenshot.EncodeToPNG ());  

        // on Win7 - it's in project files (Asset folder)
        //File.WriteAllBytes (Application.dataPath + "/" + screenShotName, screenshot.EncodeToPNG ());  
        //File.WriteAllBytes ("picture1.png", screenshot.EncodeToPNG ());
        //File.WriteAllBytes (Application.dataPath + "/../../picture3.png", screenshot.EncodeToPNG ());
        //Application.CaptureScreenshot ("picture2.png");
        GameObject.Find ("Canvas").GetComponent<Canvas> ().enabled = true; // Show UI after we're done
        LoadImage();

    }

    public void ShareImage ()
    {
        string path = Application.persistentDataPath + "/" + screenShotName;
        androidUltimatePluginController.ShareImage("subject","Teste de compartilhamento",path);

    }

    public void LoadImage ()
    {
        string path = Application.persistentDataPath + "/" + screenShotName;
        byte[] bytes;
        bytes = System.IO.File.ReadAllBytes(path);
        LoadScreenshot = new Texture2D(90,90);
        LoadScreenshot.LoadImage(bytes);
        GameObject.Find("Picture").GetComponent<Renderer> ().material.mainTexture = LoadScreenshot;
        Debug.Log("LOAD IMAGE");
    }

    public void close ()
    {
#if UNITY_EDITOR
        UnityEditor.EditorApplication.isPlaying = false;
#else
         Application.Quit();
#endif
    }
}

Gunther Fox的解决方案说:

 public void LoadImage()
    {

        string path = Application.persistentDataPath + "/" + screenShotName;
        byte[] bytes;
        bytes = System.IO.File.ReadAllBytes(path);
        LoadScreenshot = new Texture2D(4, 4);
        LoadScreenshot.LoadImage(bytes);
        Sprite sprite = Sprite.Create(screenshot, new Rect(0, 0, width, height), new Vector2(0.5f, 0.0f), 1.0f);

        GameObject.Find("Picture").GetComponent<SpriteRenderer>().sprite = sprite;

        Debug.Log("LOAD IMAGE");

    }

1 个答案:

答案 0 :(得分:1)

问题是您在Material上设置SpriteRenderer的{​​{1}};你应该设置the sprite property。查看this Unity doc on creating a Sprite,然后您可以将这些知识应用于您的情况:

在加载纹理后创建Sprite对象,然后使用GetComponent<SpriteRenderer>更改sprite属性。您不必更改任何Materials