要做一个截图的功能,并且玩家可以在相册中看到。
做的时候遇到了三个问题:
1、unity自带的截图API,Application.CaptureScreenshot在Android上不生效
2、图片保存的路径获取
3、保存的图片可以在手机的文件管理中找到,但是相册中没有。
解决方案:
1、这个问题查了半天没有说原因,大多数人都给出了新方案用 File.WriteAllBytes去实现,代码如下:
IEnumerator CutImage(string name) { //图片大小 Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, true); yield return new WaitForEndOfFrame(); tex.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, true); tex.Apply(); yield return tex; byte[] byt = tex.EncodeToPNG(); string path = Application.persistentDataPath.Substring(0, Application.persistentDataPath.IndexOf("Android")); File.WriteAllBytes(path + "/Pictures/Screenshots/" + name, byt); }
2、关于路径Application中有四种路径(可自行百度),我们需要的是保存到截图专用的路径Pictures中,代码参考上面最后两行,也可将最后一样的Pictures/Screenshots(截图路径)可以替换/DCIM/Camera/(相册路径)。这样可以避免删掉游戏后图片消失。
3、关于刷新相册,网上大多数人给的方案为调用java中的MediaScannerConnection.scanFile(百度上很多,这里不细说)。但是因为我们需要热更这个功能,所以必须在unity上去实现。
后来一个大佬提了一个建议,用反射。代码如下
//刷新图片,显示到相册中 void ScanFile(string[] path) { using (AndroidJavaClass PlayerActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { AndroidJavaObject playerActivity = PlayerActivity.GetStatic<AndroidJavaObject>("currentActivity"); using (AndroidJavaObject Conn = new AndroidJavaObject("android.media.MediaScannerConnection", playerActivity, null)) { Conn.CallStatic("scanFile", playerActivity, path, null, null); } } }
在unity中实现刷新相册,算是自己独立解决的一个问题,小小的有成就感。
完整代码如下
using UnityEngine; using System.Collections; using System; using System.IO; public class CaptureScreenshotMgr: MonoBehaviour { /// <summary> /// 保存截屏图片,并且刷新相册(Android和iOS) /// </summary> /// <param name="name">若空就按照时间命名</param> public void CaptureScreenshot(string name = "") { string _name = ""; if (string.IsNullOrEmpty(name)) { _name = "Screenshot_" + GetCurTime() + ".png"; } //编辑器下 //string path = Application.persistentDataPath + "/" + _name; //Application.CaptureScreenshot(path, 0); //EDebug.Log("图片保存地址" + path); //Android版本 StartCoroutine(CutImage(_name)); EDebug.Log("图片保存地址" + _name); } //截屏并保存 IEnumerator CutImage(string name) { //图片大小 Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, true); yield return new WaitForEndOfFrame(); tex.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, true); tex.Apply(); yield return tex; byte[] byt = tex.EncodeToPNG(); string path = Application.persistentDataPath.Substring(0, Application.persistentDataPath.IndexOf("Android")); File.WriteAllBytes(path + "/Pictures/Screenshots/" + name, byt); string[] paths = new string[1]; paths[0] = path; ScanFile(paths); } //刷新图片,显示到相册中 void ScanFile(string[] path) { using (AndroidJavaClass PlayerActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { AndroidJavaObject playerActivity = PlayerActivity.GetStatic<AndroidJavaObject>("currentActivity"); using (AndroidJavaObject Conn = new AndroidJavaObject("android.media.MediaScannerConnection", playerActivity, null)) { Conn.CallStatic("scanFile", playerActivity, path, null, null); } } } /// <summary> /// 获取当前年月日时分秒,如201803081916 /// </summary> /// <returns></returns> string GetCurTime() { return DateTime.Now.Year.ToString() + DateTime.Now.Month.ToString() + DateTime.Now.Day.ToString() + DateTime.Now.Hour.ToString() + DateTime.Now.Minute.ToString() + DateTime.Now.Second.ToString(); } }
备注:本来这些方法是静态的,StartCoroutine无法在静态中调用,我们是自己封装成了静态,为了读者方便就改成非静态方法,这里大家可以自行封装。