Unity3d 截屏保存到相册,并且刷新相册

  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。

  



原文地址:https://www.cnblogs.com/lihangppz/p/8530351.html