Example #1
0
    private void WarnCanvases()
    {
        Canvas[]      canvases = GameObject.FindObjectsOfType <Canvas>();
        List <string> dOut     = new List <string>();

        dOut.Add("Canvases need to use ScreenSpaceCamera or Worldspace to properly render to texture and must have the main camera attached.");
        bool error = false;

        foreach (Canvas c in canvases)
        {
            if (c.renderMode == RenderMode.ScreenSpaceOverlay)
            {
                error = true;
                dOut.Add("Canvas " + c.gameObject.name + " is in Screen Space Overlay mode and will not render to texture.");
            }

            if (c.worldCamera != Camera.main)
            {
                error = true;
                dOut.Add("Canvas " + c.gameObject.name + " does not have the main camera attached and cannot render to texture.");
            }
        }

        if (error)
        {
            foreach (string s in dOut)
            {
                SSHDebug.LogWarning(s);
            }
        }
    }
Example #2
0
    IEnumerator TakeScreenShots()
    {
        #if UNITY_EDITOR
        if (!Directory.Exists(savePath))
        {
            string newPath = GameViewUtils.SelectFileFolder(System.IO.Directory.GetCurrentDirectory(), "");
            if (!string.IsNullOrEmpty(newPath))
            {
                savePath = newPath;
                if (PathChange != null)
                {
                    PathChange(newPath);
                }
            }
        }
        #endif


        if (!Directory.Exists(savePath))
        {
            Directory.CreateDirectory(savePath);
        }

        float timeScaleStart = Time.timeScale;
        Time.timeScale = 0f;

        #pragma warning disable 0219
        ShotSize initialRes = new ShotSize(Screen.width, Screen.height);
        #pragma warning restore 0219

        if (isTakingShots)
        {
            yield break;
        }

        isTakingShots = true;
        string fileName = "";

        #if UNITY_EDITOR
        int currentIndex = GameViewUtils.GetCurrentSizeIndex();
        //Maximize game view seems to cause crashes
        //GameViewUtils.MaximizeGameView(true);
        #endif

        foreach (var shot in shotInfo)
        {
            fileName = GetScreenShotName(shot);



            #if UNITY_EDITOR
            GameViewUtils.SetSize(shot.width, shot.height);
            if (OnScreenChanged != null)
            {
                yield return(new WaitForEndOfFrame());

                OnScreenChanged();
                yield return(new WaitForEndOfFrame());
            }
            Canvas.ForceUpdateCanvases();
            #else
            float          ratio   = (1f * shot.width) / (1f * shot.height);
            SSH_IntVector2 thisRes = new SSH_IntVector2(shot.width, shot.height);


            if (shot.height > maxRes.height)
            {
                thisRes.width  = Mathf.FloorToInt(maxRes.height * ratio);
                thisRes.height = maxRes.height;
            }

            Screen.SetResolution(thisRes.width, thisRes.height, false);
            Canvas.ForceUpdateCanvases();
            yield return(new WaitForEndOfFrame());

            int attempts = 0;
            while (Screen.width != thisRes.width && attempts < 10)
            {
                Screen.SetResolution(thisRes.width, thisRes.height, false);
                Canvas.ForceUpdateCanvases();
                yield return(new WaitForEndOfFrame());

                attempts++;
            }
            #endif

            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            Texture2D tex = null;
            if (useRenderTexture)
            {
                RenderTexture rt = new RenderTexture(shot.width, shot.height, Depth);
                Camera.main.targetTexture = rt;
                tex = new Texture2D(shot.width, shot.height, TextureFormat.RGB24, false);
                Camera.main.Render();
                RenderTexture.active = rt;
                tex.ReadPixels(new Rect(0, 0, shot.width, shot.height), 0, 0);
                Camera.main.targetTexture = null;
                RenderTexture.active      = null;
                Destroy(rt);
            }
            else
            {
                tex = new Texture2D(Screen.width, Screen.height, textureFormat, false);
                Vector2 camUpperLeft = Camera.main.pixelRect.min; //lower left
                camUpperLeft.y = Camera.main.pixelRect.min.y;

                float offsetX = 0f; //0.5f * Screen.width;
                float offsetY = 0f; //0.5f * Screen.height;
#if UNITY_EDITOR
                //Vector2 gameViewSize = GameViewUtils.GetMainGameViewSize();
                //offsetX = 338f;
                //offsetY = gameViewSize.y;
#endif
                // Was in while there was an issue in Unity when taking screenshots from editor.
                //Debug.LogFormat("screen: ({0},{1}) -- shot: ({2},{3}) -- offset: ({4},{5})", Screen.width, Screen.height, shot.width, shot.height, offsetX, offsetY);
                tex.ReadPixels(new Rect(offsetX, offsetY, Screen.width, Screen.height), 0, 0);
                tex.Apply();
                TextureScale.Bilinear(tex, shot.width, shot.height);
            }

            if (tex != null)
            {
                byte[] screenshot   = tex.EncodeToPNG();
                var    file         = File.Open(Path.Combine(savePath, fileName), FileMode.Create);
                var    binaryWriter = new BinaryWriter(file);
                binaryWriter.Write(screenshot);
                file.Close();
                Destroy(tex);
            }
            else
            {
                SSHDebug.LogError("Something went wrong! Texture is null");
            }
        }

        #if UNITY_EDITOR
        //causes crash
        //GameViewUtils.MaximizeGameView(false);
        GameViewUtils.SetSize(currentIndex);
        if (OnScreenChanged != null)
        {
            yield return(new WaitForEndOfFrame());

            OnScreenChanged();
            yield return(new WaitForEndOfFrame());
        }
        RemoveAllCustomSizes();
        #else
        Screen.SetResolution(initialRes.width, initialRes.height, false);
        #endif


        SSHDebug.Log("Screenshots saved to " + savePath);
        Application.OpenURL(savePath);
        isTakingShots  = false;
        Time.timeScale = timeScaleStart;
    }