public void SaveImage(Texture2D texture, string imageKey) { if (texture == null) { return; } ES3.SaveImage(texture, $"{imageKey}.png"); }
private IEnumerator TakeScreenshot(string fileName) { //Wait 1 frame so the ui disables itself before we take a screenshot yield return(new WaitForEndOfFrame()); Texture2D newTexture = ScreenCapture.CaptureScreenshotAsTexture(); ES3.SaveImage(newTexture, fileName + ".png"); Destroy(newTexture); }
public override void Enter() { ES3.SaveImage((Texture2D)texture2D.Value, imagePath.Value, GetSettings()); }
public void Save(string name) { existingProjects = ES3.Load <List <string> >("Existing Projects"); if (!FlikittCore.checkExistance(name)) { existingProjects.Add(name); ES3.Save <List <string> >("Existing Projects", existingProjects); } string find = "Project " + name; //Save name string nm = FlikittCore.project.getName(); ES3.Save <string>(name + " name", nm); //Save size int size = FlikittCore.project.getAllFrames().Count; ES3.Save <int>(name + " size", size); //Save orientations List <string> orientations = new List <string>(); foreach (var frame in FlikittCore.project.getAllFrames()) { orientations.Add(frame.getOrientation()); } ES3.Save <List <string> >(name + " orientations", orientations); //Save transparencies List <float> transparencies = new List <float>(); foreach (var frame in FlikittCore.project.getAllFrames()) { transparencies.Add(frame.getTransparency()); } ES3.Save <List <float> >(name + " transparencies", transparencies); //Save all images foreach (var frame in FlikittCore.project.getAllFrames()) { Texture2D pic = frame.getPicture() as Texture2D; ES3.SaveImage(pic, "Project " + name + " Frame " + frame.getNumber() + " image.jpg"); } //Save all lines List <Frame> frames = FlikittCore.project.getAllFrames(); foreach (Frame frm in frames) { Transform frameT = frm.getGOSelf().transform; string frmname = frameT.gameObject.name; int childCount = frameT.childCount; List <string> lineNames = new List <string>(); ES3.Save <int>("Project " + name + " " + frameT.gameObject.name + " Child count", childCount); for (int i = 0; i < childCount; i++) { GameObject ln = frameT.GetChild(i).gameObject; LineRenderer lr = ln.GetComponent <LineRenderer>(); List <Vector3> points = new List <Vector3>(); for (int p = 0; p < lr.positionCount; p++) { points.Add(lr.GetPosition(p)); } lineNames.Add(frameT.GetChild(i).gameObject.name); float thickness = lr.startWidth; Color lineColor = lr.startColor; ES3.Save <float>("Project " + name + " " + frmname + " " + frameT.GetChild(i).gameObject.name + " Thickness", thickness); ES3.Save <Color>("Project " + name + " " + frmname + " " + frameT.GetChild(i).gameObject.name + " Color", lineColor); ES3.Save <List <Vector3> >("Project " + name + " " + frmname + " " + frameT.GetChild(i).gameObject.name + " Points", points); } ES3.Save <List <string> >("Project " + name + " " + frmname + " Line names", lineNames); } //Save Audio, if there is audio, of course. if (FlikittCore.project.getAllAudio() != null) { if (FlikittCore.project.getAllAudio().Count >= 1 && FlikittCore.project.checkAudioCompletion()) { int trackCount = FlikittCore.project.getAllAudio().Count; int counter = 1; foreach (var clip in FlikittCore.project.getAllAudio()) { ES3.Save <AudioClip>("Project " + name + " Track " + counter.ToString(), clip); counter++; } ES3.Save <int>("Project " + name + " Track Amount", trackCount); } } //Save fps float fps = FlikittCore.project.getFps(); ES3.Save <float>(name + " fps", fps); }