IEnumerator SaveAssetImage()
    {
        byte[] bytes = texture.EncodeToPNG();
        string path  = Application.persistentDataPath + "/MyImage.png";

        File.WriteAllBytes(path, bytes);

        yield return(new WaitForEndOfFrame());

        StartCoroutine(ScreenshotManager.SaveExisting(path, true));
    }
Esempio n. 2
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    IEnumerator saveScreenShot()
    {
        Camera[]  cameras          = GameObject.FindObjectsOfType(typeof(Camera)) as Camera[];
        LayerMask nothingLayerMask = 0;
        GameState oldState         = PropertiesSingleton.instance.gameState;

        PropertiesSingleton.instance.gameState = GameState.SAVE_PIC;
        Dictionary <Camera, Color32>   camColors = new Dictionary <Camera, Color32>();
        Dictionary <Camera, LayerMask> camMask   = new Dictionary <Camera, LayerMask>();

        foreach (Camera cam in cameras)
        {
            camColors.Add(cam, cam.backgroundColor);
            cam.backgroundColor = PropertiesSingleton.instance.screenShotInProgressColor;
            camMask.Add(cam, cam.cullingMask);
            cam.cullingMask = nothingLayerMask;
        }
        yield return(null);

#if UNITY_EDITOR
        string path = "Temp/" + ScreenshotManager.getName(PropertiesSingleton.instance.activeSheet.name.Localized());
#else
        string path = Application.persistentDataPath + "/" + ScreenshotManager.getName(PropertiesSingleton.instance.activeSheet.name.Localized());
#endif
        Texture2D texture = PropertiesSingleton.instance.canvasWorkspaceController.canvas.getResultTexture();
        System.IO.File.WriteAllBytes(path, texture.EncodeToPNG());
        yield return(StartCoroutine(ScreenshotManager.SaveExisting(path)));


        yield return(new WaitForSeconds(PropertiesSingleton.instance.screenShotTimeout));

        UnityEngine.Object.DestroyImmediate(texture);
        Resources.UnloadUnusedAssets();
        System.GC.Collect();

        yield return(null);

        foreach (Camera cam in cameras)
        {
            cam.backgroundColor = camColors[cam];
            cam.cullingMask     = camMask[cam];
        }
        PropertiesSingleton.instance.gameState = oldState;
    }