예제 #1
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        /// <summary>
        /// Prepares an instantiated GameObject for taking a snapshot by setting its layers.
        /// </summary>
        /// <param name="prefab">The instantiated GameObject to prepare.</param>
        /// <returns>A GameObjectStateSnapshot containing the state of the gameObject prior to modifying its layers.</returns>
        private GameObjectStateSnapshot PrepareObject(GameObject gameObject)
        {
            GameObjectStateSnapshot goss = new GameObjectStateSnapshot(gameObject);

            SetLayersRecursively(gameObject);

            return(goss);
        }
예제 #2
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    /// <summary>
    /// Prepares an instantiated GameObject for taking a snapshot by setting its layers and applying the specified position offset, rotation, and scale to it.
    /// </summary>
    /// <param name="prefab">The instantiated GameObject to prepare.</param>
    /// <param name="positionOffset">The position offset relative to the SnapshotCamera to apply to the gameObject.</param>
    /// <param name="rotation">The rotation to apply to the gameObject.</param>
    /// <param name="scale">The scale to apply to the gameObject.</param>
    /// <returns>A GameObjectStateSnapshot containing the state of the gameObject prior to modifying its layers, position, rotation, and scale.</returns>
    private GameObjectStateSnapshot PrepareObject(GameObject gameObject, Vector3 positionOffset, Quaternion rotation, Vector3 scale)
    {
        GameObjectStateSnapshot goss = new GameObjectStateSnapshot(gameObject);

        gameObject.transform.position   = transform.position + positionOffset;
        gameObject.transform.rotation   = rotation;
        gameObject.transform.localScale = scale;
        SetLayersRecursively(gameObject);

        return(goss);
    }
예제 #3
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    /// <summary>
    /// Takes a snapshot of an instantiated GameObject and returns it as a Texture2D.
    /// </summary>
    /// <param name="gameObject">The instantiated GameObject to snapshot.</param>
    /// <param name="backgroundColor">The background color of the snapshot. Can be transparent.</param>
    /// <param name="positionOffset">The position offset relative to the SnapshotCamera that will be applied to the gameObject while taking the snapshot. Its position will be restored after taking the snapshot.</param>
    /// <param name="rotation">The rotation that will be applied to the gameObject while taking the snapshot. Its rotation will be restored after taking the snapshot.</param>
    /// <param name="scale">The scale that will be applied to the gameObject while taking the snapshot. Its scale will be restored after taking the snapshot.</param>
    /// <param name="width">The width of the snapshot image.</param>
    /// <param name="height">The height of the snapshot image.</param>
    /// <returns>A Texture2D containing the captured snapshot.</returns>
    public Texture2D TakeObjectSnapshot(GameObject gameObject, Color backgroundColor, Vector3 positionOffset, Quaternion rotation, Vector3 scale, int width = 128, int height = 128)
    {
        if (gameObject == null)
        {
            throw new ArgumentNullException("gameObject");
        }
        else if (gameObject.scene.name == null)
        {
            throw new ArgumentException("gameObject parameter must be an instantiated GameObject! If you want to use a prefab directly, use TakePrefabSnapshot instead.", "gameObject");
        }

        // Prepare the gameObject and save its current state so we can restore it later
        GameObjectStateSnapshot previousState = PrepareObject(gameObject, positionOffset, rotation, scale);

        // Take a snapshot
        Texture2D snapshot = TakeSnapshot(backgroundColor, width, height);

        // Restore the gameObject to its previous state
        previousState.Restore();

        // Return the snapshot
        return(snapshot);
    }