ScreenShotComponent.ts 4.3 KB

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  1. import { _decorator, Camera, Component, Node, RenderTexture, Sprite, SpriteFrame, Vec3 } from 'cc';
  2. import { AliensGlobalInstance } from '../AliensGlobalInstance';
  3. import { EventDispatcher } from 'db://assets/core_tgx/easy_ui_framework/EventDispatcher';
  4. import { GameEvent } from '../Enum/GameEvent';
  5. import { GameUtil } from '../GameUtil';
  6. const { ccclass, property } = _decorator;
  7. /** 截图组件脚本*/
  8. @ccclass('ScreenShotComponent')
  9. export class ScreenShotComponent extends Component {
  10. @property(Sprite)
  11. public sprite: Sprite = null!;
  12. _renderTex: RenderTexture | null = null;
  13. private _originalTargetTexture: RenderTexture | null = null;
  14. private _originalCameraPosition: Vec3 = new Vec3();
  15. private _originalCameraRotation: Vec3 = new Vec3();
  16. async start() {
  17. this.registerEvent();
  18. //获取相机组件
  19. // const camera = await this.getSceneCamera();
  20. // this._originalTargetTexture = camera.targetTexture;
  21. }
  22. private registerEvent(){
  23. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  24. }
  25. private unregisterEvent(){
  26. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  27. }
  28. //截图
  29. public async screenShot() {
  30. this.node.active = true;
  31. //获取相机组件
  32. const camera = await this.getSceneCamera();
  33. //获取目标节点
  34. const targetNode = await this.getTargetNode();
  35. const spriteFrame = this.sprite.spriteFrame!;
  36. const sp = new SpriteFrame();
  37. sp.reset({
  38. originalSize: spriteFrame.originalSize,
  39. rect: spriteFrame.rect,
  40. offset: spriteFrame.offset,
  41. isRotate: spriteFrame.rotated,
  42. borderTop: spriteFrame.insetTop,
  43. borderLeft: spriteFrame.insetLeft,
  44. borderBottom: spriteFrame.insetBottom,
  45. borderRight: spriteFrame.insetRight,
  46. });
  47. const renderTex = this._renderTex = new RenderTexture();
  48. renderTex.reset({
  49. width: 280, // 直接设置为最终大小
  50. height: 180,
  51. });
  52. if (targetNode) {
  53. // 设置渲染纹理
  54. sp.texture = renderTex;
  55. // 设置flipUV来翻转图像
  56. sp.flipUVY = true;
  57. this.sprite.spriteFrame = sp;
  58. // 移动相机对准目标节点
  59. const targetPos = targetNode.worldPosition.clone();
  60. // 计算相机新位置:从目标位置向后移动2个单位
  61. const cameraOffset = new Vec3(0, 0, 10); // 调整这个值可以改变相机距离
  62. const cameraPos = new Vec3();
  63. Vec3.add(cameraPos, targetPos, cameraOffset);
  64. camera.node.setWorldPosition(cameraPos);
  65. camera.node.lookAt(targetPos, Vec3.UP);
  66. camera.targetTexture = renderTex;
  67. // 确保渲染完成
  68. this.scheduleOnce(() => {
  69. // 恢复相机状态
  70. camera.targetTexture = this._originalTargetTexture;
  71. camera.node.setWorldPosition(this._originalCameraPosition);
  72. camera.node.setRotationFromEuler(this._originalCameraRotation);
  73. // 强制更新材质
  74. this.sprite.markForUpdateRenderData();
  75. }, 0.1);
  76. }
  77. }
  78. //获取场景相机
  79. private async getSceneCamera() :Promise<Camera>{
  80. return new Promise<Camera>((resolve, reject) => {
  81. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  82. if(!levelNode){return;}
  83. const camera = levelNode.getComponentInChildren(Camera)!;
  84. resolve(camera);
  85. });
  86. }
  87. //获取目标节点
  88. private async getTargetNode():Promise<Node> {
  89. return new Promise<Node>((resolve, reject) => {
  90. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  91. const et = levelNode.getChildByName('et');
  92. resolve(et.children[0]);
  93. });
  94. }
  95. //更新相机最新的位置和旋转角度
  96. public saveCameraState(pos:Vec3,rotation:Vec3){
  97. this._originalCameraPosition = pos;
  98. this._originalCameraRotation = rotation;
  99. console.log('保存相机最新的位置和旋转角度:',pos,',',rotation);
  100. }
  101. protected onDestroy(): void {
  102. this.unregisterEvent();
  103. }
  104. }