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- import { _decorator, Camera, Component, Node, RenderTexture, Sprite, SpriteFrame, Vec3 } from 'cc';
- import { AliensGlobalInstance } from '../AliensGlobalInstance';
- import { EventDispatcher } from 'db://assets/core_tgx/easy_ui_framework/EventDispatcher';
- import { GameEvent } from '../Enum/GameEvent';
- const { ccclass, property } = _decorator;
- /** 截图组件脚本*/
- @ccclass('ScreenShotComponent')
- export class ScreenShotComponent extends Component {
- @property(Sprite)
- public sprite: Sprite = null!;
- _renderTex: RenderTexture | null = null;
- private _originalTargetTexture: RenderTexture | null = null;
- private _originalCameraPosition: Vec3 = new Vec3();
- private _originalCameraRotation: Vec3 = new Vec3();
- async start() {
- this.registerEvent();
- //获取相机组件
- const camera = await this.getSceneCamera();
- this._originalTargetTexture = camera.targetTexture;
- }
- private registerEvent(){
- EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
- }
- private unregisterEvent(){
- EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
- }
- //截图
- public async screenShot() {
- this.node.active = true;
- //获取相机组件
- const camera = await this.getSceneCamera();
- //获取目标节点
- const targetNode = await this.getTargetNode();
- const spriteFrame = this.sprite.spriteFrame!;
- const sp = new SpriteFrame();
- sp.reset({
- originalSize: spriteFrame.originalSize,
- rect: spriteFrame.rect,
- offset: spriteFrame.offset,
- isRotate: spriteFrame.rotated,
- borderTop: spriteFrame.insetTop,
- borderLeft: spriteFrame.insetLeft,
- borderBottom: spriteFrame.insetBottom,
- borderRight: spriteFrame.insetRight,
- });
-
- const renderTex = this._renderTex = new RenderTexture();
- renderTex.reset({
- width: 280, // 直接设置为最终大小
- height: 180,
- });
- if (targetNode) {
- // 设置渲染纹理
- sp.texture = renderTex;
- // 设置flipUV来翻转图像
- sp.flipUVY = true;
- this.sprite.spriteFrame = sp;
- // 移动相机对准目标节点
- const targetPos = targetNode.worldPosition.clone();
- camera.node.lookAt(targetPos, Vec3.UP);
- camera.targetTexture = renderTex;
-
- // 确保渲染完成
- this.scheduleOnce(() => {
- // 恢复相机状态
- camera.targetTexture = this._originalTargetTexture;
- camera.node.setWorldPosition(this._originalCameraPosition);
- camera.node.setRotationFromEuler(this._originalCameraRotation);
- // 强制更新材质
- this.sprite.markForUpdateRenderData();
- }, 0.1); // 稍微延长等待时间确保渲染完成
- }
- }
- //获取场景相机
- private async getSceneCamera() :Promise<Camera>{
- return new Promise<Camera>((resolve, reject) => {
- const levelNode = AliensGlobalInstance.instance.levels.children[0];
- if(!levelNode){return;}
- const camera = levelNode.getComponentInChildren(Camera)!;
- resolve(camera);
- });
- }
- //获取目标节点
- private async getTargetNode():Promise<Node> {
- return new Promise<Node>((resolve, reject) => {
- const levelNode = AliensGlobalInstance.instance.levels.children[0];
- const et = levelNode.getChildByName('et');
- resolve(et.children[0]);
- });
- }
- //更新相机最新的位置和旋转角度
- public saveCameraState(pos:Vec3,rotation:Vec3){
- this._originalCameraPosition = pos;
- this._originalCameraRotation = rotation;
- }
- protected onDestroy(): void {
- this.unregisterEvent();
- }
- }
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