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