ScreenShotComponent.ts 5.1 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. import { tgxUITips } from 'db://assets/core_tgx/tgx';
  7. const { ccclass, property } = _decorator;
  8. /** 截图组件脚本*/
  9. @ccclass('ScreenShotComponent')
  10. export class ScreenShotComponent extends Component {
  11. @property(Sprite)
  12. public sprite: Sprite = null!;
  13. _renderTex: RenderTexture | null = null;
  14. private _originalTargetTexture: RenderTexture | null = null;
  15. private _originalCameraPosition: Vec3 = new Vec3();
  16. private _originalCameraRotation: Vec3 = new Vec3();
  17. private _index:number = 0;
  18. //渲染的目标节点
  19. private _targetNode: Node = null!;
  20. protected onLoad(): void {
  21. this.registerEvent();
  22. }
  23. private registerEvent(){
  24. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  25. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SHOOT_ENEMY,this.shootEnemy,this);
  26. }
  27. private unregisterEvent(){
  28. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  29. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SHOOT_ENEMY,this.shootEnemy,this);
  30. }
  31. //截图
  32. public async screenShot() {
  33. this.node.active = true;
  34. //获取相机组件
  35. const camera = await this.getSceneCamera();
  36. //获取目标节点
  37. this._targetNode = await this.getTargetNode();
  38. const spriteFrame = this.sprite.spriteFrame!;
  39. const sp = new SpriteFrame();
  40. sp.reset({
  41. originalSize: spriteFrame.originalSize,
  42. rect: spriteFrame.rect,
  43. offset: spriteFrame.offset,
  44. isRotate: spriteFrame.rotated,
  45. borderTop: spriteFrame.insetTop,
  46. borderLeft: spriteFrame.insetLeft,
  47. borderBottom: spriteFrame.insetBottom,
  48. borderRight: spriteFrame.insetRight,
  49. });
  50. const renderTex = this._renderTex = new RenderTexture();
  51. renderTex.reset({
  52. width: 280, // 直接设置为最终大小
  53. height: 180,
  54. });
  55. if (this._targetNode) {
  56. // 设置渲染纹理
  57. sp.texture = renderTex;
  58. // 设置flipUV来翻转图像
  59. sp.flipUVY = true;
  60. this.sprite.spriteFrame = sp;
  61. // 移动相机对准目标节点
  62. const targetPos = this._targetNode.worldPosition.clone();
  63. // 计算相机新位置:从目标位置向后移动2个单位
  64. const cameraOffset = new Vec3(0, 0, 10); // 调整这个值可以改变相机距离
  65. const cameraPos = new Vec3();
  66. Vec3.add(cameraPos, targetPos, cameraOffset);
  67. camera.node.setWorldPosition(cameraPos);
  68. camera.node.lookAt(targetPos, Vec3.UP);
  69. camera.targetTexture = renderTex;
  70. // 确保渲染完成
  71. this.scheduleOnce(() => {
  72. // 恢复相机状态
  73. camera.targetTexture = this._originalTargetTexture;
  74. camera.node.setWorldPosition(this._originalCameraPosition);
  75. camera.node.setRotationFromEuler(this._originalCameraRotation);
  76. // 强制更新材质
  77. this.sprite.markForUpdateRenderData();
  78. }, 0.1);
  79. }
  80. }
  81. //击杀了场景怪物 隐藏侦探节点
  82. private shootEnemy(enemy:Node){
  83. if(!this.node.active || !this._targetNode) return;
  84. if(enemy == this._targetNode){
  85. this.scheduleOnce(() => {
  86. tgxUITips.show('击杀的怪物是侦探上的!');
  87. this.node.active = false;
  88. },1);
  89. }
  90. }
  91. //获取场景相机
  92. private async getSceneCamera() :Promise<Camera>{
  93. return new Promise<Camera>((resolve, reject) => {
  94. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  95. if(!levelNode){return;}
  96. const camera = levelNode.getComponentInChildren(Camera)!;
  97. resolve(camera);
  98. });
  99. }
  100. //获取目标节点
  101. private async getTargetNode():Promise<Node> {
  102. return new Promise<Node>((resolve, reject) => {
  103. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  104. const et = levelNode.getChildByName('et');
  105. this._index++;
  106. if(this._index >= et.children.length){
  107. this._index = 0;
  108. }
  109. resolve(et.children[this._index]);
  110. });
  111. }
  112. //更新相机最新的位置和旋转角度
  113. public saveCameraState(pos:Vec3,rotation:Vec3){
  114. this._originalCameraPosition = pos;
  115. this._originalCameraRotation = rotation;
  116. // console.log('保存相机最新的位置和旋转角度:',pos,',',rotation);
  117. }
  118. protected onDestroy(): void {
  119. this.unregisterEvent();
  120. }
  121. }