ScreenShotComponent.ts 4.9 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. //渲染的目标节点
  18. private _targetNode: Node = null!;
  19. protected onLoad(): void {
  20. this.registerEvent();
  21. }
  22. private registerEvent(){
  23. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  24. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SHOOT_ENEMY,this.shootEnemy,this);
  25. }
  26. private unregisterEvent(){
  27. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  28. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SHOOT_ENEMY,this.shootEnemy,this);
  29. }
  30. //截图
  31. public async screenShot() {
  32. this.node.active = true;
  33. //获取相机组件
  34. const camera = await this.getSceneCamera();
  35. //获取目标节点
  36. this._targetNode = await this.getTargetNode();
  37. const spriteFrame = this.sprite.spriteFrame!;
  38. const sp = new SpriteFrame();
  39. sp.reset({
  40. originalSize: spriteFrame.originalSize,
  41. rect: spriteFrame.rect,
  42. offset: spriteFrame.offset,
  43. isRotate: spriteFrame.rotated,
  44. borderTop: spriteFrame.insetTop,
  45. borderLeft: spriteFrame.insetLeft,
  46. borderBottom: spriteFrame.insetBottom,
  47. borderRight: spriteFrame.insetRight,
  48. });
  49. const renderTex = this._renderTex = new RenderTexture();
  50. renderTex.reset({
  51. width: 280, // 直接设置为最终大小
  52. height: 180,
  53. });
  54. if (this._targetNode) {
  55. // 设置渲染纹理
  56. sp.texture = renderTex;
  57. // 设置flipUV来翻转图像
  58. sp.flipUVY = true;
  59. this.sprite.spriteFrame = sp;
  60. // 移动相机对准目标节点
  61. const targetPos = this._targetNode.worldPosition.clone();
  62. // 计算相机新位置:从目标位置向后移动2个单位
  63. const cameraOffset = new Vec3(0, 0, 10); // 调整这个值可以改变相机距离
  64. const cameraPos = new Vec3();
  65. Vec3.add(cameraPos, targetPos, cameraOffset);
  66. camera.node.setWorldPosition(cameraPos);
  67. camera.node.lookAt(targetPos, Vec3.UP);
  68. camera.targetTexture = renderTex;
  69. // 确保渲染完成
  70. this.scheduleOnce(() => {
  71. // 恢复相机状态
  72. camera.targetTexture = this._originalTargetTexture;
  73. camera.node.setWorldPosition(this._originalCameraPosition);
  74. camera.node.setRotationFromEuler(this._originalCameraRotation);
  75. // 强制更新材质
  76. this.sprite.markForUpdateRenderData();
  77. }, 0.1);
  78. }
  79. }
  80. //击杀了场景怪物 隐藏侦探节点
  81. private shootEnemy(enemy:Node){
  82. if(!this.node.active || !this._targetNode) return;
  83. if(enemy == this._targetNode){
  84. this.scheduleOnce(() => {
  85. tgxUITips.show('击杀的怪物是侦探上的!');
  86. this.node.active = false;
  87. },1);
  88. }
  89. }
  90. //获取场景相机
  91. private async getSceneCamera() :Promise<Camera>{
  92. return new Promise<Camera>((resolve, reject) => {
  93. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  94. if(!levelNode){return;}
  95. const camera = levelNode.getComponentInChildren(Camera)!;
  96. resolve(camera);
  97. });
  98. }
  99. //获取目标节点
  100. private async getTargetNode():Promise<Node> {
  101. return new Promise<Node>((resolve, reject) => {
  102. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  103. const et = levelNode.getChildByName('et');
  104. resolve(et.children[Math.floor(Math.random() * et.children.length)]);
  105. });
  106. }
  107. //更新相机最新的位置和旋转角度
  108. public saveCameraState(pos:Vec3,rotation:Vec3){
  109. this._originalCameraPosition = pos;
  110. this._originalCameraRotation = rotation;
  111. // console.log('保存相机最新的位置和旋转角度:',pos,',',rotation);
  112. }
  113. protected onDestroy(): void {
  114. this.unregisterEvent();
  115. }
  116. }