ScreenShotComponent.ts 4.2 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. }
  19. private registerEvent(){
  20. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  21. }
  22. private unregisterEvent(){
  23. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT,this.screenShot,this);
  24. }
  25. //截图
  26. public async screenShot() {
  27. this.node.active = true;
  28. //获取相机组件
  29. const camera = await this.getSceneCamera();
  30. //获取目标节点
  31. const targetNode = await this.getTargetNode();
  32. const spriteFrame = this.sprite.spriteFrame!;
  33. const sp = new SpriteFrame();
  34. sp.reset({
  35. originalSize: spriteFrame.originalSize,
  36. rect: spriteFrame.rect,
  37. offset: spriteFrame.offset,
  38. isRotate: spriteFrame.rotated,
  39. borderTop: spriteFrame.insetTop,
  40. borderLeft: spriteFrame.insetLeft,
  41. borderBottom: spriteFrame.insetBottom,
  42. borderRight: spriteFrame.insetRight,
  43. });
  44. const renderTex = this._renderTex = new RenderTexture();
  45. renderTex.reset({
  46. width: 280, // 直接设置为最终大小
  47. height: 180,
  48. });
  49. if (targetNode) {
  50. // 设置渲染纹理
  51. sp.texture = renderTex;
  52. // 设置flipUV来翻转图像
  53. sp.flipUVY = true;
  54. this.sprite.spriteFrame = sp;
  55. // 移动相机对准目标节点
  56. const targetPos = targetNode.worldPosition.clone();
  57. // 计算相机新位置:从目标位置向后移动2个单位
  58. const cameraOffset = new Vec3(0, 0, 10); // 调整这个值可以改变相机距离
  59. const cameraPos = new Vec3();
  60. Vec3.add(cameraPos, targetPos, cameraOffset);
  61. camera.node.setWorldPosition(cameraPos);
  62. camera.node.lookAt(targetPos, Vec3.UP);
  63. camera.targetTexture = renderTex;
  64. // 确保渲染完成
  65. this.scheduleOnce(() => {
  66. // 恢复相机状态
  67. camera.targetTexture = this._originalTargetTexture;
  68. camera.node.setWorldPosition(this._originalCameraPosition);
  69. camera.node.setRotationFromEuler(this._originalCameraRotation);
  70. // 强制更新材质
  71. this.sprite.markForUpdateRenderData();
  72. }, 0.1);
  73. }
  74. }
  75. //获取场景相机
  76. private async getSceneCamera() :Promise<Camera>{
  77. return new Promise<Camera>((resolve, reject) => {
  78. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  79. if(!levelNode){return;}
  80. const camera = levelNode.getComponentInChildren(Camera)!;
  81. resolve(camera);
  82. });
  83. }
  84. //获取目标节点
  85. private async getTargetNode():Promise<Node> {
  86. return new Promise<Node>((resolve, reject) => {
  87. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  88. const et = levelNode.getChildByName('et');
  89. resolve(et.children[0]);
  90. });
  91. }
  92. //更新相机最新的位置和旋转角度
  93. public saveCameraState(pos:Vec3,rotation:Vec3){
  94. this._originalCameraPosition = pos;
  95. this._originalCameraRotation = rotation;
  96. console.log('保存相机最新的位置和旋转角度:',pos,',',rotation);
  97. }
  98. protected onDestroy(): void {
  99. this.unregisterEvent();
  100. }
  101. }