ScreenShotComponent.ts 3.5 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('ScreenShot')
  8. export class ScreenShot extends Component {
  9. @property(Sprite)
  10. public sprite: Sprite = null!;
  11. _renderTex: RenderTexture | null = null;
  12. private _originalTargetTexture: RenderTexture | null = null;
  13. async start() {
  14. this.registerEvent();
  15. //获取相机组件
  16. const camera = await this.getSceneCamera();
  17. this._originalTargetTexture = camera.targetTexture;
  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. // 关键修改:通过设置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. camera.node.lookAt(targetPos, Vec3.UP);
  58. camera.targetTexture = renderTex;
  59. // 确保渲染完成
  60. this.scheduleOnce(() => {
  61. // 恢复相机状态
  62. camera.targetTexture = this._originalTargetTexture;
  63. // 强制更新材质
  64. this.sprite.markForUpdateRenderData();
  65. }, 0.1); // 稍微延长等待时间确保渲染完成
  66. }
  67. }
  68. //获取场景相机
  69. private async getSceneCamera() :Promise<Camera>{
  70. return new Promise<Camera>((resolve, reject) => {
  71. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  72. if(!levelNode){return;}
  73. const camera = levelNode.getComponentInChildren(Camera)!;
  74. resolve(camera);
  75. });
  76. }
  77. //获取目标节点
  78. private async getTargetNode():Promise<Node> {
  79. return new Promise<Node>((resolve, reject) => {
  80. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  81. const et = levelNode.getChildByName('et');
  82. resolve(et.children[0]);
  83. });
  84. }
  85. protected onDestroy(): void {
  86. this.unregisterEvent();
  87. }
  88. }