Unity3d 截屏保存到相册,并且刷新相册

  要做一个截图的功能,并且玩家可以在相册中看到。

  做的时候遇到了三个问题:

  1、unity自带的截图API,Application.CaptureScreenshot在Android上不生效

  2、图片保存的路径获取

  3、保存的图片可以在手机的文件管理中找到,但是相册中没有。

  解决方案:

  1、这个问题查了半天没有说原因,大多数人都给出了新方案用 File.WriteAllBytes去实现,代码如下:

IEnumerator CutImage(string name)
{
//图片大小
Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, true);
yield return new WaitForEndOfFrame();
tex.ReadPixels(new Rect(, , Screen.width, Screen.height), , , true);
tex.Apply();
yield return tex;
byte[] byt = tex.EncodeToPNG();
string path = Application.persistentDataPath.Substring(, Application.persistentDataPath.IndexOf("Android"));
File.WriteAllBytes(path + "/Pictures/Screenshots/" + name, byt);
}

  2、关于路径Application中有四种路径(可自行百度),我们需要的是保存到截图专用的路径Pictures中,代码参考上面最后两行,也可将最后一样的Pictures/Screenshots(截图路径)可以替换/DCIM/Camera/(相册路径)。这样可以避免删掉游戏后图片消失。

  3、关于刷新相册,网上大多数人给的方案为调用java中的MediaScannerConnection.scanFile(百度上很多,这里不细说)。但是因为我们需要热更这个功能,所以必须在unity上去实现。

后来一个大佬提了一个建议,用反射。代码如下

    //刷新图片,显示到相册中
void ScanFile(string[] path)
{
using (AndroidJavaClass PlayerActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
AndroidJavaObject playerActivity = PlayerActivity.GetStatic<AndroidJavaObject>("currentActivity");
using (AndroidJavaObject Conn = new AndroidJavaObject("android.media.MediaScannerConnection", playerActivity, null))
{
Conn.CallStatic("scanFile", playerActivity, path, null, null);
}
}
}

  在unity中实现刷新相册,算是自己独立解决的一个问题,小小的有成就感。

完整代码如下

using UnityEngine;
using System.Collections;
using System;
using System.IO; public class CaptureScreenshotMgr: MonoBehaviour
{ /// <summary>
/// 保存截屏图片,并且刷新相册(Android和iOS)
/// </summary>
/// <param name="name">若空就按照时间命名</param>
public void CaptureScreenshot(string name = "")
{
string _name = "";
if (string.IsNullOrEmpty(name))
{
_name = "Screenshot_" + GetCurTime() + ".png";
}
//编辑器下
//string path = Application.persistentDataPath + "/" + _name;
//Application.CaptureScreenshot(path, 0);
//EDebug.Log("图片保存地址" + path); //Android版本
StartCoroutine(CutImage(_name));
EDebug.Log("图片保存地址" + _name); }
//截屏并保存
IEnumerator CutImage(string name)
{
//图片大小
Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, true);
yield return new WaitForEndOfFrame();
tex.ReadPixels(new Rect(, , Screen.width, Screen.height), , , true);
tex.Apply();
yield return tex;
byte[] byt = tex.EncodeToPNG();
string path = Application.persistentDataPath.Substring(, Application.persistentDataPath.IndexOf("Android"));
File.WriteAllBytes(path + "/Pictures/Screenshots/" + name, byt);
string[] paths = new string[];
paths[] = path;
ScanFile(paths);
}
//刷新图片,显示到相册中
void ScanFile(string[] path)
{
using (AndroidJavaClass PlayerActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
AndroidJavaObject playerActivity = PlayerActivity.GetStatic<AndroidJavaObject>("currentActivity");
using (AndroidJavaObject Conn = new AndroidJavaObject("android.media.MediaScannerConnection", playerActivity, null))
{
Conn.CallStatic("scanFile", playerActivity, path, null, null);
}
}
}
/// <summary>
/// 获取当前年月日时分秒,如201803081916
/// </summary>
/// <returns></returns>
string GetCurTime()
{
return DateTime.Now.Year.ToString() + DateTime.Now.Month.ToString() + DateTime.Now.Day.ToString()
+ DateTime.Now.Hour.ToString() + DateTime.Now.Minute.ToString() + DateTime.Now.Second.ToString();
}
}

备注:本来这些方法是静态的,StartCoroutine无法在静态中调用,我们是自己封装成了静态,为了读者方便就改成非静态方法,这里大家可以自行封装。

  

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