从网络播放器保存屏幕截图到服务器

问题描述:

我正在构建一个基于网络的应用程序,它会截取一个播放区域的截图,然后将其张贴到Web服务器以在图像库中调用以供其他人查看。目前,在编辑器中运行时,我可以截取屏幕截图并将其保存在本地,但部署完成后无法运行。我不知道如何截取屏幕截图并将其保存到纹理(而不是磁盘)然后上传到我的服务器。我该怎么做呢?我是新来的,尤其是渲染纹理功能。有人可以帮我解决这个问题吗?从网络播放器保存屏幕截图到服务器

我在这里找到了本论坛的讨论区。但是没有在WebPlayer上自己测试过。

using UnityEngine; 
using System.Collections; 

public class Main : MonoBehaviour 
{ 
    private string _data = string.Empty; 
    public Texture2D bg; 

    void OnGUI() 
    { 
     if (GUI.Button(new Rect(Screen.width*0.5f-32,32,64,32),"Save")) 
      StartCoroutine(ScreeAndSave()); 
    } 

    IEnumerator ScreeAndSave() 
    { 
     yield return new WaitForEndOfFrame(); 
     var newTexture = ScreenShoot(Camera.main, bg.width, bg.height); 
     LerpTexture(bg, ref newTexture); 
     _data = System.Convert.ToBase64String(newTexture.EncodeToPNG()); 
     Application.ExternalEval("document.location.href='data:octet-stream;base64," + _data + "'"); 
    } 

    private static Texture2D ScreenShoot(Camera srcCamera, int width, int height) 
    { 
     var renderTexture = new RenderTexture(width, height, 0); 
     var targetTexture = new Texture2D(width, height, TextureFormat.RGB24, false); 
     srcCamera.targetTexture = renderTexture;  
     srcCamera.Render(); 
     RenderTexture.active = renderTexture; 
     targetTexture.ReadPixels(new Rect(0, 0, width, height), 0, 0); 
     targetTexture.Apply(); 
     srcCamera.targetTexture = null; 
     RenderTexture.active = null; 
     srcCamera.ResetAspect(); 
     return targetTexture; 
    } 

    private static void LerpTexture(Texture2D alphaTexture, ref Texture2D texture) 
    { 
     var bgColors = alphaTexture.GetPixels(); 
     var tarCols = texture.GetPixels(); 
     for (var i = 0; i < tarCols.Length; i++) 
      tarCols[i] = bgColors[i].a > 0.99f ? bgColors[i] : Color.Lerp(tarCols[i], bgColors[i], bgColors[i].a); 
     texture.SetPixels(tarCols); 
     texture.Apply(); 
    } 
} 

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