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CrowdControl/Assets/AlmostEngine/UltimateScreenshotCreator/Example/Scripts/ValidationCanvas.cs

75 lines
1.8 KiB
C#

1 month ago
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using AlmostEngine.Screenshot;
namespace AlmostEngine.Examples
{
public class ValidationCanvas : MonoBehaviour
{
ScreenshotManager m_ScreenshotManager;
public Canvas m_Canvas;
public RectTransform m_ImageContainer;
public RawImage m_Texture;
void Start ()
{
m_ScreenshotManager = GameObject.FindObjectOfType<ScreenshotManager> ();
}
/// <summary>
/// Call this method to start a screenshot capture process and display the validation canvas when the capture is completed.
/// </summary>
public void Capture ()
{
// Start listening to end capture event
ScreenshotManager.onCaptureEndDelegate += OnCaptureEndDelegate;
// Call update to only capture the texture without exporting
m_ScreenshotManager.UpdateAll ();
}
#region Event callbacks
public void OnCaptureEndDelegate ()
{
// Stop listening the callback
ScreenshotManager.onCaptureEndDelegate -= OnCaptureEndDelegate;
// Update the texture image
m_Texture.texture = m_ScreenshotManager.GetFirstActiveResolution ().m_Texture;
// Scale the texture to fit its parent size
m_Texture.SetNativeSize ();
float scaleCoeff = m_ImageContainer.rect.height / m_Texture.texture.height;
m_Texture.transform.localScale = new Vector3 (scaleCoeff, scaleCoeff, scaleCoeff);
// Show canvas
m_Canvas.enabled = true;
}
#endregion
#region UI callbacks
public void OnDiscardCallback ()
{
// Hide canvas
m_Canvas.enabled = false;
}
public void OnSaveCallback ()
{
// Export the screenshots to files
m_ScreenshotManager.ExportAllToFiles ();
// Hide canvas
m_Canvas.enabled = false;
}
#endregion
}
}