【发布时间】:2017-11-09 15:32:39
【问题描述】:
我有一个协程,它截取屏幕截图并保存到文件系统。但是当协程运行时,游戏会暂时冻结,event onFinishedScreenShot 会过早触发。
我认为协程是“在后台线程上”。
有没有办法调整我的代码在不阻塞主线程的情况下保存屏幕截图并让event onFinishedScreenShot 触发 AFTER 写入文件完成?或者有没有更好的方法来处理保存游戏的屏幕截图?
MySingleton.cs
public event Action<string> onFinishedScreenShot;
public IEnumerator TakeScreenshot(string filename) {
Texture2D areaImage = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
yield return new WaitForEndOfFrame();
areaImage.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
areaImage.Apply();
byte[] bytes = areaImage.EncodeToPNG();
File.WriteAllBytes(filename, bytes);
if (onFinishedScreenShot != null) {
onFinishedScreenShot(filename);
}
}
AnotherClass.cs
private void Start() {
LoadTexture(someFileName);
}
public void SomeMethodInAnotherClass() {
StartCoroutine(MySingleton.TakeScreenshot(someFileName));
}
public void LoadTexture(string filename) {
if (!filename.Equals("NOT SET") ) {
byte[] bytes = File.ReadAllBytes(GetSaveFilename(filename));
Texture2D texture = new Texture2D(500, 500, TextureFormat.DXT5, false);
texture.filterMode = FilterMode.Trilinear;
texture.LoadImage(bytes);
RectTransform rt = locationSnapShot.rectTransform;
Sprite sprite = Sprite.Create(texture, new Rect(0, 0, rt.rect.width, rt.rect.height), new Vector2(0.5f, 0.0f), 16.0f);
locationSnapShot.sprite = sprite;
Debug.Log("Removing event listener.");
MySingleton.onFinishedScreenShot -= LoadTexture;
} else {
Debug.Log("No screen shot. Listening for a change.");
MySingleton.onFinishedScreenShot += LoadTexture;
}
}
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标签: c# unity3d coroutine system.io.file