本文整理汇总了C#中Photo.save方法的典型用法代码示例。如果您正苦于以下问题:C# Photo.save方法的具体用法?C# Photo.save怎么用?C# Photo.save使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Photo
的用法示例。
在下文中一共展示了Photo.save方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Update
void Update () {
//Debug.Log (PlayerProfile.profile.lenses.Count);
if(Input.GetButtonDown("Photo Review")){
photoReview = !photoReview;
}
if (!photoReview) {
if (Input.GetButtonDown ("Camera Switch")) {
parent.transform.localPosition = cameraHeldUp;
}
if (Input.GetButtonUp ("Camera Switch")) {
parent.transform.localPosition = cameraHeldDown;
}
// When player presses down, a beep is heard
if (!uimanager.isPaused) {
if (Input.GetButtonDown ("Take Photo")) {
cameraAudio.PlayOneShot (cam_click, 0.7f); // beep beep
buttonDownWhilePaused = false;
// Then upon release the photo is taken
} else if (Input.GetButtonUp ("Take Photo") && !buttonDownWhilePaused) {
if (PlayerProfile.profile.memoryCardCapacity > memCardReader.getPhotoCount ()) {
cameraAudio.PlayOneShot (cam_shutter, 0.7f); // snap
//GameObject.Find ("Camera Prefab").GetComponent<PhotoEval> ().PhotoValues ();
RenderTexture renderTexture = new RenderTexture (width, height, 24); // Creates a render texture to pull the pixels from
Camera parentCamera = parent.GetComponent<Camera> (); // Gets the camera to output to the render tuexture
parentCamera.targetTexture = renderTexture;
Texture2D photoTexture = new Texture2D (width, height, TextureFormat.RGB24, false); // Texture2D that wil be stored in the Photo object
parentCamera.Render (); // Forces the camera to render
RenderTexture.active = renderTexture;
photoTexture.ReadPixels (new Rect (0, 0, width, height), 0, 0); // Reads the pixels
Photo photoMetaData = new Photo (); // Creates a new Photo object and then stores t2d and list of visible objects
photoMetaData.photo = photoTexture;
PhotoEval photoEvaluator = GameObject.Find ("Camera Prefab").GetComponent<PhotoEval> ();
photoEvaluator.evaluatePhoto ();
photoMetaData.balanceValue = photoEvaluator.balance;
photoMetaData.spacingValue = photoEvaluator.spacing;
photoMetaData.interestingnessValue = photoEvaluator.interest;
photoMetaData.containsDeer = photoEvaluator.containsDeer;
photoMetaData.containsFox = photoEvaluator.containsFox;
photoMetaData.takenWithTelephoto = photoEvaluator.takenWithTelephoto;
photoMetaData.takenWithWide = photoEvaluator.takenWithWideAngle;
photoMetaData.takenWithFilter = photoEvaluator.takenWithFilter;
parentCamera.targetTexture = null;
RenderTexture.active = null;
Destroy (renderTexture);
byte[] bytes = photoTexture.EncodeToPNG ();
// Note that pictures now get saved to the UploadQueue directory
string partialPath = Application.dataPath + "/Resources/UploadQueue/screen"
+ System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss");
photoMetaData.pathname = partialPath + ".metaphoto";
// Save image
string filename = partialPath + ".png";
System.IO.File.WriteAllBytes (filename, bytes);
Debug.Log (string.Format ("Took screenshot to: {0}", filename));
// Save meta
photoMetaData.save ();
Camera mainCameraCam = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Camera> ();
parentCamera.targetTexture = camView; // Sets the render texture
mainCameraCam.Render (); // Renders the Player view
mainCameraCam.targetTexture = null;
buttonDownWhilePaused = true;
// Finally, tell the Camera Menu Manager to update its own info
camMenuManager.updatePhotoCounter ();
camMenuManager.updatePhotoReviewUI ();
} else {
camMenuManager.warnAboutFullCard ();
}
}
}
// Aperture Size
// Increases Aperture Size
if (Input.GetButtonDown ("Aperture Up") && apertureInt < 5) {
// Access components Depth of Field and Tone Mapping
DepthOfField dof = GameObject.Find ("PlayerCam").GetComponent<DepthOfField> ();
Tonemapping tm = GameObject.Find ("PlayerCam").GetComponent<Tonemapping> ();
apertureInt += 1;
// Set Aperture Size and Light levels based on presets
tm.exposureAdjustment = apertureLight [apertureInt];
dof.aperture = apertureSize [apertureInt];
}
// Decreasses Aperture Size
if (Input.GetButtonDown ("Aperture Down") && apertureInt > 0) {
// Access components Depth of Field and Tone Mapping
DepthOfField dof = GameObject.Find ("PlayerCam").GetComponent<DepthOfField> ();
Tonemapping tm = GameObject.Find ("PlayerCam").GetComponent<Tonemapping> ();
apertureInt -= 1;
// Set Aperture Size and Light levels based on presets
dof.aperture = apertureSize [apertureInt];
tm.exposureAdjustment = apertureLight [apertureInt];
}
// White Balance
// Currently only effects r value of the base white texture
// Plan to implement color wheel selector for more control/options
// Decrease Red
//.........这里部分代码省略.........
示例2: getMetaData
public void getMetaData() {
#if UNITY_EDITOR
// Make sure pictures are loaded into resources
AssetDatabase.Refresh();
#endif
DirectoryInfo dir = new DirectoryInfo(pathToPostedPhotos);
FileInfo[] info = dir.GetFiles("*.metaphoto");
foreach (FileInfo file in info) {
Photo photo = new Photo ();
string filename = file.Name;
photo.pathname = pathToPostedPhotos + filename;
photo.load ();
Transform child = transform.Find (filename.Replace (".metaphoto", ""));
GameObject metaData = new GameObject ();
metaData.transform.position.Set(20f, 0f, 0f);
Text textData = metaData.AddComponent<Text> ();
// Configure comments for photo
if (photo.comments.Count == 0) {
Debug.Log ("It looks like there are no comments!");
string markup = "";
float score = Math.Max(photo.balanceValue, Math.Max(photo.spacingValue, photo.interestingnessValue));
//Debug.Log (score);
if (score <= 20f) {
markup = "bad";
} else if (score <= 70f) {
markup = "good";
} else {
markup = "perfect";
}
photo.comments.Add(gameObject.GetComponent<CommentGenerator>().GenerateComment (markup));
photo.save ();
}
//Debug.Log (filename + " - " + photo.comments [0]);
BlogUIManager.photoPanel.GetComponentInChildren<Text> ().text = getPhotoComment(photo); //spacing the comments
textData.font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
metaData.GetComponent<RectTransform> ().position = new Vector3 (0f, -90f, 0f);
metaData.transform.SetParent (child, false);
}
}