升级XR插件版本
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273
Packages/MCPForUnity/Runtime/Helpers/ScreenshotUtility.cs
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273
Packages/MCPForUnity/Runtime/Helpers/ScreenshotUtility.cs
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using System;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace MCPForUnity.Runtime.Helpers
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//The reason for having another Runtime Utilities in additional to Editor Utilities is to avoid Editor-only dependencies in this runtime code.
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{
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public readonly struct ScreenshotCaptureResult
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{
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public ScreenshotCaptureResult(string fullPath, string assetsRelativePath, int superSize)
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: this(fullPath, assetsRelativePath, superSize, isAsync: false)
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{
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}
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public ScreenshotCaptureResult(string fullPath, string assetsRelativePath, int superSize, bool isAsync)
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{
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FullPath = fullPath;
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AssetsRelativePath = assetsRelativePath;
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SuperSize = superSize;
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IsAsync = isAsync;
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}
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public string FullPath { get; }
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public string AssetsRelativePath { get; }
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public int SuperSize { get; }
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public bool IsAsync { get; }
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}
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public static class ScreenshotUtility
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{
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private const string ScreenshotsFolderName = "Screenshots";
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private static bool s_loggedLegacyScreenCaptureFallback;
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private static bool? s_screenCaptureModuleAvailable;
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/// <summary>
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/// Checks if the Screen Capture module (com.unity.modules.screencapture) is enabled.
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/// This module can be disabled in Package Manager > Built-in, which removes the ScreenCapture class.
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/// </summary>
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public static bool IsScreenCaptureModuleAvailable
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{
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get
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{
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if (!s_screenCaptureModuleAvailable.HasValue)
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{
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// Check if ScreenCapture type exists (module might be disabled)
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s_screenCaptureModuleAvailable = Type.GetType("UnityEngine.ScreenCapture, UnityEngine.ScreenCaptureModule") != null
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|| Type.GetType("UnityEngine.ScreenCapture, UnityEngine.CoreModule") != null;
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}
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return s_screenCaptureModuleAvailable.Value;
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}
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}
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/// <summary>
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/// Error message to display when Screen Capture module is not available.
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/// </summary>
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public const string ScreenCaptureModuleNotAvailableError =
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"The Screen Capture module (com.unity.modules.screencapture) is not enabled. " +
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"To use screenshot capture with ScreenCapture API, please enable it in Unity: " +
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"Window > Package Manager > Built-in > Screen Capture > Enable. " +
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"Alternatively, MCP for Unity will use camera-based capture as a fallback if a Camera exists in the scene.";
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private static Camera FindAvailableCamera()
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{
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var main = Camera.main;
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if (main != null)
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{
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return main;
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}
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try
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{
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// Use FindObjectsOfType for Unity 2021 compatibility.
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var cams = UnityEngine.Object.FindObjectsOfType<Camera>();
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return cams.FirstOrDefault();
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}
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catch
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{
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return null;
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}
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}
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public static ScreenshotCaptureResult CaptureToAssetsFolder(string fileName = null, int superSize = 1, bool ensureUniqueFileName = true)
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{
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#if UNITY_2022_1_OR_NEWER
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// Check if Screen Capture module is available (can be disabled in Package Manager > Built-in)
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if (IsScreenCaptureModuleAvailable)
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{
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ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, isAsync: true);
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ScreenCapture.CaptureScreenshot(result.AssetsRelativePath, result.SuperSize);
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return result;
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}
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else
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{
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// Module disabled - try camera fallback
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Debug.LogWarning("[MCP for Unity] " + ScreenCaptureModuleNotAvailableError);
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return CaptureWithCameraFallback(fileName, superSize, ensureUniqueFileName);
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}
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#else
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// Unity < 2022.1 - always use camera fallback
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return CaptureWithCameraFallback(fileName, superSize, ensureUniqueFileName);
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#endif
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}
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private static ScreenshotCaptureResult CaptureWithCameraFallback(string fileName, int superSize, bool ensureUniqueFileName)
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{
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if (!s_loggedLegacyScreenCaptureFallback)
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{
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Debug.Log("[MCP for Unity] Using camera-based screenshot capture. " +
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"This requires a Camera in the scene. For best results on Unity 2022.1+, ensure the Screen Capture module is enabled: " +
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"Window > Package Manager > Built-in > Screen Capture > Enable.");
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s_loggedLegacyScreenCaptureFallback = true;
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}
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var cam = FindAvailableCamera();
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if (cam == null)
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{
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throw new InvalidOperationException(
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"No camera found to capture screenshot. Camera-based capture requires a Camera in the scene. " +
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"Either add a Camera to your scene, or enable the Screen Capture module: " +
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"Window > Package Manager > Built-in > Screen Capture > Enable."
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);
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}
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return CaptureFromCameraToAssetsFolder(cam, fileName, superSize, ensureUniqueFileName);
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}
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/// <summary>
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/// Captures a screenshot from a specific camera by rendering into a temporary RenderTexture (works in Edit Mode).
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/// </summary>
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public static ScreenshotCaptureResult CaptureFromCameraToAssetsFolder(Camera camera, string fileName = null, int superSize = 1, bool ensureUniqueFileName = true)
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{
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if (camera == null)
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{
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throw new ArgumentNullException(nameof(camera));
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}
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ScreenshotCaptureResult result = PrepareCaptureResult(fileName, superSize, ensureUniqueFileName, isAsync: false);
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int size = result.SuperSize;
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int width = Mathf.Max(1, camera.pixelWidth > 0 ? camera.pixelWidth : Screen.width);
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int height = Mathf.Max(1, camera.pixelHeight > 0 ? camera.pixelHeight : Screen.height);
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width *= size;
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height *= size;
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RenderTexture prevRT = camera.targetTexture;
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RenderTexture prevActive = RenderTexture.active;
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var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
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Texture2D tex = null;
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try
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{
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camera.targetTexture = rt;
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camera.Render();
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RenderTexture.active = rt;
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tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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tex.Apply();
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byte[] png = tex.EncodeToPNG();
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File.WriteAllBytes(result.FullPath, png);
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}
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finally
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{
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camera.targetTexture = prevRT;
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RenderTexture.active = prevActive;
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RenderTexture.ReleaseTemporary(rt);
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if (tex != null)
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{
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if (Application.isPlaying)
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{
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UnityEngine.Object.Destroy(tex);
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}
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else
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{
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UnityEngine.Object.DestroyImmediate(tex);
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}
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}
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}
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return result;
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}
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private static ScreenshotCaptureResult PrepareCaptureResult(string fileName, int superSize, bool ensureUniqueFileName, bool isAsync)
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{
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int size = Mathf.Max(1, superSize);
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string resolvedName = BuildFileName(fileName);
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string folder = Path.Combine(Application.dataPath, ScreenshotsFolderName);
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Directory.CreateDirectory(folder);
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string fullPath = Path.Combine(folder, resolvedName);
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if (ensureUniqueFileName)
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{
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fullPath = EnsureUnique(fullPath);
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}
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string normalizedFullPath = fullPath.Replace('\\', '/');
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string assetsRelativePath = ToAssetsRelativePath(normalizedFullPath);
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return new ScreenshotCaptureResult(normalizedFullPath, assetsRelativePath, size, isAsync);
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}
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private static string ToAssetsRelativePath(string normalizedFullPath)
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{
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string projectRoot = GetProjectRootPath();
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string assetsRelativePath = normalizedFullPath;
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if (assetsRelativePath.StartsWith(projectRoot, StringComparison.OrdinalIgnoreCase))
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{
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assetsRelativePath = assetsRelativePath.Substring(projectRoot.Length).TrimStart('/');
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}
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return assetsRelativePath;
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}
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private static string BuildFileName(string fileName)
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{
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string name = string.IsNullOrWhiteSpace(fileName)
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? $"screenshot-{DateTime.Now:yyyyMMdd-HHmmss}"
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: fileName.Trim();
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name = SanitizeFileName(name);
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if (!name.EndsWith(".png", StringComparison.OrdinalIgnoreCase) &&
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!name.EndsWith(".jpg", StringComparison.OrdinalIgnoreCase) &&
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!name.EndsWith(".jpeg", StringComparison.OrdinalIgnoreCase))
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{
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name += ".png";
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}
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return name;
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}
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private static string SanitizeFileName(string fileName)
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{
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var invalidChars = Path.GetInvalidFileNameChars();
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string cleaned = new string(fileName.Select(ch => invalidChars.Contains(ch) ? '_' : ch).ToArray());
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return string.IsNullOrWhiteSpace(cleaned) ? "screenshot" : cleaned;
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}
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private static string EnsureUnique(string path)
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{
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if (!File.Exists(path))
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{
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return path;
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}
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string directory = Path.GetDirectoryName(path) ?? string.Empty;
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string baseName = Path.GetFileNameWithoutExtension(path);
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string extension = Path.GetExtension(path);
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int counter = 1;
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string candidate;
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do
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{
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candidate = Path.Combine(directory, $"{baseName}-{counter}{extension}");
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counter++;
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} while (File.Exists(candidate));
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return candidate;
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}
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private static string GetProjectRootPath()
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{
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string root = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
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root = root.Replace('\\', '/');
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if (!root.EndsWith("/", StringComparison.Ordinal))
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{
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root += "/";
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}
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return root;
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}
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}
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}
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