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Unity實(shí)現(xiàn)攝像頭錄像功能

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Unity實(shí)現(xiàn)攝像頭錄像功能

前言

在之前的很多展館展示的項(xiàng)目中,甲方有很多要求實(shí)現(xiàn)用攝像頭錄像的功能。使用Unity實(shí)現(xiàn)調(diào)用USB攝像頭畫面的功能非常容易實(shí)現(xiàn),但是實(shí)現(xiàn)錄屏的功能有一些困難,我使用了幾種方法都沒(méi)有實(shí)現(xiàn)出想要的效果,后來(lái)我在網(wǎng)上找到一款叫做AVProMovieCapture的插件,實(shí)現(xiàn)了錄屏的良好效果,同時(shí)也實(shí)現(xiàn)了使用Unity實(shí)現(xiàn)攝像頭錄像的效果,具體實(shí)現(xiàn)方法如下所示:

實(shí)現(xiàn)步驟

1.在項(xiàng)目中導(dǎo)入AVProMovieCapture插件,如下圖所示:
Unity實(shí)現(xiàn)攝像頭錄像功能
2.在場(chǎng)景中新建plane物體,設(shè)置如下圖所示:
Unity實(shí)現(xiàn)攝像頭錄像功能3.在場(chǎng)景中拖入ScreenGameObject物體,如下圖所示:
Unity實(shí)現(xiàn)攝像頭錄像功能
4.在場(chǎng)景中新建WebCapture物體,在該物體上掛載WebCapture.cs腳本,腳本代碼如下圖所示:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace RenderHeads.Media.AVProMovieCapture.Demos
{
    public class WebCapture : MonoBehaviour
    {
        private class Instance
        {
            public string name;
            public WebCamTexture texture;
            public CaptureFromTexture capture;
            public CaptureGUI gui;
        }

        [SerializeField]
        private GUISkin _skin;

        //[SerializeField]
        //private GameObject _prefab;

        [SerializeField]
        private int _webcamResolutionWidth = 1920;

        [SerializeField]
        private int _webcamResolutionHeight = 1080;

        [SerializeField]
        private int _webcamFrameRate = 30;

        //State
        private Instance[] _instances;
        private int _selectedWebcamIndex;
        //顯示視頻的面板
        public MeshRenderer plane;
        //調(diào)用錄像的腳本物體
        public CaptureGUI captureObject;

        private void Start()
        {
            //Create instance data per webcam
            int numCams = WebCamTexture.devices.Length;
            _instances = new Instance[numCams];
            for (int i = 0;i < numCams;i++)
            {
                //GameObject go = (GameObject)GameObject.Instantiate(_prefab);

                Instance instance = new Instance();
                instance.name = WebCamTexture.devices[i].name;
                //instance.capture = go.GetComponent<CaptureFromTexture>();
                instance.capture = captureObject.gameObject.GetComponent<CaptureFromTexture>();
                instance.capture._autoFilenamePrefix = "Demo4Webcam-" + i;
                //instance.gui = go.GetComponent<CaptureGUI>();
                instance.gui = captureObject.gameObject.GetComponent<CaptureGUI>();
                instance.gui._showUI = true;

                _instances[i] = instance;
            }

            if (numCams > 0)
            {
                Change(0);
            }
            StartCoroutine(OpenCamera());
            //captureObject = GameObject.Find("ScreenGameObject(Clone)").GetComponent<CaptureGUI>();
        }
        /// <summary>
        /// 開(kāi)啟攝像頭
        /// </summary>
        /// <returns></returns>
        IEnumerator OpenCamera()
        {
            yield return new WaitForSeconds(0.5f);
            beginCamera();
            yield return new WaitForSeconds(0.5f);
            captureObject.ToStartCapture();
        }

        private void StartWebcam(Instance instance)
        {
            instance.texture = new WebCamTexture(instance.name,_webcamResolutionWidth,_webcamResolutionHeight,_webcamFrameRate);
            instance.texture.Play();
            if (instance.texture.isPlaying)
            {
                instance.capture.SetSourceTexture(instance.texture);
                plane.material.mainTexture = instance.texture;
            }
            else
            {
                StopWebcam(instance);
            }
        }

        private void StopWebcam(Instance instance)
        {
            if (instance.texture != null)
            {
                if (instance.capture != null && instance.capture.IsCapturing())
                {
                    instance.capture.SetSourceTexture(null);
                    instance.capture.StopCapture();
                }
                instance.texture.Stop();
                Destroy(instance.texture);
                instance.texture = null;
            }
        }

        private void OnDestroy()
        {
            for (int i = 0;i < _instances.Length;i++)
            {
                StopWebcam(_instances[i]);
            }
        }

        private void Change(int index)
        {
            _selectedWebcamIndex = index;
            for (int j = 0;j < _instances.Length;j++)
            {
                _instances[j].gui._showUI = (j == _selectedWebcamIndex);
            }
        }
        /// <summary>
        /// 開(kāi)啟攝像頭
        /// </summary>
        public void beginCamera()
        {
            for (int i = 0;i<_instances.Length;i++)
            {
                Instance webcam = _instances[i];
                StartWebcam(webcam);
            }
        }
    }
}

5.運(yùn)行場(chǎng)景,發(fā)現(xiàn)已經(jīng)調(diào)用了攝像頭,如下圖所示:
Unity實(shí)現(xiàn)攝像頭錄像功能
6.雖然調(diào)用了攝像頭,但是不知道是否已經(jīng)進(jìn)行了錄像,查找到工程下的movie文件夾,發(fā)現(xiàn)已經(jīng)錄入了視頻,從而實(shí)現(xiàn)了使用usb攝像頭錄像的功能,如下圖所示:
Unity實(shí)現(xiàn)攝像頭錄像功能
7.實(shí)現(xiàn)錄像功能,有的需求還需要獲取到這些視頻并且展示出來(lái),這個(gè)也在我之前的項(xiàng)目實(shí)現(xiàn)了,具體怎么實(shí)現(xiàn)不再贅述了,在這里將核心代碼分享在這里:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;


public class Load : MonoBehaviour
{
    public List<string> filePaths;
    public static string[][] pic;
    private List<string> LAN;
    private string movieUrl;
    //遍歷的視頻數(shù)量
    public static int movieNumber = 0;

    private void Start()
    {
        movieUrl = ConfigTest.dic["錄像路徑"]["url"];
        LAN = new List<string>();
        LAN.Add(movieUrl);
        pic = new string[LAN.Count][];
        Debug.Log(pic.Length);
        LoadIma();
    }

    void LoadIma()
    {
        for (int i = 0;i < pic.Length;i++)
        {
            pic[i] = (load(LAN[i],i));
        }
    }

    string[] load(string LAN,int t)
    {
        filePaths = new List<string>();
        string imgtype = "*.mp4|*.mov|*.avi";
        string[] ImageType = imgtype.Split('|');
        for (int i = 0;i < ImageType.Length;i++)
        {
            //獲取所有視頻視頻的路徑
            string[] dirs = Directory.GetFiles(@"" + LAN,ImageType[i]);
            //Debug.Log(dirs.Length);
            //movieNumber = dirs.Length;
            for (int j = 0;j < dirs.Length;j++)
            {
                filePaths.Add(dirs[j]);
                movieNumber = j;
                //Debug.Log(movieNumber);
            }
        }
        return fuzhi(t);
    }

    public string[] fuzhi(int t)
    {
        pic[t] = new string[filePaths.Count];
        for (int i = 0; i < filePaths.Count;i++)
        {
            pic[t][i] = filePaths[i];
        }
        return pic[t];
    }
}

結(jié)尾語(yǔ)

網(wǎng)上開(kāi)發(fā)的各種大神有很多,他們開(kāi)發(fā)出許許多多的插件供我們使用,極大節(jié)省了我們的開(kāi)發(fā)時(shí)間,在這里向他們表示感謝。我作為一名Unity小菜鳥,希望和大家有問(wèn)題一起討論,共同進(jìn)步,大家有問(wèn)題可以私聊我。文章來(lái)源地址http://www.zghlxwxcb.cn/news/detail-404874.html

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