@ -1,70 +0,0 @@ | |||
using UnityEngine; | |||
using System.Collections; | |||
using System.IO; | |||
using UnityEditor; | |||
[RequireComponent(typeof(Camera))] | |||
public class Renderator_FREE_EN : MonoBehaviour { | |||
public int multipler; // multipling Game window resolution | |||
public KeyCode render; // press it to make render | |||
public bool renderAtStart; // if true it will render at start | |||
public string path; // path where renders will be saved | |||
void Start () | |||
{ | |||
if(path == "") | |||
{ | |||
if(!Directory.Exists("Assets/Screenshots")) // check if folder exist | |||
Directory.CreateDirectory("Assets/Screenshots"); // if not it creates one | |||
}else if(!Directory.Exists(path)) // the same for our path | |||
Directory.CreateDirectory(path); | |||
if(renderAtStart) | |||
{ | |||
if(path == "") // saving in Asset folder | |||
{ | |||
ScreenCapture.CaptureScreenshot("Assets/Screenshots/Render" // path to folder with renders and firts part of the name (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // giving date to name | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // giving current time to name | |||
+ ".png", multipler); //screenshot with resolution multipler | |||
}else | |||
{ // saving in our folder we choose | |||
ScreenCapture.CaptureScreenshot(path + "/Render" // path to folder with renders and firts part of the name (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // giving date to name | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // giving current time to name | |||
+ ".png", multipler); //screenshot with resolution multipler | |||
} | |||
} | |||
} | |||
void Update() | |||
{ | |||
if(Input.GetKeyDown(render)) | |||
{ | |||
if(path == "") // saving in Asset folder | |||
{ | |||
ScreenCapture.CaptureScreenshot("Assets/Screenshots/Render" // path to folder with renders and firts part of the name (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // giving date to name | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // giving current time to name | |||
+ ".png", multipler); //screenshot with resolution multipler | |||
}else | |||
{ // saving in our folder we choose | |||
ScreenCapture.CaptureScreenshot(path + "/Render" // path to folder with renders and firts part of the name (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // giving date to name | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // giving current time to name | |||
+ ".png", multipler); //screenshot with resolution multipler | |||
} | |||
} | |||
} | |||
[ContextMenu("Choose save folder")] | |||
void Kalesony() | |||
{ | |||
string piach = EditorUtility.OpenFolderPanel("Choose save folder", "", ""); | |||
if( piach.Length != 0 ) | |||
{ | |||
path = piach; | |||
} | |||
} | |||
} |
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@ -1,69 +0,0 @@ | |||
using UnityEngine; | |||
using System.Collections; | |||
using System.IO; | |||
using UnityEditor; | |||
[RequireComponent(typeof(Camera))] | |||
public class Renderator_FREE_PL : MonoBehaviour { | |||
public int mnoznikRozdzielczosci; // Mnoży wirtualnie okno Game | |||
public KeyCode render; // tym przyciskiem robimy render | |||
public bool renderNaStarcie; // jak jest włączony to renderuje pierwszą klatkę | |||
public string sciezka; // ścieżka, gdzie rendery będą zapisywane | |||
void Start () | |||
{ | |||
if(sciezka == "") | |||
{ | |||
if(!Directory.Exists("Assets/Screenshots")) // sprawdzanie czy folder istnieje | |||
Directory.CreateDirectory("Assets/Screenshots"); // jeśli nie to go tworzy | |||
}else if(!Directory.Exists(sciezka)) // tak samo dla wybranego przez nas | |||
Directory.CreateDirectory(sciezka); | |||
if(renderNaStarcie) | |||
{ | |||
if(sciezka == "") // zapisze w folderze z assetami | |||
{ | |||
ScreenCapture.CaptureScreenshot("Assets/Screenshots/Render" // ścieżka do pliku oraz początek nazwy (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // dodanie daty do nazwy | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // dodanie obecnej godziny do nazwy | |||
+ ".png", mnoznikRozdzielczosci); //screenshot z mnożnikiem rozdzielczości | |||
}else | |||
{ // zapisze w wybranym folderze | |||
ScreenCapture.CaptureScreenshot(sciezka + "/Render" // ścieżka do pliku oraz początek nazwy (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // dodanie daty do nazwy | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // dodanie obecnej godziny do nazwy | |||
+ ".png", mnoznikRozdzielczosci); //screenshot z mnożnikiem rozdzielczości); | |||
} | |||
} | |||
} | |||
void Update() | |||
{ | |||
if(Input.GetKeyDown(render)) | |||
{ | |||
if(sciezka == "") | |||
{ | |||
ScreenCapture.CaptureScreenshot("Assets/Screenshots/Render" // ścieżka do pliku oraz początek nazwy (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // dodanie daty do nazwy | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // dodanie obecnej godziny do nazwy | |||
+ ".png", mnoznikRozdzielczosci); //screenshot z mnożnikiem rozdzielczości | |||
} | |||
else | |||
{ | |||
ScreenCapture.CaptureScreenshot(sciezka + "/Render" // ścieżka do pliku oraz początek nazwy (Render) | |||
+ System.DateTime.Now.ToString("_yyyy-MM-dd_") // dodanie daty do nazwy | |||
+ System.DateTime.Now.ToString ("hh-mm-ss_") // dodanie obecnej godziny do nazwy | |||
+ ".png", mnoznikRozdzielczosci); //screenshot z mnożnikiem rozdzielczości); | |||
} | |||
} | |||
} | |||
[ContextMenu("Wybierz folder do zapisu")] | |||
void Kalesony() | |||
{ | |||
string piach = EditorUtility.OpenFolderPanel("Wybierz folder do zapisu", "", ""); | |||
if( piach.Length != 0 ) | |||
{ | |||
sciezka = piach; | |||
} | |||
} | |||
} |
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@ -1,26 +0,0 @@ | |||
using UnityEngine; | |||
using System.Collections; | |||
[RequireComponent(typeof(Camera))] | |||
public class wireframe : MonoBehaviour { | |||
public KeyCode wireFrameKey; | |||
public bool wireFrameMode; | |||
public void Start() | |||
{ | |||
} | |||
void OnPreRender() { | |||
if(wireFrameMode) | |||
GL.wireframe = true; | |||
else | |||
GL.wireframe = false; | |||
} | |||
void Update() | |||
{ | |||
if(Input.GetKeyDown(wireFrameKey)) | |||
wireFrameMode = !wireFrameMode; | |||
} | |||
} |
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