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Repository: PhannGor/Screen-Shooter
Branch: master
Commit: 0b62cf2de357
Files: 95
Total size: 243.1 KB
Directory structure:
gitextract_7clwo7l9/
├── .gitignore
├── Assets/
│ ├── Plugins/
│ │ ├── Editor/
│ │ │ ├── JetBrains/
│ │ │ │ └── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll.meta
│ │ │ └── JetBrains.meta
│ │ └── Editor.meta
│ ├── Plugins.meta
│ ├── ScreenShooter/
│ │ ├── Demo/
│ │ │ ├── DemoScene.unity
│ │ │ ├── DemoScene.unity.meta
│ │ │ ├── Materials/
│ │ │ │ ├── CubeMaterial.mat
│ │ │ │ ├── CubeMaterial.mat.meta
│ │ │ │ ├── LogoMaterial.mat
│ │ │ │ ├── LogoMaterial.mat.meta
│ │ │ │ ├── Materials/
│ │ │ │ │ ├── borodar_logo_512.mat
│ │ │ │ │ └── borodar_logo_512.mat.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── PlaneMaterial.mat
│ │ │ │ ├── PlaneMaterial.mat.meta
│ │ │ │ ├── Textures/
│ │ │ │ │ ├── blue_128.png.meta
│ │ │ │ │ ├── borodar_logo_512.png.meta
│ │ │ │ │ └── white_128.png.meta
│ │ │ │ └── Textures.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Scripts/
│ │ │ │ ├── Rotator.cs
│ │ │ │ └── Rotator.cs.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Sprites/
│ │ │ │ └── borodar_logo_128.png.meta
│ │ │ └── Sprites.meta
│ │ ├── Demo.meta
│ │ ├── Editor/
│ │ │ ├── Data/
│ │ │ │ ├── ScreenShooterSettings.asset
│ │ │ │ └── ScreenShooterSettings.asset.meta
│ │ │ ├── Data.meta
│ │ │ ├── Scripts/
│ │ │ │ ├── Configs/
│ │ │ │ │ ├── PredefinedConfigs.cs
│ │ │ │ │ ├── PredefinedConfigs.cs.meta
│ │ │ │ │ ├── ReorderableConfigsList.cs
│ │ │ │ │ ├── ReorderableConfigsList.cs.meta
│ │ │ │ │ ├── ScreenshotConfig.cs
│ │ │ │ │ └── ScreenshotConfig.cs.meta
│ │ │ │ ├── Configs.meta
│ │ │ │ ├── Info/
│ │ │ │ │ ├── AssetInfo.cs
│ │ │ │ │ └── AssetInfo.cs.meta
│ │ │ │ ├── Info.meta
│ │ │ │ ├── Prefs/
│ │ │ │ │ ├── ScreenShooterPrefs.cs
│ │ │ │ │ └── ScreenShooterPrefs.cs.meta
│ │ │ │ ├── Prefs.meta
│ │ │ │ ├── ScreenShooterSettings.cs
│ │ │ │ ├── ScreenShooterSettings.cs.meta
│ │ │ │ ├── ScreenShooterWindow.cs
│ │ │ │ ├── ScreenShooterWindow.cs.meta
│ │ │ │ ├── Util/
│ │ │ │ │ ├── EditorCoroutine.cs
│ │ │ │ │ ├── EditorCoroutine.cs.meta
│ │ │ │ │ ├── EditorUtil.cs
│ │ │ │ │ ├── EditorUtil.cs.meta
│ │ │ │ │ ├── GameViewUtil.cs
│ │ │ │ │ ├── GameViewUtil.cs.meta
│ │ │ │ │ ├── ScreenshotUtil.cs
│ │ │ │ │ └── ScreenshotUtil.cs.meta
│ │ │ │ └── Util.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Textures/
│ │ │ │ ├── Personal/
│ │ │ │ │ ├── CameraIcon.png.meta
│ │ │ │ │ ├── ConfigsIcon.png.meta
│ │ │ │ │ ├── FolderIcon.png.meta
│ │ │ │ │ ├── TakeButtonActive.png.meta
│ │ │ │ │ ├── TakeButtonNormal.png.meta
│ │ │ │ │ └── TakeScreenshotsIcon.png.meta
│ │ │ │ ├── Personal.meta
│ │ │ │ ├── Professional/
│ │ │ │ │ ├── CameraIcon.png.meta
│ │ │ │ │ ├── ConfigsIcon.png.meta
│ │ │ │ │ ├── FolderIcon.png.meta
│ │ │ │ │ ├── TakeButtonActive.png.meta
│ │ │ │ │ ├── TakeButtonNormal.png.meta
│ │ │ │ │ └── TakeScreenshotsIcon.png.meta
│ │ │ │ └── Professional.meta
│ │ │ └── Textures.meta
│ │ ├── Editor.meta
│ │ └── QuickStart.pdf.meta
│ └── ScreenShooter.meta
├── LICENSE
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ └── VFXManager.asset
└── README.md
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FILE: Assets/ScreenShooter/Demo/Scripts/Rotator.cs
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/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using UnityEngine;
namespace Borodar.ScreenShooter
{
public class Rotator : MonoBehaviour
{
public Vector3 Angles;
protected void Update () {
transform.Rotate(Angles * Time.deltaTime);
}
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/Configs/PredefinedConfigs.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
namespace Borodar.ScreenShooter.Configs
{
public class PredefinedConfigs
{
public static ScreenshotConfig[] Android =
{
new ScreenshotConfig("Nexus 4 Portrait", 768, 1280, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 4 Landscape", 1280, 768, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 5 Portrait", 1080, 1920, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 5 Landscape", 1920, 1080, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 6 Portrait", 1440, 2560, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 6 Landscape", 2560, 1440, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 7 Portrait", 800, 1280, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 7 Landscape", 1280, 800, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 7 (2013) Portrait", 1200, 1920, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 7 (2013) Landscape", 1920, 1200, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 10 Portrait", 1600, 2560, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Nexus 10 Landscape", 2560, 1600, ScreenshotConfig.Format.PNG),
};
public static ScreenshotConfig[] iOS =
{
new ScreenshotConfig("iPhone 3.5-Inch Portrait", 640, 960, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 3.5-Inch Landscape", 960, 640, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 4-Inch Portrait", 640, 1136, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 4-Inch Landscape", 1136, 640, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 4.7-Inch Portrait", 750, 1334, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 4.7-Inch Landscape", 1334, 750, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 5.5-Inch Portrait", 1242, 2208, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPhone 5.5-Inch Landscape", 2208, 1242, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Portrait", 768, 1024, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Landscape", 1024, 768, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Hi-Res Portrait", 1536, 2048, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Hi-Res Landscape", 2048, 1536, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Pro Portrait", 2048, 2732, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("iPad Pro Landscape", 2732, 2048, ScreenshotConfig.Format.PNG)
};
public static ScreenshotConfig[] Standalone =
{
new ScreenshotConfig("XGA", 1024, 768, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("SXGA", 1280, 1024, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("WXGA", 1280, 800, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("WXGA+", 1440, 900, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("WSXGA+", 1680, 1050, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("HD", 1366, 768, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("HD+", 1600, 900, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Full HD", 1920, 1080, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("Quad HD", 2560, 1440, ScreenshotConfig.Format.PNG),
new ScreenshotConfig("4K UHD", 3840, 2160, ScreenshotConfig.Format.PNG)
};
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/Configs/ReorderableConfigsList.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using UnityEditor;
using UnityEngine;
using Format = Borodar.ScreenShooter.Configs.ScreenshotConfig.Format;
namespace Borodar.ScreenShooter.Configs
{
public static class ReorderableConfigsList
{
private static readonly string[] _fileTypes = {"PNG", "JPG"};
[SuppressMessage("ReSharper", "UseObjectOrCollectionInitializer")]
public static UnityEditorInternal.ReorderableList Create(List<ScreenshotConfig> configsList, GenericMenu.MenuFunction2 menuItemHandler)
{
var reorderableList = new UnityEditorInternal.ReorderableList(configsList, typeof (ScreenshotConfig), true, false, true, true);
reorderableList.elementHeight = EditorGUIUtility.singleLineHeight + 4;
reorderableList.drawElementCallback = (position, index, isActive, isFocused) =>
{
const float textWidth = 12f;
const float dimensionWidth = 45f;
const float typeWidth = 45f;
const float space = 10f;
var config = configsList[index];
var nameWidth = position.width - space - textWidth - 2 * dimensionWidth - space - typeWidth;
position.y += 2;
position.width = nameWidth;
position.height -= 4;
config.Name = EditorGUI.TextField(position, config.Name);
position.x += position.width + space;
position.width = dimensionWidth;
config.Width = EditorGUI.IntField(position, config.Width);
position.x += position.width;
position.width = textWidth;
EditorGUI.LabelField(position, "x");
position.x += position.width;
position.width = dimensionWidth;
config.Height = EditorGUI.IntField(position, config.Height);
position.x += position.width + space;
position.width = typeWidth;
config.Type = (Format) EditorGUI.Popup(position, (int) config.Type, _fileTypes);
};
reorderableList.onAddDropdownCallback = (buttonRect, list) =>
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Custom"), false, menuItemHandler, new ScreenshotConfig("Custom", 777, 777, Format.PNG));
menu.AddSeparator("");
foreach (var config in PredefinedConfigs.Android)
{
var label = "Android/" + config.Name + " (" + config.Width + "x" + config.Height + ")";
menu.AddItem(new GUIContent(label), false, menuItemHandler, config);
}
foreach (var config in PredefinedConfigs.iOS)
{
var label = "iOS/" + config.Name + " (" + config.Width + "x" + config.Height + ")";
menu.AddItem(new GUIContent(label), false, menuItemHandler, config);
}
foreach (var config in PredefinedConfigs.Standalone)
{
var label = "Standalone/" + config.Name + " (" + config.Width + "x" + config.Height + ")";
menu.AddItem(new GUIContent(label), false, menuItemHandler, config);
}
menu.ShowAsContext();
};
return reorderableList;
}
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/Configs/ScreenshotConfig.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System;
namespace Borodar.ScreenShooter.Configs
{
[Serializable]
public class ScreenshotConfig
{
public string Name;
public int Width;
public int Height;
public Format Type;
public ScreenshotConfig() {}
public ScreenshotConfig(string name, int width, int height, Format type)
{
Name = name;
Width = width;
Height = height;
Type = type;
}
//---------------------------------------------------------------------
// Nested
//---------------------------------------------------------------------
public enum Format
{
PNG,
JPG
}
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/Info/AssetInfo.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
namespace Borodar.ScreenShooter
{
public class AssetInfo
{
public const string NAME = "ScreenShooter";
public const string STORE_ID = "58659";
public const string VERSION = "1.4";
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/Prefs/ScreenShooterPrefs.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System;
using UnityEditor;
using UnityEngine;
namespace Borodar.ScreenShooter
{
public class ScreenShooterPrefs
{
private const string HOME_FOLDER_PREF_KEY = "Borodar.ScreenShooter.HomeFolder.";
private const string HOME_FOLDER_DEFAULT = "Assets/ScreenShooter";
private const string HOME_FOLDER_HINT = "Change this setting to the new location of the \"ScreenShooter\" folder if you move it around in your project.";
public static EditorPrefsString HomeFolder = new EditorPrefsString(HOME_FOLDER_PREF_KEY + ProjectName, "Folder Location", HOME_FOLDER_DEFAULT);
//---------------------------------------------------------------------
// Messages
//---------------------------------------------------------------------
[PreferenceItem(AssetInfo.NAME)]
public static void EditorPreferences()
{
EditorGUILayout.HelpBox(HOME_FOLDER_HINT, MessageType.Info);
EditorGUILayout.Separator();
HomeFolder.Draw();
GUILayout.FlexibleSpace();
EditorGUILayout.LabelField("Version " + AssetInfo.VERSION, EditorStyles.centeredGreyMiniLabel);
}
//---------------------------------------------------------------------
// Helpers
//---------------------------------------------------------------------
private static string ProjectName
{
get
{
var s = Application.dataPath.Split('/');
var p = s[s.Length - 2];
return p;
}
}
//---------------------------------------------------------------------
// Nested
//---------------------------------------------------------------------
public abstract class EditorPrefsItem<T>
{
public string Key;
public string Label;
public T DefaultValue;
protected EditorPrefsItem(string key, string label, T defaultValue)
{
if (string.IsNullOrEmpty(key))
{
throw new ArgumentNullException("key");
}
Key = key;
Label = label;
DefaultValue = defaultValue;
}
public abstract T Value { get; set; }
public abstract void Draw();
public static implicit operator T(EditorPrefsItem<T> s)
{
return s.Value;
}
}
public class EditorPrefsString : EditorPrefsItem<string>
{
public EditorPrefsString(string key, string label, string defaultValue)
: base(key, label, defaultValue)
{
}
public override string Value
{
get { return EditorPrefs.GetString(Key, DefaultValue); }
set { EditorPrefs.SetString(Key, value); }
}
public override void Draw()
{
EditorGUIUtility.labelWidth = 100f;
Value = EditorGUILayout.TextField(Label, Value);
}
}
}
}
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FILE: Assets/ScreenShooter/Editor/Scripts/ScreenShooterSettings.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System.Collections.Generic;
using UnityEngine;
using Borodar.ScreenShooter.Configs;
using Borodar.ScreenShooter.Utils;
namespace Borodar.ScreenShooter
{
public class ScreenShooterSettings : ScriptableObject
{
private const string RELATIVE_PATH = "Editor/Data/ScreenShooterSettings.asset";
public Camera Camera;
public List<ScreenshotConfig> ScreenshotConfigs;
public string Tag;
public bool AppendTimestamp;
public string SaveFolder;
//---------------------------------------------------------------------
// Public
//---------------------------------------------------------------------
public static ScreenShooterSettings Load()
{
return EditorUtil.LoadFromAsset<ScreenShooterSettings>(RELATIVE_PATH);
}
}
}
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================================================
FILE: Assets/ScreenShooter/Editor/Scripts/ScreenShooterWindow.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using Borodar.ScreenShooter.Configs;
using Borodar.ScreenShooter.Utils;
using UnityEditor;
using UnityEngine;
using GameViewSizeType = Borodar.ScreenShooter.Utils.GameViewUtil.GameViewSizeType;
namespace Borodar.ScreenShooter
{
public class ScreenShooterWindow : EditorWindow
{
private static ScreenShooterSettings _settings;
private UnityEditorInternal.ReorderableList _list;
private static bool _isMakingScreenshotsNow;
private bool _hasErrors;
private Texture2D _takeButtonIcon;
private Texture2D _cameraIcon;
private Texture2D _configsIcon;
private Texture2D _folderIcon;
private Texture2D _takeButtonNormal;
private Texture2D _takeButtonActive;
private GUIStyle _buttonStyle;
//---------------------------------------------------------------------
// Messages
//---------------------------------------------------------------------
[MenuItem("Tools/Screen Shooter/Show Window")]
protected static void ShowWindow()
{
var window = (ScreenShooterWindow) GetWindow(typeof(ScreenShooterWindow));
window.autoRepaintOnSceneChange = true;
window.titleContent = new GUIContent("Screen Shooter");
window.Show();
}
[MenuItem("Tools/Screen Shooter/Take Screenshots &#s")]
private static void TakeScreenshotOnHotkey()
{
EditorCoroutine.Start(TakeScreenshots());
}
protected void OnEnable()
{
_cameraIcon = EditorUtil.GetCameraIcon();
_configsIcon = EditorUtil.GetConfigsIcon();
_folderIcon = EditorUtil.GetFolderIcon();
_takeButtonNormal = EditorUtil.GetButtonNormalTexture();
_takeButtonActive = EditorUtil.GetButtonActiveTexture();
_takeButtonIcon = EditorUtil.GetScreenshotsIcon();
// Reset button style, bcz it can be initialized only on GUI section
_buttonStyle = null;
_settings = ScreenShooterSettings.Load();
// Init reorderable list if required
_list = _list ?? ReorderableConfigsList.Create(_settings.ScreenshotConfigs, MenuItemHandler);
}
protected void OnGUI()
{
_hasErrors = false;
GUI.changed = false;
GUI.enabled = !_isMakingScreenshotsNow;
Undo.RecordObject(_settings, "ScreenShooter settings");
OnGUICameraInput();
OnGUIScreenshotConfigs();
OnGUISaveFolderInput();
OnGUITakeButton();
if (GUI.changed) EditorUtility.SetDirty(_settings);
}
//---------------------------------------------------------------------
// Helpers
//---------------------------------------------------------------------
private void OnGUICameraInput()
{
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
GUILayout.Label(_cameraIcon, GUILayout.Width(24));
GUILayout.Label("Camera", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
if (_settings.Camera == null) _settings.Camera = Camera.main;
_settings.Camera = (Camera)EditorGUILayout.ObjectField(_settings.Camera, typeof(Camera), true);
if (_settings.Camera == null)
{
EditorGUILayout.HelpBox("Camera is not selected.", MessageType.Error);
_hasErrors = true;
}
EditorGUILayout.Space();
}
private void OnGUIScreenshotConfigs()
{
EditorGUILayout.BeginHorizontal();
GUILayout.Label(_configsIcon, GUILayout.Width(24));
GUILayout.Label("Screenshots", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
_list.DoLayoutList();
EditorGUILayout.Space();
_settings.Tag = EditorGUILayout.TextField("Tag", _settings.Tag);
EditorGUILayout.Space();
_settings.AppendTimestamp = EditorGUILayout.Toggle("Timestamp", _settings.AppendTimestamp);
EditorGUILayout.Space();
}
private void OnGUISaveFolderInput()
{
EditorGUILayout.BeginHorizontal();
GUILayout.Label(_folderIcon, GUILayout.Width(24));
GUILayout.Label("Save To", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
_settings.SaveFolder = EditorGUILayout.TextField(_settings.SaveFolder);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUI.enabled &= Directory.Exists(_settings.SaveFolder);
if (GUILayout.Button("Show", GUILayout.ExpandWidth(false)))
{
Application.OpenURL("file://" + Path.GetFullPath(_settings.SaveFolder));
}
GUI.enabled = !_isMakingScreenshotsNow;
if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
{
_settings.SaveFolder = EditorUtility.SaveFolderPanel("Save screenshots to:", _settings.SaveFolder, string.Empty);
GUI.FocusControl("Browse");
}
EditorGUILayout.EndHorizontal();
if (string.IsNullOrEmpty(_settings.SaveFolder) || _settings.SaveFolder.IndexOfAny(Path.GetInvalidPathChars()) >= 0)
{
EditorGUILayout.HelpBox("Folder path is empty or contains invalid characters.", MessageType.Error);
_hasErrors = true;
}
EditorGUILayout.Space();
EditorGUILayout.Space();
}
private void OnGUITakeButton()
{
if (_buttonStyle == null)
{
_buttonStyle = new GUIStyle(GUI.skin.button)
{
normal = {background = _takeButtonNormal},
active = {background = _takeButtonActive}
};
}
GUI.enabled = !_hasErrors && !_isMakingScreenshotsNow;
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(_takeButtonIcon, _buttonStyle, GUILayout.Width(200f)))
{
EditorCoroutine.Start(TakeScreenshots());
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
[SuppressMessage("ReSharper", "PossibleLossOfFraction")]
private static IEnumerator TakeScreenshots()
{
_isMakingScreenshotsNow = true;
var currentIndex = GameViewUtil.GetCurrentSizeIndex();
// Slow down and unpause editor if required
var paused = EditorApplication.isPaused;
var timeScale = Time.timeScale;
try
{
EditorApplication.isPaused = false;
Time.timeScale = 0.001f;
var configsCount = _settings.ScreenshotConfigs.Count;
for (var i = 0; i < configsCount; i++)
{
var data = _settings.ScreenshotConfigs[i];
// Show progress
var info = (i + 1) + " / " + configsCount + " - " + data.Name;
EditorUtility.DisplayProgressBar("Taking Screenshots", info, (float) (i + 1)/configsCount);
// apply custom resolution for game view
var sizeType = GameViewSizeType.FixedResolution;
var sizeGroupType = GameViewUtil.GetCurrentGroupType();
var sizeName = "scr_" + data.Width + "x" + data.Height;
if (!GameViewUtil.IsSizeExist(sizeGroupType, sizeName))
{
GameViewUtil.AddCustomSize(sizeType, sizeGroupType, data.Width, data.Height, sizeName);
}
var index = GameViewUtil.FindSizeIndex(sizeGroupType, sizeName);
GameViewUtil.SetSizeByIndex(index);
// add some delay while applying changes
var lastFrameTime = EditorApplication.timeSinceStartup;
while (EditorApplication.timeSinceStartup - lastFrameTime < 0.1f) yield return null;
ScreenshotUtil.TakeScreenshot(_settings, data);
// just clean it up
GameViewUtil.RemoveCustomSize(sizeGroupType, index);
}
}
finally
{
// Restore pause state and time scale
EditorApplication.isPaused = paused;
Time.timeScale = timeScale;
GameViewUtil.SetSizeByIndex(currentIndex);
EditorUtility.ClearProgressBar();
_isMakingScreenshotsNow = false;
}
}
private void MenuItemHandler(object target)
{
_settings.ScreenshotConfigs.Add(target as ScreenshotConfig);
}
}
}
================================================
FILE: Assets/ScreenShooter/Editor/Scripts/ScreenShooterWindow.cs.meta
================================================
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================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorCoroutine.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System.Collections;
using UnityEditor;
namespace Borodar.ScreenShooter.Utils
{
public class EditorCoroutine
{
//---------------------------------------------------------------------
// Static
//---------------------------------------------------------------------
public static EditorCoroutine Start(IEnumerator _routine)
{
EditorCoroutine coroutine = new EditorCoroutine(_routine);
coroutine.Start();
return coroutine;
}
public static EditorCoroutine StartManual(IEnumerator _routine)
{
var coroutine = new EditorCoroutine(_routine);
return coroutine;
}
//---------------------------------------------------------------------
// Instance
//---------------------------------------------------------------------
private readonly IEnumerator _routine;
private EditorCoroutine(IEnumerator routine)
{
_routine = routine;
}
protected void Start()
{
EditorApplication.update += Update;
}
protected void Stop()
{
EditorApplication.update -= Update;
}
protected void Update()
{
if (!_routine.MoveNext()) Stop();
}
}
}
================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorCoroutine.cs.meta
================================================
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================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorUtil.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Borodar.ScreenShooter.Utils
{
public static class EditorUtil
{
private const string LOAD_ASSET_ERROR_MSG = "Could not load {0}\n" +
"Did you move the \"ScreenShooter\" folder around in your project? " +
"Go to \"Preferences -> ScreenShooter\" and update the location of the asset.";
//---------------------------------------------------------------------
// Public
//---------------------------------------------------------------------
public static T LoadFromAsset<T>(string relativePath) where T : UnityEngine.Object
{
var assetPath = Path.Combine(ScreenShooterPrefs.HomeFolder, relativePath);
var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
if (!asset) Debug.LogError(string.Format(LOAD_ASSET_ERROR_MSG, assetPath));
return asset;
}
//---------------------------------------------------------------------
// Textures
//---------------------------------------------------------------------
public static Texture2D GetTexture(string filename)
{
var skinFolder = (EditorGUIUtility.isProSkin) ? "Professional/" : "Personal/";
return LoadFromAsset<Texture2D>("Editor/Textures/" + skinFolder + filename);
}
public static Texture2D GetCameraIcon()
{
return GetTexture("CameraIcon.png");
}
public static Texture2D GetConfigsIcon()
{
return GetTexture("ConfigsIcon.png");
}
public static Texture2D GetFolderIcon()
{
return GetTexture("FolderIcon.png");
}
public static Texture2D GetScreenshotsIcon()
{
return GetTexture("TakeScreenshotsIcon.png");
}
public static Texture2D GetButtonNormalTexture()
{
return GetTexture("TakeButtonNormal.png");
}
public static Texture2D GetButtonActiveTexture()
{
return GetTexture("TakeButtonActive.png");
}
}
}
================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorUtil.cs.meta
================================================
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================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/GameViewUtil.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System;
using System.Reflection;
using UnityEditor;
namespace Borodar.ScreenShooter.Utils
{
public static class GameViewUtil
{
private static readonly object _gameViewSizesInstance;
private static readonly MethodInfo _getGroup;
//---------------------------------------------------------------------
// Constructor
//---------------------------------------------------------------------
static GameViewUtil()
{
var sizesType = typeof (Editor).Assembly.GetType("UnityEditor.GameViewSizes");
var singleType = typeof (ScriptableSingleton<>).MakeGenericType(sizesType);
var instanceProp = singleType.GetProperty("instance");
_getGroup = sizesType.GetMethod("GetGroup");
_gameViewSizesInstance = instanceProp.GetValue(null, null);
}
//---------------------------------------------------------------------
// Public
//---------------------------------------------------------------------
public static void SetSizeByIndex(int index)
{
var gameViewType = typeof (Editor).Assembly.GetType("UnityEditor.GameView");
var gameViewWindow = EditorWindow.GetWindow(gameViewType);
gameViewType.GetMethod("SizeSelectionCallback", BindingFlags.Public | BindingFlags.Instance).Invoke(gameViewWindow, new object[] { index, null });
}
public static void AddCustomSize(GameViewSizeType viewSizeType, GameViewSizeGroupType sizeGroupType, int width, int height, string text)
{
var group = GetGroup(sizeGroupType);
var addCustomSize = _getGroup.ReturnType.GetMethod("AddCustomSize");
var gameViewSize = typeof (Editor).Assembly.GetType("UnityEditor.GameViewSize");
var gameViewSizeType = typeof (Editor).Assembly.GetType("UnityEditor.GameViewSizeType");
var ctor = gameViewSize.GetConstructor(new Type[] {gameViewSizeType, typeof (int), typeof (int), typeof (string)});
var newSize = ctor.Invoke(new object[] {(int) viewSizeType, width, height, text});
addCustomSize.Invoke(group, new object[] {newSize});
}
public static void RemoveCustomSize(GameViewSizeGroupType sizeGroupType, int index)
{
var group = GetGroup(sizeGroupType);
var addCustomSize = _getGroup.ReturnType.GetMethod("RemoveCustomSize");
addCustomSize.Invoke(group, new object[] { index });
}
public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, string text)
{
var group = GetGroup(sizeGroupType);
var getDisplayTexts = group.GetType().GetMethod("GetDisplayTexts");
var displayTexts = getDisplayTexts.Invoke(group, null) as string[];
for (var i = 0; i < displayTexts.Length; i++)
{
var display = displayTexts[i];
// the text we get is "Name (W:H)" if the size has a name, or just "W:H" e.g. 16:9
// so if we're querying a custom size text we substring to only get the name
// You could see the outputs by just logging
// Debug.Log(display);
var pren = display.IndexOf('(');
// -1 to remove the space that's before the prens. This is very implementation-depdenent
if (pren != -1) display = display.Substring(0, pren - 1);
if (display == text)
return i;
}
return -1;
}
public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, int width, int height)
{
var group = GetGroup(sizeGroupType);
var groupType = group.GetType();
var getBuiltinCount = groupType.GetMethod("GetBuiltinCount");
var getCustomCount = groupType.GetMethod("GetCustomCount");
var sizesCount = (int)getBuiltinCount.Invoke(group, null) + (int)getCustomCount.Invoke(group, null);
var getGameViewSize = groupType.GetMethod("GetGameViewSize");
var gvsType = getGameViewSize.ReturnType;
var widthProp = gvsType.GetProperty("width");
var heightProp = gvsType.GetProperty("height");
var indexValue = new object[1];
for (var i = 0; i < sizesCount; i++)
{
indexValue[0] = i;
var size = getGameViewSize.Invoke(group, indexValue);
var sizeWidth = (int)widthProp.GetValue(size, null);
var sizeHeight = (int)heightProp.GetValue(size, null);
if (sizeWidth == width && sizeHeight == height)
return i;
}
return -1;
}
public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, string text)
{
return FindSizeIndex(sizeGroupType, text) != -1;
}
public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, int width, int height)
{
return FindSizeIndex(sizeGroupType, width, height) != -1;
}
public static object GetGroup(GameViewSizeGroupType type)
{
return _getGroup.Invoke(_gameViewSizesInstance, new object[] {(int) type});
}
public static GameViewSizeGroupType GetCurrentGroupType()
{
var getCurrentGroupTypeProp = _gameViewSizesInstance.GetType().GetProperty("currentGroupType");
return (GameViewSizeGroupType)(int)getCurrentGroupTypeProp.GetValue(_gameViewSizesInstance, null);
}
public static int GetCurrentSizeIndex()
{
var gameViewType = typeof(Editor).Assembly.GetType("UnityEditor.GameView");
var selectedSizeIndexProp = gameViewType.GetProperty("selectedSizeIndex", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
var gameViewWindow = EditorWindow.GetWindow(gameViewType);
return (int) selectedSizeIndexProp.GetValue(gameViewWindow, null);
}
//---------------------------------------------------------------------
// Nested
//---------------------------------------------------------------------
public enum GameViewSizeType
{
AspectRatio,
FixedResolution
}
}
}
================================================
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================================================
FILE: Assets/ScreenShooter/Editor/Scripts/Util/ScreenshotUtil.cs
================================================
/*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
* the License.
*/
using System;
using System.IO;
using Borodar.ScreenShooter.Configs;
using UnityEngine;
namespace Borodar.ScreenShooter.Utils
{
public static class ScreenshotUtil
{
public static void TakeScreenshot(ScreenShooterSettings settings, ScreenshotConfig config)
{
var suffix = settings.AppendTimestamp ? "." + DateTime.Now.ToString("yyyyMMddHHmmssfff") : "";
TakeScreenshot(settings.Camera, settings.SaveFolder, settings.Tag, suffix, config);
}
public static void TakeScreenshot(Camera camera, string folderName, string prefix, string suffix, ScreenshotConfig screenshotConfig)
{
var scrTexture = new Texture2D(screenshotConfig.Width, screenshotConfig.Height, TextureFormat.RGB24, false);
var scrRenderTexture = new RenderTexture(scrTexture.width, scrTexture.height, 24);
var camRenderTexture = camera.targetTexture;
camera.targetTexture = scrRenderTexture;
camera.Render();
camera.targetTexture = camRenderTexture;
RenderTexture.active = scrRenderTexture;
scrTexture.ReadPixels(new Rect(0, 0, scrTexture.width, scrTexture.height), 0, 0);
scrTexture.Apply();
SaveTextureAsFile(scrTexture, folderName, prefix, suffix, screenshotConfig);
}
public static void SaveTextureAsFile(Texture2D texture, string folder, string prefix, string suffix, ScreenshotConfig screenshotConfig)
{
byte[] bytes;
string extension;
switch (screenshotConfig.Type)
{
case ScreenshotConfig.Format.PNG:
bytes = texture.EncodeToPNG();
extension = ".png";
break;
case ScreenshotConfig.Format.JPG:
bytes = texture.EncodeToJPG();
extension = ".jpg";
break;
default:
throw new ArgumentOutOfRangeException();
}
var fileName = prefix + screenshotConfig.Name + "." + screenshotConfig.Width + "x" + screenshotConfig.Height + suffix;
var imageFilePath = folder + "/" + MakeValidFileName(fileName + extension);
// ReSharper disable once PossibleNullReferenceException
(new FileInfo(imageFilePath)).Directory.Create();
File.WriteAllBytes(imageFilePath, bytes);
Debug.Log("Image saved to: " + imageFilePath);
}
private static string MakeValidFileName(string name)
{
var invalidChars = System.Text.RegularExpressions.Regex.Escape(new string(Path.GetInvalidFileNameChars()));
var invalidRegStr = string.Format(@"([{0}]*\.+$)|([{0}]+)", invalidChars);
return System.Text.RegularExpressions.Regex.Replace(name, invalidRegStr, "_");
}
}
}
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gitextract_7clwo7l9/ ├── .gitignore ├── Assets/ │ ├── Plugins/ │ │ ├── Editor/ │ │ │ ├── JetBrains/ │ │ │ │ └── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll.meta │ │ │ └── JetBrains.meta │ │ └── Editor.meta │ ├── Plugins.meta │ ├── ScreenShooter/ │ │ ├── Demo/ │ │ │ ├── DemoScene.unity │ │ │ ├── DemoScene.unity.meta │ │ │ ├── Materials/ │ │ │ │ ├── CubeMaterial.mat │ │ │ │ ├── CubeMaterial.mat.meta │ │ │ │ ├── LogoMaterial.mat │ │ │ │ ├── LogoMaterial.mat.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── borodar_logo_512.mat │ │ │ │ │ └── borodar_logo_512.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── PlaneMaterial.mat │ │ │ │ ├── PlaneMaterial.mat.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── blue_128.png.meta │ │ │ │ │ ├── borodar_logo_512.png.meta │ │ │ │ │ └── white_128.png.meta │ │ │ │ └── Textures.meta │ │ │ ├── Materials.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Rotator.cs │ │ │ │ └── Rotator.cs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Sprites/ │ │ │ │ └── borodar_logo_128.png.meta │ │ │ └── Sprites.meta │ │ ├── Demo.meta │ │ ├── Editor/ │ │ │ ├── Data/ │ │ │ │ ├── ScreenShooterSettings.asset │ │ │ │ └── ScreenShooterSettings.asset.meta │ │ │ ├── Data.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Configs/ │ │ │ │ │ ├── PredefinedConfigs.cs │ │ │ │ │ ├── PredefinedConfigs.cs.meta │ │ │ │ │ ├── ReorderableConfigsList.cs │ │ │ │ │ ├── ReorderableConfigsList.cs.meta │ │ │ │ │ ├── ScreenshotConfig.cs │ │ │ │ │ └── ScreenshotConfig.cs.meta │ │ │ │ ├── Configs.meta │ │ │ │ ├── Info/ │ │ │ │ │ ├── AssetInfo.cs │ │ │ │ │ └── AssetInfo.cs.meta │ │ │ │ ├── Info.meta │ │ │ │ ├── Prefs/ │ │ │ │ │ ├── ScreenShooterPrefs.cs │ │ │ │ │ └── ScreenShooterPrefs.cs.meta │ │ │ │ ├── Prefs.meta │ │ │ │ ├── ScreenShooterSettings.cs │ │ │ │ ├── ScreenShooterSettings.cs.meta │ │ │ │ ├── ScreenShooterWindow.cs │ │ │ │ ├── ScreenShooterWindow.cs.meta │ │ │ │ ├── Util/ │ │ │ │ │ ├── EditorCoroutine.cs │ │ │ │ │ ├── EditorCoroutine.cs.meta │ │ │ │ │ ├── EditorUtil.cs │ │ │ │ │ ├── EditorUtil.cs.meta │ │ │ │ │ ├── GameViewUtil.cs │ │ │ │ │ ├── GameViewUtil.cs.meta │ │ │ │ │ ├── ScreenshotUtil.cs │ │ │ │ │ └── ScreenshotUtil.cs.meta │ │ │ │ └── Util.meta │ │ │ ├── Scripts.meta │ │ │ ├── Textures/ │ │ │ │ ├── Personal/ │ │ │ │ │ ├── CameraIcon.png.meta │ │ │ │ │ ├── ConfigsIcon.png.meta │ │ │ │ │ ├── FolderIcon.png.meta │ │ │ │ │ ├── TakeButtonActive.png.meta │ │ │ │ │ ├── TakeButtonNormal.png.meta │ │ │ │ │ └── TakeScreenshotsIcon.png.meta │ │ │ │ ├── Personal.meta │ │ │ │ ├── Professional/ │ │ │ │ │ ├── CameraIcon.png.meta │ │ │ │ │ ├── ConfigsIcon.png.meta │ │ │ │ │ ├── FolderIcon.png.meta │ │ │ │ │ ├── TakeButtonActive.png.meta │ │ │ │ │ ├── TakeButtonNormal.png.meta │ │ │ │ │ └── TakeScreenshotsIcon.png.meta │ │ │ │ └── Professional.meta │ │ │ └── Textures.meta │ │ ├── Editor.meta │ │ └── QuickStart.pdf.meta │ └── ScreenShooter.meta ├── LICENSE ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ └── VFXManager.asset └── README.md
SYMBOL INDEX (65 symbols across 12 files)
FILE: Assets/ScreenShooter/Demo/Scripts/Rotator.cs
class Rotator (line 19) | public class Rotator : MonoBehaviour
method Update (line 23) | protected void Update () {
FILE: Assets/ScreenShooter/Editor/Scripts/Configs/PredefinedConfigs.cs
class PredefinedConfigs (line 17) | public class PredefinedConfigs
FILE: Assets/ScreenShooter/Editor/Scripts/Configs/ReorderableConfigsList.cs
class ReorderableConfigsList (line 23) | public static class ReorderableConfigsList
method Create (line 27) | [SuppressMessage("ReSharper", "UseObjectOrCollectionInitializer")]
FILE: Assets/ScreenShooter/Editor/Scripts/Configs/ScreenshotConfig.cs
class ScreenshotConfig (line 19) | [Serializable]
method ScreenshotConfig (line 27) | public ScreenshotConfig() {}
method ScreenshotConfig (line 29) | public ScreenshotConfig(string name, int width, int height, Format type)
type Format (line 41) | public enum Format
FILE: Assets/ScreenShooter/Editor/Scripts/Info/AssetInfo.cs
class AssetInfo (line 17) | public class AssetInfo
FILE: Assets/ScreenShooter/Editor/Scripts/Prefs/ScreenShooterPrefs.cs
class ScreenShooterPrefs (line 21) | public class ScreenShooterPrefs
method EditorPreferences (line 33) | [PreferenceItem(AssetInfo.NAME)]
class EditorPrefsItem (line 61) | public abstract class EditorPrefsItem<T>
method EditorPrefsItem (line 67) | protected EditorPrefsItem(string key, string label, T defaultValue)
method Draw (line 80) | public abstract void Draw();
class EditorPrefsString (line 88) | public class EditorPrefsString : EditorPrefsItem<string>
method EditorPrefsString (line 90) | public EditorPrefsString(string key, string label, string defaultValue)
method Draw (line 101) | public override void Draw()
FILE: Assets/ScreenShooter/Editor/Scripts/ScreenShooterSettings.cs
class ScreenShooterSettings (line 22) | public class ScreenShooterSettings : ScriptableObject
method Load (line 36) | public static ScreenShooterSettings Load()
FILE: Assets/ScreenShooter/Editor/Scripts/ScreenShooterWindow.cs
class ScreenShooterWindow (line 26) | public class ScreenShooterWindow : EditorWindow
method ShowWindow (line 47) | [MenuItem("Tools/Screen Shooter/Show Window")]
method TakeScreenshotOnHotkey (line 56) | [MenuItem("Tools/Screen Shooter/Take Screenshots &#s")]
method OnEnable (line 62) | protected void OnEnable()
method OnGUI (line 80) | protected void OnGUI()
method OnGUICameraInput (line 100) | private void OnGUICameraInput()
method OnGUIScreenshotConfigs (line 119) | private void OnGUIScreenshotConfigs()
method OnGUISaveFolderInput (line 136) | private void OnGUISaveFolderInput()
method OnGUITakeButton (line 173) | private void OnGUITakeButton()
method TakeScreenshots (line 198) | [SuppressMessage("ReSharper", "PossibleLossOfFraction")]
method MenuItemHandler (line 258) | private void MenuItemHandler(object target)
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorCoroutine.cs
class EditorCoroutine (line 20) | public class EditorCoroutine
method Start (line 26) | public static EditorCoroutine Start(IEnumerator _routine)
method StartManual (line 33) | public static EditorCoroutine StartManual(IEnumerator _routine)
method EditorCoroutine (line 45) | private EditorCoroutine(IEnumerator routine)
method Start (line 50) | protected void Start()
method Stop (line 54) | protected void Stop()
method Update (line 59) | protected void Update()
FILE: Assets/ScreenShooter/Editor/Scripts/Util/EditorUtil.cs
class EditorUtil (line 21) | public static class EditorUtil
method LoadFromAsset (line 31) | public static T LoadFromAsset<T>(string relativePath) where T : UnityE...
method GetTexture (line 43) | public static Texture2D GetTexture(string filename)
method GetCameraIcon (line 49) | public static Texture2D GetCameraIcon()
method GetConfigsIcon (line 54) | public static Texture2D GetConfigsIcon()
method GetFolderIcon (line 59) | public static Texture2D GetFolderIcon()
method GetScreenshotsIcon (line 64) | public static Texture2D GetScreenshotsIcon()
method GetButtonNormalTexture (line 69) | public static Texture2D GetButtonNormalTexture()
method GetButtonActiveTexture (line 74) | public static Texture2D GetButtonActiveTexture()
FILE: Assets/ScreenShooter/Editor/Scripts/Util/GameViewUtil.cs
class GameViewUtil (line 21) | public static class GameViewUtil
method GameViewUtil (line 30) | static GameViewUtil()
method SetSizeByIndex (line 43) | public static void SetSizeByIndex(int index)
method AddCustomSize (line 50) | public static void AddCustomSize(GameViewSizeType viewSizeType, GameVi...
method RemoveCustomSize (line 61) | public static void RemoveCustomSize(GameViewSizeGroupType sizeGroupTyp...
method FindSizeIndex (line 68) | public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, s...
method FindSizeIndex (line 89) | public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, i...
method IsSizeExist (line 113) | public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, st...
method IsSizeExist (line 118) | public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, in...
method GetGroup (line 123) | public static object GetGroup(GameViewSizeGroupType type)
method GetCurrentGroupType (line 128) | public static GameViewSizeGroupType GetCurrentGroupType()
method GetCurrentSizeIndex (line 134) | public static int GetCurrentSizeIndex()
type GameViewSizeType (line 146) | public enum GameViewSizeType
FILE: Assets/ScreenShooter/Editor/Scripts/Util/ScreenshotUtil.cs
class ScreenshotUtil (line 22) | public static class ScreenshotUtil
method TakeScreenshot (line 24) | public static void TakeScreenshot(ScreenShooterSettings settings, Scre...
method TakeScreenshot (line 30) | public static void TakeScreenshot(Camera camera, string folderName, st...
method SaveTextureAsFile (line 47) | public static void SaveTextureAsFile(Texture2D texture, string folder,...
method MakeValidFileName (line 76) | private static string MakeValidFileName(string name)
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About this extraction
This page contains the full source code of the PhannGor/Screen-Shooter GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 95 files (243.1 KB), approximately 92.9k tokens, and a symbol index with 65 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.