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@@ -229,10 +229,10 @@ namespace GFGGame
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TryRemoveAnimationObj(parentObj, aniObjName);
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string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
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GameObject gameObject = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
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- // if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
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- // {
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- // gameObject.layer = 3;//设置bg层
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- // }
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+ if (itemCfg.subType == (int)ConstDressUpItemType.BEI_JING)
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+ {
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+ gameObject.layer = LayerMask.NameToLayer("Bg"); ;//设置bg层
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+ }
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if (itemCfg.isAni > 0 && showAni)
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{
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AddAnimationObj(res, aniObjName, parentObj, sortingOrder);
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@@ -450,13 +450,13 @@ namespace GFGGame
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public static NTexture GetPrintscreenNTexture(Camera camera)
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{
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Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
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- RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, 0);//创建一个RenderTexture对象
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+ RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, -1);//创建一个RenderTexture对象
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// camera.gameObject.SetActive(true);//启用截图相机
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camera.targetTexture = render;//设置截图相机的targetTexture为render
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camera.Render();//手动开启截图相机的渲染
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- RenderTexture.active = render;//激活RenderTexture
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+ RenderTexture.active = render;//激活RenderTexture
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Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
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tex.ReadPixels(rect, 0, 0);//读取像素
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tex.Apply();//保存像素信息
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@@ -464,7 +464,7 @@ namespace GFGGame
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camera.targetTexture = null;//重置截图相机的targetTexture
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RenderTexture.active = null;//关闭RenderTexture的激活状态
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Object.Destroy(render);//删除RenderTexture对象
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- // camera.gameObject.SetActive(false);
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+ // camera.gameObject.SetActive(true);
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return new NTexture(tex);
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