範例檔提供AR開發步驟與實作會使用到的模型
2016年10月29日 星期六
[Unity 3D] 透過php檔案存取MySql資料庫
網頁部分
安裝完成後,找到在此路徑下C:\xampp\htdocs放要執行SQL語法的網頁,如下:此範例圖示.php的檔案內容,內容是新增一筆資料到MySQL資料庫,完成後將檔案儲存在C:\xampp\htdocs底下。
Unity 部分
讀取資料
using UnityEngine;
using System.Collections;
using System.IO;
using System.Net;
using UnityEngine.UI;
public class rankingboard : MonoBehaviour
{
public string url; //url是指要連結的php檔案位置,此範例為127.0.0.1/select.php
HttpWebRequest request;
void Update()
{
StartCoroutine (reflashboard ());
}
IEnumerator reflashboard()
{
yield return new WaitForSeconds (2f);
request = (HttpWebRequest)WebRequest.Create(url);
//request.Method = "POST";
request.ContentType = "application/x-www-form-urlencoded";
WebResponse response = request.GetResponse();
Stream stream = response.GetResponseStream();
StreamReader sr = new StreamReader(stream);
rankinginfo = sr.ReadToEnd();
string[] word = rankinginfo.Trim().Split(',');
//word[0]就是讀到的第一筆資料
}
}
新增,刪除,修改資料(要執行那一個功能,是根據連結到的php檔案是執行刪除的sql語法還是刪除或修改的sql語法)using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Net;
public class ButtonClick : MonoBehaviour {
{
public string url; //url是指要連結的php檔案位置,此範例為127.0.0.1/insert.php
void Update()
{
WWWForm form = new WWWForm ();
form.AddField ("score", score.ToString ()); //score是php檔案內的$_POST['score'],單引號內的變數
form.AddField ("groups", team_name); //groups是$_POST['groups'],單引號內的變數
for (int i = 0; i < DBcolumn.Length; i++)
{
form.AddField (DBcolumn[i], inputfield[i].text);
}
WWW www = new WWW (url, form);
StartCoroutine (updatesco (www));
}
IEnumerator (updatesco (WWW www){
yield return www;
}
}
沒有範例
[Unity 3D] 白板功能(切換筆色,清除和恢復筆畫)和擷取螢幕畫面
結果呈現如下:
SCREEN SHOT : Unity 3D目前螢幕擷取方式有兩種
第一種 :
使用Unity 3D現成的Application.CaptureScreenshot("pic.png")函式來完成螢幕畫面的擷取,圖片儲存路徑預設為Application.persistentDataPath
第二種 :
使用ReadPixel的方式來完成螢幕畫面的擷取,程式碼如下:
public Camera mainCamera;
IEnumerator ScreenCapture() {
//在擷取畫面之前請等到所有的Camera都Render完
yield return new WaitForEndOfFrame();
Texture2D texture = new Texture2D((int)mainCamera.pixelWidth, (int)mainCamera.pixelHeight);
//擷取全部畫面的資訊
texture.ReadPixels(new Rect(0, 0, (int)mainCamera.pixelWidth, (int)mainCamera.pixelHeight),0,0, false);
texture.Apply();
}
螢幕擷取後,儲存圖片:
void SaveTextureToFile(Texture2D texture, string fileName) {
byte[] bytes = texture.EncodeToPNG();
string filePath = Application.dataPath + "/" + fileName + ".png";
using (FileStream fs = File.Open(filePath, FileMode.Create)) {
BinaryWriter binary = new BinaryWriter(fs);
binary.Write(bytes);
}
}
程式碼參考自 -> http://www.iverv.com/2014/04/unityscreenshot.html
螢幕畫面擷取後儲存的路徑分類:
Application.dataPath
建議視窗開發中用的路徑:
windows: /Assets
IPone: Application/???/Name.app/Data
Android: /data/app/Name.apk
Application.persistentDataPath
Contains the path to a persistent data directory (Read Only).
平台中的公開目錄,文件持久性的保存不會因為應用程式更新或升級而刪除
windows: C:/Users/xxxx/AppData/LocalLow/CompanyName/ProductName
IPone: Application/???/Documents
Android: /data/data/Name/files
Application.streamingAssetsPath
專案目錄下面的 Assets/StreamingAssets
windows: /Assets/StreamingAssets
IPone: Application/???/Name.app/Data/Raw
Android: jar:file:///data/app/Name.apk/!/assets
Application.temporaryCachePath
Contains the path to a temporary data / cache directory (Read Only).
平台的快取儲存路徑
windows: C:/Users/xxxx/AppData/Local/Temp/CompanyName/ProductName
IPone: Application/???/Library/Caches
Android: /data/data/Name/cache
訂閱:
意見 (Atom)


