diff --git a/Assets/Scripts/App.cs b/Assets/Scripts/App.cs index 17bf3af8..7baffbff 100644 --- a/Assets/Scripts/App.cs +++ b/Assets/Scripts/App.cs @@ -54,7 +54,7 @@ public static class App public static IDictionary TextureCache = new Dictionary(); public static Texture CurrentUserHeadTexture; public static RouteResult routeResult;//骑行记录向骑行场景传值 - public static Texture DefaultRotateTexture; + public static Texture DefaultRotateTexture { get; set; } //全局用 输入框或者下拉框修改标志位 public static bool isChanged { get; set; } public static string notifyContent { get; internal set; } diff --git a/Assets/Scripts/Scenes/LoginController.cs b/Assets/Scripts/Scenes/LoginController.cs index ed803880..531aff18 100644 --- a/Assets/Scripts/Scenes/LoginController.cs +++ b/Assets/Scripts/Scenes/LoginController.cs @@ -611,7 +611,7 @@ public class LoginController : BaseScene //} Debug.Log(JsonConvert.SerializeObject(locationInfo)); var i = await ConfigHelper.thirdPartApi.GetMapImage(locationInfo); - var t = new Texture2D(4, 4,TextureFormat.DXT5, false); + var t = new Texture2D(2, 2, TextureFormat.DXT5, false); if (t.LoadImage(Utils.StreamToBytes(i))) { Debug.Log("成功"); diff --git a/Assets/Scripts/Utils/Utils.cs b/Assets/Scripts/Utils/Utils.cs index 865af9fe..2ffb8dae 100644 --- a/Assets/Scripts/Utils/Utils.cs +++ b/Assets/Scripts/Utils/Utils.cs @@ -432,10 +432,29 @@ namespace Assets.Scripts } /*获取最顶层对象*/ /*Texture相关*/ + public static Texture2D DeCompress(this Texture2D source) + { + RenderTexture renderTex = RenderTexture.GetTemporary( + source.width, + source.height, + 0, + RenderTextureFormat.Default, + RenderTextureReadWrite.Linear); + + Graphics.Blit(source, renderTex); + RenderTexture previous = RenderTexture.active; + RenderTexture.active = renderTex; + Texture2D readableText = new Texture2D(source.width, source.height); + readableText.ReadPixels(new Rect(0, 0, renderTex.width, renderTex.height), 0, 0); + readableText.Apply(); + RenderTexture.active = previous; + RenderTexture.ReleaseTemporary(renderTex); + return readableText; + } public static void WriteTextureToPlayerPrefs(string tag, Texture2D tex) { // if texture is png otherwise you can use tex.EncodeToJPG(). - byte[] texByte = tex.EncodeToPNG(); + byte[] texByte = tex.DeCompress().EncodeToJPG(); // convert byte array to base64 string string base64Tex = System.Convert.ToBase64String(texByte); diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 999e430b..c5b8a1b5 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,8 +6,8 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/Login-Mobile.unity - guid: 4be878da00cf764499988cf403faf94d + path: Assets/Scenes/Login.unity + guid: 6dce3e17997730b4492f91dd8fede429 - enabled: 1 path: Assets/Scenes/MainScene.unity guid: ab586a3c1bacd4a48a55178eb06fe0cc diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 58b8c691..5cd18725 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -180,7 +180,7 @@ PlayerSettings: Android: com.ZhiXingPai.PowerFunUnity buildNumber: iPhone: 2.0.7.0 - AndroidBundleVersionCode: 9 + AndroidBundleVersionCode: 10 AndroidMinSdkVersion: 24 AndroidTargetSdkVersion: 30 AndroidPreferredInstallLocation: 1