Jelajahi Sumber

1.适配ios,移动目标ios移动问题,dll更新。流程更新

slambb 4 bulan lalu
induk
melakukan
8b871c95db

TEMPAT SAMPAH
Assets/AddressableAssetsData/iOS/addressables_content_state.bin


+ 1 - 1
Assets/AddressableAssetsData/link.xml.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: f2a0412ecc16c0a49b3137f278db2fea
+guid: 6cc10ccbbbebde34da3996ce9ecea448
 TextScriptImporter:
   externalObjects: {}
   userData: 

TEMPAT SAMPAH
Assets/InfraredProject/uvc/UVCInfrared.dll


+ 10 - 10
Assets/ShotSimulator/Scripts/Main.cs

@@ -59,7 +59,7 @@ namespace ShotSimulator
 #if UNITY_EDITOR
             if (Input.GetKeyDown(KeyCode.U))
             {
-                //模拟拉栓
+                //妯℃嫙鎷夋爴
                 List<byte> data = new List<byte>();
                 data.Add(0x60);
                 data.Add(0x00);
@@ -69,7 +69,7 @@ namespace ShotSimulator
             }
             if (Input.GetKeyUp(KeyCode.U))
             {
-                //模拟拉栓
+                //妯℃嫙鎷夋爴
                 List<byte> data = new List<byte>();
                 data.Add(0x60);
                 data.Add(0x01);
@@ -92,7 +92,7 @@ namespace ShotSimulator
             if (BluetoothAim.ins) {
                 BluetoothAim.ins.OnBleDeviceState += TrainTaskLoader.GetInstance().ChangedMagazineStatus;
                 BluetoothAim.ins.OnDeviceAndSystemInfoEvent += OnDeviceAndSystemInfoEvent;
-                //获取一次响应的信息
+                //鑾峰彇涓€娆″搷搴旂殑淇℃伅
                 BluetoothAim.ins.GetDeviceAndSystemInfoEvent();
             }
            // UserManager.GetInstance().Login(LoginCallBack);
@@ -100,21 +100,21 @@ namespace ShotSimulator
 
         float _lastShootTime = 0;
         /// <summary>
-        /// 添加一个设计间隔,防止多次触发
+        /// 娣诲姞涓€涓��璁¢棿闅旓紝闃叉�澶氭�瑙﹀彂
         /// </summary>
         /// <param name="speed"></param>
         private void MainShoot(float speed) {
             if (CurrentFirearmDevice == FirearmDeviceType.M416)
             {
-                //Rifle M416在训练游戏(新)中,要响应连发,APP正常响应蓝牙发过来的射击命令
+                //Rifle M416鍦ㄨ�缁冩父鎴�(鏂�)涓�紝瑕佸搷搴旇繛鍙戯紝APP姝e父鍝嶅簲钃濈墮鍙戣繃鏉ョ殑灏勫嚮鍛戒护
                 VirtualMouse.GetInstance().OnShooting(speed);
                 TrainTaskLoader.GetInstance().Shoot(speed);
             }
             else {
-                //Pisto1M17在新游戏中保持和M9一样的功能
-                //枪情况下间隔时间0.2,弓箭按0.5
+                //Pisto1M17鍦ㄦ柊娓告垙涓�繚鎸佸拰M9涓€鏍风殑鍔熻兘
+                //鏋�儏鍐典笅闂撮殧鏃堕棿0.2锛屽紦绠�寜0.5
                 float interval = GlobalData.MyDeviceMode == DeviceMode.Gun ? 0.2f : 0.5f;
-                //加个间隔
+                //鍔犱釜闂撮殧
                 if (Time.realtimeSinceStartup - _lastShootTime < interval) return;
                 _lastShootTime = Time.realtimeSinceStartup;
                 VirtualMouse.GetInstance().OnShooting(speed);
@@ -143,12 +143,12 @@ namespace ShotSimulator
             InfraredDemo._ins.SetAdjustPointsOffset(PlayerType.FirstPlayer);
         }
 
-        #region 接入训练游戏时候添加
+        #region 鎺ュ叆璁�粌娓告垙鏃跺€欐坊鍔�
         public FirearmDeviceType CurrentFirearmDevice;
 
         public void OnDeviceAndSystemInfoEvent(ConnectPlatform connectPlatform, BluetoothDeviceType bleDeviceType)
         {
-            Debug.Log("[Main]OnDeviceAndSystemInfoEvent:" + connectPlatform + ",bleDeviceType:" + bleDeviceType);
+            Debug.Log("[Main]OnDeviceAndSystemInfoEvent锛�" + connectPlatform + ",bleDeviceType锛�" + bleDeviceType);
             //CurrentFirearmDevice = FirearmDeviceType.M416;
             switch (bleDeviceType)
             {

+ 1 - 2
Assets/ShotSimulator/Scripts/Test/VirtualMouse.cs

@@ -53,9 +53,8 @@ public class VirtualMouse : MonoSingleton<VirtualMouse>
         m_pointerEvent = new PointerEventData(m_eventSystem);
         m_pointerEvent.button = PointerEventData.InputButton.Left;
 
-#if UNITY_ANDROID
         InfraredCameraHelper.GetInstance().OnPositionUpdate += OnPositionUpdate;
-#endif
+
         TacticalMode = PlayerPrefs.HasKey("TacticalMode") ? PlayerPrefs.GetInt("TacticalMode") == 1 : false;
     }
     private void OnDestroy()

+ 442 - 21
Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/InfraredScreenPositioningView.prefab

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@@ -1564,6 +1565,33 @@ MonoBehaviour:
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@@ -2807,6 +2835,8 @@ GameObject:
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@@ -2853,7 +2883,7 @@ MonoBehaviour:
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@@ -2862,6 +2892,87 @@ MonoBehaviour:
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@@ -4330,6 +4442,91 @@ MonoBehaviour:
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4130687351809328792}
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+  m_Script: {fileID: 11500000, guid: 7615d60203293054182d7947313a52c8, type: 3}
+  m_Name: 
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+  defaultLayout:
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+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -150}
+    sizeDelta: {x: 893.52, y: 133}
+  iPhoneLayout:
+    anchorMin: {x: 0.5, y: 1}
+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -150}
+    sizeDelta: {x: 893.52, y: 133}
+  iPadLayout:
+    anchorMin: {x: 0.5, y: 1}
+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -280}
+    sizeDelta: {x: 893.52, y: 133}
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 GameObject:
   m_ObjectHideFlags: 0
@@ -13010,7 +13292,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &2112691052271887221
 RectTransform:
   m_ObjectHideFlags: 0
@@ -13700,6 +13982,7 @@ GameObject:
   m_Component:
   - component: {fileID: 3572671674518763598}
   - component: {fileID: 7223995257923432152}
+  - component: {fileID: 7883284882007298943}
   m_Layer: 5
   m_Name: FirstScreen
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@@ -13727,8 +14010,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 1941, y: -332.45}
-  m_SizeDelta: {x: 1088, y: 664.9}
+  m_AnchoredPosition: {x: 1922, y: -650}
+  m_SizeDelta: {x: 1050, y: 950}
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 MonoBehaviour:
@@ -13756,6 +14039,33 @@ MonoBehaviour:
   m_ChildScaleWidth: 0
   m_ChildScaleHeight: 0
   m_ReverseArrangement: 0
+--- !u!114 &7883284882007298943
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4775385957789571488}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 7615d60203293054182d7947313a52c8, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  defaultLayout:
+    anchorMin: {x: 0, y: 1}
+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 1941, y: -332.45}
+    sizeDelta: {x: 1088, y: 664.9}
+  iPhoneLayout:
+    anchorMin: {x: 0, y: 1}
+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 1941, y: -332.45}
+    sizeDelta: {x: 1088, y: 664.9}
+  iPadLayout:
+    anchorMin: {x: 0, y: 1}
+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 1941, y: -332.45}
+    sizeDelta: {x: 1050, y: 950}
 --- !u!1 &4800839991635237254
 GameObject:
   m_ObjectHideFlags: 0
@@ -15440,6 +15750,7 @@ GameObject:
   - component: {fileID: 5702997358197915767}
   - component: {fileID: 1345611338406761771}
   - component: {fileID: 6941395234477296949}
+  - component: {fileID: 4303846444767971025}
   m_Layer: 5
   m_Name: title
   m_TagString: Untagged
@@ -15465,7 +15776,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 1}
   m_AnchorMax: {x: 0.5, y: 1}
-  m_AnchoredPosition: {x: 0, y: -121}
+  m_AnchoredPosition: {x: 0, y: -250}
   m_SizeDelta: {x: 893.52, y: 133}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -15532,6 +15843,33 @@ MonoBehaviour:
   m_ChildScaleWidth: 0
   m_ChildScaleHeight: 0
   m_ReverseArrangement: 0
+--- !u!114 &4303846444767971025
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 5650919276052501654}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 7615d60203293054182d7947313a52c8, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  defaultLayout:
+    anchorMin: {x: 0.5, y: 1}
+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -121}
+    sizeDelta: {x: 893.52, y: 133}
+  iPhoneLayout:
+    anchorMin: {x: 0.5, y: 1}
+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -121}
+    sizeDelta: {x: 893.52, y: 133}
+  iPadLayout:
+    anchorMin: {x: 0.5, y: 1}
+    anchorMax: {x: 0.5, y: 1}
+    anchoredPosition: {x: 0, y: -250}
+    sizeDelta: {x: 893.52, y: 133}
 --- !u!1 &5659708181636975764
 GameObject:
   m_ObjectHideFlags: 0
@@ -19873,6 +20211,7 @@ GameObject:
   m_Component:
   - component: {fileID: 7154098107305200850}
   - component: {fileID: 6500294918085893364}
+  - component: {fileID: 3906825050588677170}
   m_Layer: 5
   m_Name: images
   m_TagString: Untagged
@@ -19899,8 +20238,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 544, y: -295.5}
-  m_SizeDelta: {x: 1088, y: 591}
+  m_AnchoredPosition: {x: 525, y: -415}
+  m_SizeDelta: {x: 1040, y: 830}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &6500294918085893364
 MonoBehaviour:
@@ -19946,6 +20285,33 @@ MonoBehaviour:
   m_OnClick:
     m_PersistentCalls:
       m_Calls: []
+--- !u!114 &3906825050588677170
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7513271623418214802}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 7615d60203293054182d7947313a52c8, type: 3}
+  m_Name: 
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+  defaultLayout:
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+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 544, y: -295.5}
+    sizeDelta: {x: 1088, y: 591}
+  iPhoneLayout:
+    anchorMin: {x: 0, y: 1}
+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 544, y: -295.5}
+    sizeDelta: {x: 1088, y: 591}
+  iPadLayout:
+    anchorMin: {x: 0, y: 1}
+    anchorMax: {x: 0, y: 1}
+    anchoredPosition: {x: 544, y: -295.5}
+    sizeDelta: {x: 1040, y: 830}
 --- !u!1 &7535762986329011097
 GameObject:
   m_ObjectHideFlags: 0
@@ -20307,6 +20673,7 @@ GameObject:
   m_Component:
   - component: {fileID: 6162478718096068251}
   - component: {fileID: 7460974286968147378}
+  - component: {fileID: 8659191757210824188}
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   m_Name: TopButtonContainer
   m_TagString: Untagged
@@ -20348,9 +20715,9 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Padding:
-    m_Left: 40
+    m_Left: 80
     m_Right: 0
-    m_Top: 0
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     m_Bottom: 0
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   m_Spacing: 112.5
@@ -20361,6 +20728,60 @@ MonoBehaviour:
   m_ChildScaleWidth: 0
   m_ChildScaleHeight: 0
   m_ReverseArrangement: 0
+--- !u!114 &8659191757210824188
+MonoBehaviour:
+  m_ObjectHideFlags: 0
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7566043950624121556}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: cdf2e727a453a654792a316a3a653ef4, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
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+    paddingRight: 0
+    paddingTop: 0
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+    spacing: 112.5
+    childAlignment: 3
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+    controlChildWidth: 0
+    controlChildHeight: 0
+    useChildScaleWidth: 0
+    useChildScaleHeight: 0
+    childForceExpandWidth: 0
+    childForceExpandHeight: 1
+  iPhoneLayout:
+    paddingLeft: 40
+    paddingRight: 0
+    paddingTop: 0
+    paddingBottom: 0
+    spacing: 112.5
+    childAlignment: 3
+    reverseArrangement: 0
+    controlChildWidth: 0
+    controlChildHeight: 0
+    useChildScaleWidth: 0
+    useChildScaleHeight: 0
+    childForceExpandWidth: 0
+    childForceExpandHeight: 1
+  iPadLayout:
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+    paddingRight: 0
+    paddingTop: 46
+    paddingBottom: 0
+    spacing: 112.5
+    childAlignment: 3
+    reverseArrangement: 0
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+    useChildScaleHeight: 0
+    childForceExpandWidth: 0
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   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 232.5, y: -127.94}
+  m_AnchoredPosition: {x: 272.5, y: -150.94}
   m_SizeDelta: {x: 385, y: 119}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &7180116720011335087

+ 42 - 10
Assets/SmartBow/Scripts/Views/InfraredViewParts/InfraredScreenPositioningView.cs

@@ -12,6 +12,7 @@ using ZIM.Unity;
 using o0.Project;
 using UnityEngine.SceneManagement;
 using o0InfraredLocate.ZIM;
+using AdaptUI;
 
 public enum ScreenPositioningStep { 
   None, //
@@ -84,6 +85,8 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
     [SerializeField]
     Line maskLine;
     [SerializeField]
+    Line maskLine_ipad;
+    [SerializeField]
     RawImage rawImage;
     [Tooltip("Demo测试时候显示")]
     [SerializeField]
@@ -156,7 +159,8 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
     [Header("Manual Layout Group")]
     [SerializeField]
     GameObject LayoutManual;
-
+    [SerializeField]
+    Line manualLine;//手动页面的line
 
     [Header("Successful Layout Group")]
     [SerializeField]
@@ -186,8 +190,11 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
     InfraredDemo infraredDemo;
     bool doLocateAuto;
     int DefaultResolutionIndex;
+
     private void Awake()
     {
+        //显示maskline
+        switchMaskLineByDeviceType(true);
         //设置一次显示相机的image 的颜色
         rawImage.color = Color.white;
         offset = line.MyThickness;
@@ -463,8 +470,28 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
             }
         }
     }
-
-
+    /// <summary>
+    /// 根据平台显示不同的maskLine
+    /// </summary>
+    /// <param name="bShow"></param>
+    void switchMaskLineByDeviceType(bool bShow) {
+        if (DeviceTypeHelper.DetectDeviceType() == DeviceTypeHelper.DeviceType.iPhone)
+        {
+            maskLine.SetDrawMask(bShow);
+            maskLine_ipad.SetDrawMask(!bShow);
+        }
+        else {
+            maskLine.SetDrawMask(!bShow);
+            maskLine_ipad.SetDrawMask(bShow);
+        }
+    }
+    /// <summary>
+    /// 根据 平台返回 对应的 ScreenPositions
+    /// </summary>
+    /// <returns></returns>
+    List<Vector2> getMaskLinePositionsByDeviceType() {
+      return DeviceTypeHelper.DetectDeviceType() == DeviceTypeHelper.DeviceType.iPhone ? maskLine.ScreenPositions : maskLine_ipad.ScreenPositions;
+    }
     /// <summary>
     /// 根据enum操作ui
     /// </summary>
@@ -477,12 +504,14 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
         switch (step)
         {
             case ScreenPositioningStep.Start:
-                maskLine.SetDrawMask(true);
+                //maskLine.SetDrawMask(true);
+                switchMaskLineByDeviceType(true);
                 LayoutStart.SetActive(true);
                 UpdateStartUI();
                 break;
             case ScreenPositioningStep.AutoEnd:
-                maskLine.SetDrawMask(true);
+                //maskLine.SetDrawMask(true);
+                switchMaskLineByDeviceType(true);
                 LayoutAutoEnd.SetActive(true);
                 pointsParent.gameObject.SetActive(false);
                 CurrentUILineGenerator.enabled = true;
@@ -502,7 +531,8 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
                 }
                 break;
             case ScreenPositioningStep.LightCtrl:
-                maskLine.SetDrawMask(false);
+                //maskLine.SetDrawMask(false);
+                switchMaskLineByDeviceType(false);
                 LayoutLightCtrl.SetActive(true);
                 CurrentUILineGenerator.enabled = true;
                 pointsParent.gameObject.SetActive(false);
@@ -529,7 +559,8 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
                 pointMarker.ShowHintImageParent(true);
                 perStepView = ScreenPositioningStep.Marker;
                 bMarkerFinish = false;
-                maskLine.SetDrawMask(true);
+                //maskLine.SetDrawMask(true);
+                switchMaskLineByDeviceType(true);
                 LayoutMarker.SetActive(true);
                 CurrentUILineGenerator.enabled = false;
                 pointsParent.gameObject.SetActive(false);
@@ -543,7 +574,8 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
                 }
                 break;
             case ScreenPositioningStep.Manual:
-                maskLine.SetDrawMask(true);
+                //maskLine.SetDrawMask(true);
+                switchMaskLineByDeviceType(true);
                 SaveStartOldLinePosition();
                 perStepView = ScreenPositioningStep.Manual;
                 bMarkerFinish = false;
@@ -1035,7 +1067,7 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
     {
         oldLinePosition.Clear();
 
-        List<Vector2> _markLine = maskLine.ScreenPositions;
+        List<Vector2> _markLine = getMaskLinePositionsByDeviceType();// maskLine.ScreenPositions
         pos1.anchoredPosition = _markLine[0] + new Vector2(20, 15);//Bottom Left
         pos2.anchoredPosition = _markLine[1] + new Vector2(-20, 15); ; //Bottom Right
         pos3.anchoredPosition = _markLine[2] + new Vector2(-10, -15); ; //Top Right
@@ -1506,7 +1538,7 @@ public class InfraredScreenPositioningView : JCUnityLib.ViewBase
     #region 判断点是否在 quad 内部
     //判断maskline
     public bool IsPointInMaskLine(Vector2 point) {
-        return IsPointInQuad(point, maskLine.ScreenPositions);
+        return IsPointInQuad(point, getMaskLinePositionsByDeviceType());// maskLine.ScreenPositions
     }
     //实现基于射线法,通过数交点的奇偶性来判断点是否在多边形内
     bool IsPointInQuad(Vector2 point, List<Vector2> quadVertices)