using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /* 设备校准界面,公用(设备界面的校准、校准教程) */ public class DeviceCalibrateView : MonoBehaviour, MenuBackInterface { [SerializeField] Button btnGyrCalibrate; [SerializeField] Text progressGyrCalibrate; [SerializeField] Text progressMagCalibrate; [SerializeField] GameObject prefab_MagInterferenceTipView; [SerializeField] GameObject magReset; //地磁校准按钮 [SerializeField] GameObject magTipOk; [SerializeField] GameObject magTipOk2; [SerializeField] Button btnBack; [SerializeField] Button btnNext; [SerializeField] Button btnFinish; public Action action_OnDestroy; public DeviceCalibrateItem deviceCalibrateItem = DeviceCalibrateItem.Guide; DeviceCalibrateItem[] deviceCalibrateItemForGuide = { DeviceCalibrateItem.Gyr, DeviceCalibrateItem.Mag }; int guideIndex = 0; public bool guide = true; public static DeviceCalibrateView ins; public static void Create(DeviceCalibrateItem itemType = DeviceCalibrateItem.Guide) { GameObject o = GameObject.Instantiate(Resources.Load("Prefabs/Views/DeviceCalibrateView")); o.GetComponent().deviceCalibrateItem = itemType; o.GetComponent().guide = itemType == DeviceCalibrateItem.Guide; } void Awake() { ins = this; try { GlobalEventCenter.ins.onDeviceCalibrateViewAwakeChanged?.Invoke(true); } catch (System.Exception e) { Debug.LogError(e.Message); } RenderModuleCamera.Load(); } void Start() { btnGyrCalibrate.GetComponent