using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using System; using ZIM.Unity; using System.Linq; public class PointMarker : MonoBehaviour { public Text instructionText; // 用于显示提示文字 public Button undoButton; // 撤回按钮 public Button completeButton; // 完成按钮 public bool bComplete = false;// 是否完成 public GameObject markerPrefab; // 用于表示标记的UI元素,可能是一个小图标(如枪) // 新增父对象,用于存放标记的物体 public Transform markerParent; // 标记物体的父对象(例如Canvas中的一个空物体) public Image[] hintImages; // 依次存放左上、右上、右下、左下四个提示图片 private List markedPoints = new List(); private string[] directions = { "左上", "右上", "右下", "左下" }; private int currentPointIndex = 0; // 当前需要标记的点的索引 private List markerObjects = new List(); // 记录标记物体 [SerializeField] InfraredScreenPositioningView infraredScreenPositioningView; void Start() { if (AimHandler.ins) AimHandler.ins.OnCrossBtnEvent += OnRecordInfrared; UpdateInstruction(); undoButton.onClick.AddListener(UndoLastPoint); completeButton.onClick.AddListener(CompletePoint); // 初始化时隐藏完成按钮 bComplete = false; // 初始化时,显示第一个提示图片,其余隐藏 ShowHintImage(0); } void OnDestroy() { if (AimHandler.ins) AimHandler.ins.OnCrossBtnEvent -= OnRecordInfrared; } void Update() { if (Input.GetKeyDown(KeyCode.Alpha6)) { //Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); //MarkPoint(mousePosition); // OnRecordInfrared(); var mouse = Input.mousePosition; var u = mouse.x / Screen.width; var v = mouse.y / Screen.height; u = Math.Clamp(u, 0, 1); v = Math.Clamp(v, 0, 1); Vector2 pos = new Vector2(u * ScreenLocate.Main.getUVCTexture.width, v * ScreenLocate.Main.getUVCTexture.height); markedPoints.Add(pos); // 设置标记的位置 MarkPoint(new Vector2(u, v).pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), markerParent.GetComponent().rect)); } } /// /// 记录红外点 /// public void OnRecordInfrared() { if (currentPointIndex >= 4) return; var location = ScreenLocate.Main.infraredSpotBuffer.FirstOrDefault()?.CameraLocation; if (location != null) { Vector2 localPosition = location.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, infraredScreenPositioningView.Bg.rectTransform.rect); markedPoints.Add(localPosition); MarkPoint(localPosition); } } void MarkPoint(Vector2 point) { //markedPoints.Add(new Vector2(point.x * ScreenLocate.Main.getUVCTexture.width, point.y * ScreenLocate.Main.getUVCTexture.height)); // 创建标记物体,并将其作为markerParent的子对象 GameObject marker = Instantiate(markerPrefab, markerParent); marker.SetActive(true); marker.transform.localPosition = point; markerObjects.Add(marker); // 隐藏当前的提示图片,显示下一个提示图片 currentPointIndex++; ShowHintImage(currentPointIndex); UpdateInstruction(); // 如果已经标记了四个点,显示完成按钮 if (currentPointIndex == 4) { instructionText.text = "标记完成!"; bComplete = true; } } void UndoLastPoint() { if (markedPoints.Count > 0) { // 移除最后一个标记的点 markedPoints.RemoveAt(markedPoints.Count - 1); // 删除最后一个标记的物体 Destroy(markerObjects[markerObjects.Count - 1]); markerObjects.RemoveAt(markerObjects.Count - 1); // 回退到上一个提示图片 currentPointIndex--; ShowHintImage(currentPointIndex); UpdateInstruction(); } // 隐藏完成按钮 bComplete = false; } void UpdateInstruction() { if (currentPointIndex < 4) { instructionText.text = "请标记: " + directions[currentPointIndex] + "角的点"; } } // 显示当前需要的提示图片,并隐藏其余提示图片 void ShowHintImage(int index) { for (int i = 0; i < hintImages.Length; i++) { if (i == index) hintImages[i].gameObject.SetActive(true); else hintImages[i].gameObject.SetActive(false); } } void CompletePoint() { if (!bComplete) { Debug.Log("未完成"); //todo,加提示 PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Incomplete")); return; } //完成,下一步 for (int i = 0; i < 4; i++) { int index = i; infraredScreenPositioningView.onManualNewPos(3 - index, markerObjects[index].transform.localPosition); } infraredScreenPositioningView.onManualToAutomatic(); ////清空数据 //currentPointIndex = 0; ////清空生成的数据 //markerObjects.Clear(); //foreach (Transform i in markerParent.transform) // Destroy(i.gameObject); } }