#define ENABLE_LOG
using InfraredManager;
using o0;
using o0.Geometry2D.Float;
using o0InfraredLocate.ZIM;
using SixLabors.ImageSharp.PixelFormats;
using SLAMUVC;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Experimental.AI;
using UnityEngine.UI;
using ZIM;
using ZIM.Unity;
using static SLAMUVC.UVCManager;
using Color = UnityEngine.Color;
using Time = UnityEngine.Time;
[RequireComponent(typeof(Canvas))]
public partial class ScreenLocate : o0InfraredCameraHandler
{
    public InfraredCameraHelper InfraredCameraHelper;
    private const string TAG = "ScreenLocate#";
    enum Mode
    {
        InfraredLocate,
        ScreenMap,
        ScreenLocateManual
    }
    enum Platform
    {
        Window,
        Android
    }
    Platform mPlatform = Platform.Android;
    public enum ScreenIdentificationTag
    {
        // 屏幕定位的方式,手动、半自动、自动
        Manual,
        SemiAuto,
        Auto
    }
    // 2个灯,顺序根据红外灯的大小 由大到小, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
    public InfraredSpot[] InfraredSpots
    {
        get
        {
            return infraredSpotBuffer;
        }
    }
    // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
    public InfraredSpot InfraredSpotSingle
    {
        get
        {
            return infraredSpotBuffer[0];
        }
    }
    public InfraredSpot[] infraredSpotBuffer => infraredLocate.InfraredSpotBuffer;
    // 当前 应用/生效 的屏幕四边形数据(QuadrilateralInCamera类)
    public QuadrilateralInCamera CurrentScreenQuad => screenIdentification.Screen.QuadInCamera;
    /// 
    /// 定位之后,可能有3种结果(手动、半自动、自动),从中选择一种作为最终识别到的屏幕。
    /// 如果选择的是null,即没有识别到屏幕,则返回false,否则返回true
    /// 
    public bool SelectScreenAfterLocate(ScreenIdentificationTag tag) => ScreenIdentification.SelectScreenAfterLocate(tag);
    /// 上一次屏幕定位的情况, 还未识别(或识别失败)的时候返回值是null
    public QuadrilateralInCamera LastQuadState(ScreenIdentificationTag tag)
    {
        QuadrilateralInCamera target = tag switch
        {
            ScreenLocate.ScreenIdentificationTag.Manual => ScreenIdentification.QuadManual,
            ScreenLocate.ScreenIdentificationTag.SemiAuto => ScreenIdentification.QuadSemiAuto,
            ScreenLocate.ScreenIdentificationTag.Auto => ScreenIdentification.QuadAuto,
            _ => null
        };
        return target;
    }
    /// 
    /// 上一次半自动识别的情况, 还未识别的时候数组是null
    /// 通过索引获取布尔值,false代表这条边识别失败(回退应用了手动数据), 0-下、1-右、2-上、3-左
    /// 
    public bool[] LastQuadSemiAutoState() => screenIdentification.LastQuadSemiAutoState;
    /// 
    /// 获取算法执行过程中输出的纹理,0原图,1半自动识别到的全部线段,2屏幕黑白色差,3识别结果,4屏幕色差叠加识别结果,5半自动时的备选线段
    /// 
    public Texture2D[] OutputTextures => outputTexture2D;
    public Vector2 CameraLocationOffset
    {
        get=>infraredLocate.CameraLocationOffset;
        set{
            infraredLocate.SetCameraLocationOffset(value);
        }
    }
    public Vector2 UVOffset
        {
        get=>infraredLocate.UVOffset;
        set{
            infraredLocate.SetUVOffset(value);
        }
    }
    //用来记录最后一次更新的数据
    Vector2 OldCameraLocationOffset { get; set; } = new Vector2(0, 0);
        //用来记录最后一次更新的数据
    Vector2 OldUVOffset { get; set; } = new Vector2(0, 0);
    
    //是否单点显示
    public bool bSinglePoint => infraredLocate.bSinglePoint;
    // public InfraredDemo InfraredDemoMain => FindObjectOfType();
    #region UVC 处理的对象
    //public UVCManager mUVCManager;
    public CameraInfo mUVCCameraInfo;
    public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
    public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
    private Texture mUVCTexture;
    public Texture getUVCTexture => mUVCTexture;
    public Texture setUVCTexture
    {
        set
        {
            mUVCTexture = value;
        }
    }
    private Texture2D mUVCTexture2D;
    // [SerializeField] Texture2DArray mUVCOutArray;
    #endregion
    public Text Info;
    public List CrosshairInCamera;
    public List CrosshairInScreen;
    public RectTransform ScreenQuad;
    public Toggle SaveToggle;
    public Toggle FullScreenToggle;
    public Toggle SingleToggle;
    public LineGenerator UILineGenerator;
    public bool ShowScreenQuad = false;
    // 显示在demo上的rawImage
    public List outputRawImages;
    readonly Texture2D[] outputTexture2D = new Texture2D[8];
    public RawImage FullScreenImage;
    public PixelCheaker ScreenPixelCheaker;
    public List DebugScreenImages = new List();
    public bool DebugOnZIMDemo = false;
    // private SynchronizationContext mainContext;
    public float ReDoLocateCalibrationRatio { get; private set; }  // 半自动定位时校准的距离比例,以手动的结果来校准,离手动太远的线段会被舍弃
    public void SetCameraSize(Vector size) => cameraSize = size;
    public override Vector CameraSize => cameraSize;
    // 记录算法中的CameraSize,红外识别和屏幕识别都会使用到
    Vector cameraSize;
    bool bIdentifyRed = true;//默认设备红色
    bool bIdentifyGreen = true;
    #region 性能检测相关
    public Text m_UITime;
    const float m_UIUpdateInterval = 0.1f;
    float m_UIUpdateTimer = 0.0f;
    List m_History = new List(100);
    int m_ValidHistoryFrames = 0;
    float m_AverageTime = float.NaN;
    float m_MedianTime = float.NaN;
    float m_MinTime = float.NaN;
    float m_MaxTime = float.NaN;
    public float updateInterval = 0.5F;
    private double lastInterval;
    private int frames = 0;
    private float fps;
    public Text m_FPS;
    #endregion
    #region PC部分参数
    //亮度
    public float pcBrightness { get; set; } = 0.0f;
    //对比度
    public float pcContrast { get; set; } = 0.0f;
    #endregion
    // 红外灯识别算法
    InfraredLocate infraredLocate;
    // 屏幕识别算法
    o0.Project.ScreenIdentification screenIdentification;
    public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
    RectTransform canvas;
    Mode mode;
    //List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
    //o0.Project.WebCam o0WebCam = null;
    /// 
    /// 正在识别的状态,自动识别时候记录
    /// 
    bool bAutomaticRecognition { get; set; } = false;//进行捕获时
    bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
    bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
    [NonSerialized] public RectTransform BackQuad = null;
    static public ScreenLocate Main { get; private set; }
    static public void AutoLightPixels(Color[] pixels, int width, int height)
    {
        if (Main.DebugOnZIMDemo)
        {
            var newTex = pixels.zimAutoLightSimple(width, height);
            DebugTexture(7, newTex);
            try
            {
                Main.FullScreenImage.texture = newTex;
            }
            catch { }
        }
    }
    static public void DebugTexture(int index, Texture2D texture)
    {
        LateDestory(Main.outputTexture2D[index]);
        Main.outputTexture2D[index] = texture;
        try
        {
            Main.outputRawImages[index].texture = texture;
        }
        catch { }
    }
    static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
    static public void SetScreen(UnityEngine.Color? color = null)
    {
        if (Main.BackQuad == null)
        {
            var canvas = GameObject.Find("WebCameraView").GetComponent();
            var background = canvas.Find("Background");
            Main.BackQuad = background.GetChild(0).GetComponent();
        }
        Main.BackQuad.parent.gameObject.SetActive(color != null);
        Main.BackQuad.GetComponent().color = color ?? Color.black;
        //Debug.Log("Set Screen " + color.GetColorName());
    }
    static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
    {
        if (Main.BackQuad == null)
        {
            var canvas = GameObject.Find("WebCameraView").GetComponent();
            var background = canvas.Find("Background");
            Main.BackQuad = background.GetChild(0).GetComponent();
        }
        Main.BackQuad.parent.gameObject.SetActive(color != null);
        Main.BackQuad.anchorMin = rect.min;
        Main.BackQuad.anchorMax = rect.max;
        Main.BackQuad.GetComponent().color = color ?? Color.black;
        //Debug.Log("Set Screen " + color.GetColorName());
    }
    static void DebugBackQuad(Rect? rect = null)
    {
        if (Main.BackQuad)
        {
            Main.BackQuad.parent.GetComponent().enabled = false;
            Main.BackQuad.GetComponent().color = Color.white;
            Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
            if (rect.HasValue)
            {
                Main.BackQuad.anchorMin = rect.Value.min;
                Main.BackQuad.anchorMax = rect.Value.max;
            }
        }
    }
    //public void ReSizeTexture(int width, int height)
    //{
    //    Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
    //    if (mUVCTexture.width < width || mUVCTexture.height < height)       // 如果当前分辨率太小,则重新new一个texture
    //    {
    //        Texture2D tex = new Texture2D(
    //                        width, height,
    //                        TextureFormat.ARGB32,
    //                        false, /* mipmap */
    //                        true /* linear */);
    //        tex.filterMode = FilterMode.Point;
    //        tex.Apply();
    //        mUVCTexture = tex;
    //        mUVCCameraInfo.previewTexture = tex;
    //        var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
    //    }
    //}
    void Awake()
    {
        if (Main != null)
            throw new Exception("[ScreenLocaer] 不允许多个实例");
        Main = this;
#if !UNITY_EDITOR_WIN
        DebugOnZIMDemo = false;
#endif
        //if (mUVCDrawer)
        //    mUVCDrawer.StartPreviewAction += UVCIsReady;
    }
    void OnDestroy()
    {
        //if (mUVCDrawer)
        //    mUVCDrawer.StartPreviewAction -= UVCIsReady;
    }
    void Start()
    {
        //mainContext = SynchronizationContext.Current;
        canvas = transform.GetComponent();
        mode = Mode.InfraredLocate;
        if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
        {
            screenIdentification = new o0.Project.ScreenIdentification(this);
            screenIdentification.LocateScreen();
        }
        ReDoLocateCalibrationRatio = 0.125f;
        #region 性能检测相关
        for (var i = 0; i < m_History.Capacity; ++i)
        {
            m_History.Add(0.0f);
        }
        lastInterval = Time.realtimeSinceStartup;
        frames = 0;
        #endregion
    }
    // 初始化算法
    void AlgorithmInit()
    {
        if (screenIdentification == null)
        {
            screenIdentification = new o0.Project.ScreenIdentification(this);
            Debug.Log("[ScreenLocate] 初始化屏幕识别");
            //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
            screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
            //初始化屏幕数据
            InfraredCameraHelper.InitScreenLocateManual();
        }
        if (infraredLocate == null)
        {
            infraredLocate = new InfraredLocate(this, screenIdentification.Screen);
            cameraSize = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
            InfraredSpot.RefreshMinVerifyLength(new o0.Geometry2D.Float.Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y));
            Debug.Log($"[ScreenLocate] 初始化红外灯识别, 当前相机分辨率: {CameraSize.x}×{CameraSize.y},红外算法追踪距离: {InfraredSpot.MinVerifyLength}");
            //InfraredDemo 初始化
            //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
            //Debug.Log("Init Red filterValue:" + redfilterValue);
            //infraredLocate.SetBrightnessThreshold(redfilterValue);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
            // UI相关
            if (SingleToggle != null) 
            {
                infraredLocate.SetSinglePoint(SingleToggle.isOn);
                SingleToggle.onValueChanged.AddListener((i) =>
                {
                    infraredLocate.SetSinglePoint(i);
                });
            }
        }
    }
    IEnumerator LateDestoryIEnum(UnityEngine.Object o)
    {
        if (o)
        {
            yield return new WaitForEndOfFrame();
            Destroy(o);
        }
    }
    //ZIMWebCamera场景使用
    public void WebCamIsReady(Texture texture)
    {
        mPlatform = Platform.Window;
        mUVCTexture = texture;
        mUVCCameraInfo = new CameraInfo(mUVCTexture);
        brightness = 0;
        //UVC准备好
        InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
    }
    /// 
    /// UVCManager 创建初始化时候,更新此函数
    /// 
    /// 
    public void UVCIsReady(CameraInfo cameraInfo)
    {
        mPlatform = Platform.Android;
        mUVCTexture = cameraInfo.previewTexture;
        mUVCCameraInfo = cameraInfo;
        Debug.Log("UVCIsReady:" + mUVCCameraInfo);
        //UVC准备好
        InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
    }
    /// 
    /// 获取新的 previewTexture
    /// 
    public void UVCUpdate(bool bChange)
    {
        mUVCTexture = mUVCCameraInfo.previewTexture;
        Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:" + bChange);
        InfraredCameraHelper?.InvokeOnUVCIsUpdate();
        //这里判断是否进入自动识别?
        if (bAutomaticRecognitionStart)
        {
            bAutomaticRecognitionStart = false;
            Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
            screenIdentification.LocateScreen(Capture, Delay);
        }
        if (bAutomaticRecognitionEnd)
        {
            bAutomaticRecognitionEnd = false;
            Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
            bAutomaticRecognition = false;
        }
    }
    /// 
    /// 选择模式后更新 quadUnityVectorList
    /// 
    public void UpdateQuadUnityVectorList()
    {
        quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
        SaveScreenLocateVectorList();
    }
    int brightness = 0;
    /// 
    /// 设置算法红外灯的亮度值
    /// 
    /// 
    public void SetInfraredLocateBrightnessThreshold(float value)
    {
        if (infraredLocate != null)
            infraredLocate.SetBrightnessThreshold(value);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
    }
    void Update()
    {
        //++frames;
        //float timeNow = Time.realtimeSinceStartup;
        //if (timeNow > lastInterval + updateInterval)
        //{
        //    fps = (float)(frames / (timeNow - lastInterval));
        //    frames = 0;
        //    lastInterval = timeNow;
        //}
        //if (m_FPS != null)
        //    m_FPS.text = "FPS:" + fps.ToString("f2");
        if (mUVCCameraInfo == null) return;
        AlgorithmInit();
        /* New*/
        //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
        if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)
        {
            //if (bAutomaticRecognition)
            //{
            //    //识别的过程使用的分辨率
            //    //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
            //    if (log1)
            //    {
            //        log1 = false;
            //        Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
            //    }
            //}
            //else
            //{
            //    //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize 
            //    //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
            //    if (log2)
            //    {
            //        log2 = false;
            //        Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
            //    }
            //}
            //如果是连接了蓝牙设备,并且不是9轴设备。不进行识别算法处理
            if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
            //根据getUVCCameraInfoSize 分辨率渲染
            CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
            if (!screenIdentification.Update(mUVCTexture2D))
            {
                // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
                if (RefreshCameraSize())
                {
                    if (screenIdentification.Screen.QuadInCamera != null)
                    {
                        quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
                        if (!ContainsNaN(quadUnityVectorList))
                        {
                            SaveScreenLocateVectorList();
                            //SyncInfraredDemo();
                            //SyncInfraredScreenPositioningView();
                            InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
                            Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
                            Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
                        }
                        else
                        {
                            Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
                        }
                    }
                    
                    if (DebugOnZIMDemo)
                        Main.ShowScreen(screenIdentification.Screen.QuadInCamera);
                }
                if (CameraSize.x != mUVCTexture2D.width || CameraSize.y != mUVCTexture2D.height)
                {
                    Debug.Log($"[ScreenLocate] 分辨率不匹配,相机分辨率为: {getUVCCameraInfoSize}, mUVCTexture2D纹理尺寸: {mUVCTexture2D.width}×{mUVCTexture2D.height}");
                    return;
                }
                // 获取像素,用于后续操作
                var pixels = mUVCTexture2D.GetPixels();       // 从左往右、从下往上
                AutoLightPixels(pixels, CameraWidth, CameraHeight);
                InfraredUpdate(pixels);
                if (mode == Mode.ScreenLocateManual)
                {
                    for (int i = 0; i < infraredSpotBuffer.Length; i++)
                    {
                        if (infraredSpotBuffer[i].CameraLocation != null)
                        {
                            // 检测到光点
                            var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
                            CrosshairInCamera[i].gameObject.SetActive(true);
                            CrosshairInCamera[i].anchoredPosition = posInCanvas;
                        }
                        else
                            CrosshairInCamera[i].gameObject.SetActive(false);
                    }
                }
                else if (mode == Mode.InfraredLocate)
                {
                    if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
                    {
                        for (int i = 0; i < infraredSpotBuffer.Length; i++)
                        {
                            if (infraredSpotBuffer[i].CameraLocation != null)
                            {
                                // 检测到光点
                                var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
                                CrosshairInCamera[i].gameObject.SetActive(true);
                                CrosshairInCamera[i].anchoredPosition = posInCanvas;
                            }
                            else
                                CrosshairInCamera[i].gameObject.SetActive(false);
                        }
                    }
                    //手机端使用 mPlatform == Platform.Android &&
                    //通用,手机 和 PC
                    if (infraredSpotBuffer.Length > 0)
                    {
                        int redIndex = 0;
                        int greenIndex = 1;
                        //仅仅第一个点显示(如果最大点出界了会闪烁)
                        if (bSinglePoint)
                        {
                            redIndex = 0; //单点识别是,可以选择切换颜色
                            if (infraredSpotBuffer[redIndex].ScreenUV != null)
                            {
                                string str = "Single:";
                                Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
                                //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
                                onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
                            }
                        }
                        else
                        {
                            //雙點模式下選擇第一個點
                            if (bIdentifyRed && !bIdentifyGreen)
                            {
                                if (infraredSpotBuffer[redIndex].ScreenUV != null)
                                {
                                    Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
                                    //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
                                    onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
                                }
                                else
                                {
                                    Info.text = "未检测到红色最大点!";
                                }
                            }
                            else if (!bIdentifyRed && bIdentifyGreen)
                            {
                                if (infraredSpotBuffer[greenIndex].ScreenUV != null)
                                {
                                    Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
                                    //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
                                    onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
                                }
                                else
                                {
                                    Info.text = "未检测到绿色点!";
                                }
                            }
                            else
                            {
                                //两个不选择和两个全选都跑识别两个点
                                //自動切換 检测到光点
                                if (infraredSpotBuffer[redIndex].ScreenUV != null)
                                {
                                    Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
                                    //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
                                    onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
                                }
                                else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
                                {
                                    Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
                                    //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
                                    onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
                                }
                                else
                                {
                                    Info.text = "未检测到点!";
                                }
                            }
                        }
                    }
                }
                else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
                {
                    for (int i = 0; i < infraredSpotBuffer.Length; i++)
                    {
                        if (infraredSpotBuffer[i].ScreenUV != null)
                        {
                            // 检测到光点
                            var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
                            CrosshairInScreen[i].gameObject.SetActive(true);
                            CrosshairInScreen[i].anchoredPosition = posInCanvas;
                        }
                        else
                            CrosshairInScreen[i].gameObject.SetActive(false);
                    }
                    if (Input.GetKeyDown(KeyCode.Escape))
                        ToMode(Mode.InfraredLocate);
                }
            }
        }
        //var t1 = Time.realtimeSinceStartup;
        //var dt = t1 - t0;
        //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
        //++m_ValidHistoryFrames;
        //m_UIUpdateTimer += Time.deltaTime;
        //if (m_UIUpdateTimer >= m_UIUpdateInterval)
        //{
        //    m_UIUpdateTimer = 0.0f;
        //    if (m_ValidHistoryFrames >= m_History.Count)
        //    {
        //        m_ValidHistoryFrames = 0;
        //        m_AverageTime = 0.0f;
        //        m_MinTime = float.PositiveInfinity;
        //        m_MaxTime = float.NegativeInfinity;
        //        {
        //            for (var i = 0; i < m_History.Count; i++)
        //            {
        //                var time = m_History[i];
        //                m_AverageTime += time;
        //                m_MinTime = Mathf.Min(m_MinTime, time);
        //                m_MaxTime = Mathf.Max(m_MaxTime, time);
        //            }
        //            m_AverageTime /= m_History.Count;
        //        }
        //        {
        //            m_History.Sort();
        //            // Odd-length history?
        //            if ((m_History.Count & 1) != 0)
        //            {
        //                m_MedianTime = m_History[m_History.Count / 2];
        //            }
        //            else
        //            {
        //                m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
        //            }
        //        }
        //    }
        //    var statistics = $"{m_History.Count} 帧样本:\naverage: {m_AverageTime * 1000.0f:F2}ms\nmedian: {m_MedianTime * 1000.0f:F2}ms\nmin: {m_MinTime * 1000.0f:F2}ms\nmax: {m_MaxTime * 1000.0f:F2}ms\n";
        //    //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
        //    if (m_UITime != null)
        //        m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
        //}
        //UpdateInputs();
        if (DebugOnZIMDemo)
        {
            if (Input.GetKeyDown(KeyCode.Z))
                SelectScreenAfterLocate(ScreenIdentificationTag.Manual);
            if (Input.GetKeyDown(KeyCode.X))
                SelectScreenAfterLocate(ScreenIdentificationTag.SemiAuto);
            if (Input.GetKeyDown(KeyCode.C))
                SelectScreenAfterLocate(ScreenIdentificationTag.Auto);
        }
    }
    public void InfraredUpdate(Color[] cameraPixels)
    {
        infraredLocate.InfraredUpdate(cameraPixels);
        if (DebugOnZIMDemo)
            DebugPixelSpotArea(infraredLocate.DebugAreas);
    }
    private bool RefreshCameraSize()
    {
        var sizeNew = new Vector(getUVCCameraInfoSize.x, getUVCCameraInfoSize.y);
        var sizeNewFloat = getUVCCameraInfoSize.o0Vector();
        if (sizeNew != CameraSize || (screenIdentification?.Screen?.QuadInCamera != null && sizeNewFloat != screenIdentification.Screen.QuadInCamera.CameraSize)) 
        {
            Debug.Log($"[ScreenLocate] 分辨率变化,刷新分辨率(from {CameraSize.x}×{CameraSize.y} to {sizeNew.x}×{sizeNew.y}), 是否有屏幕数据: {screenIdentification.Screen.QuadInCamera != null}, 是否有手动数据: {screenIdentification.QuadManual != null}");
            // 同步相机分辨率
            cameraSize = sizeNew;
            
            screenIdentification.Screen.RefreshCameraSize(sizeNewFloat);
            screenIdentification.QuadAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
            screenIdentification.QuadManual?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
            screenIdentification.QuadSemiAuto?.ReSize(sizeNewFloat, ScreenMap.ViewAspectRatioSetting);
            InfraredSpot.RefreshMinVerifyLength(sizeNewFloat);
            return true;
        }
        return false;
    }
    Vector2 targetPos = Vector2.zero;
    Vector2 movePos = Vector2.zero;
    int moveSpeed = 20;
    public float filterDis = 3.0f;
    void onFilterPos(Vector2 _vector2Pos)
    {
        //主要用于模拟九轴时候的
        //添加一个偏移量,使得最后输出的准心是指向正中心
        Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height); //_vector2Pos.pixelToLocalPosition_AnchorCenter(Vector2.one, (transform as RectTransform).rect);
        if (Vector2.Distance(np, targetPos) >= filterDis)
        {
            targetPos = np;
            //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
            //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
            //point -= np;
            InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
        }
        //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
        //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
    }
    Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
    void onFilterPos2(Vector2 _vector2Pos, int index)
    {
        Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
        if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
        {
            _targetPoints2[index] = np;
            InfraredCameraHelper?.InvokeOnPositionUpdate2(_targetPoints2[index], index);
        }
    }
    public void DebugPixelSpotArea(List areas)
    {
        if (areas!=null)
        {
            Info.transform.GetChild(0).GetComponent().text = $"areas.Count: {areas.Count}";
            PixelSpotArea a0 = null;  // 表示最大半径的区域
            PixelSpotArea a1 = null;  // 表示第二大半径的区域
            foreach (var a in areas)
            {
                if (a0 == null || a.Radius > a0.Radius)
                {
                    a1 = a0;  // 更新第二大为之前最大
                    a0 = a;   // 更新最大为当前的
                }
                else if (a1 == null || a.Radius > a1.Radius)
                {
                    a1 = a;   // 更新第二大
                }
            }
            Texture2D texture = new Texture2D(CameraWidth, CameraHeight);
            Color[] blackPixels = new Color[texture.width * texture.height];
            for (int i = 0; i < blackPixels.Length; i++)
                blackPixels[i] = Color.black;
            texture.SetPixels(blackPixels);
            if (a0 != null)
            {
                foreach (var p in a0.Pixels0)
                    texture.SetPixel((int)p.x, (int)p.y, Color.yellow);
                foreach (var p in a0.Pixels1)
                    texture.SetPixel((int)p.x, (int)p.y, Color.white);
            }
            if (a1 != null)
            {
                foreach (var p in a1.Pixels0)
                    texture.SetPixel((int)p.x, (int)p.y, Color.green);
                foreach (var p in a1.Pixels1)
                    texture.SetPixel((int)p.x, (int)p.y, Color.blue);
            }
            texture.Apply();
            DebugTexture(6, texture);
        }
    }
    #region 自动识别 
    int Capture = 30;
    int Delay = 30;
    Vector2 EnterResolution;
    // int DefaultResolutionIndex;
    // readonly public int HighScreenLocateResolutionIndex = 2;       // 自动识别时,摄像机分辨率固定为1280 * 720 ( 对应索引是2 )
    public void BtnScreenLocate()
    {
        if (DebugScreenImages.Count != 0)
        {
            //screenIdentification = new o0.Project.ScreenIdentification();
            cameraSize = new Vector(DebugScreenImages[0].width, DebugScreenImages[0].height);
            WebCamIsReady(DebugScreenImages[0]);
            CreateUVCTexture2DIfNeeded();
        }
        //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
        //screenIdentification.LocateScreen(Capture, Delay);
        OnLocateScreenEnter();
    }
    // bool log1 = false, log2 = false;
    public void OnLocateScreenEnter()
    {
        bAutomaticRecognition = true;
        bAutomaticRecognitionStart = true;
        ResetScreenIdentification();
        //DefaultResolutionIndex = InfraredDemoMain?.ResolutionIndex ?? 0;        // 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低)
        //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); //  index = 0
        // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
        // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
        EnterResolution = mUVCCameraInfo.Size;// 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低)
        Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
        Resize((int)_HighResolution.x, (int)_HighResolution.y);
        //CreateUVCTexture2DIfNeeded();
        // log1 = true;
        // log2 = true;
        screenIdentification.LocateScreen();        // 自动识别开始的入口
        if (DebugOnZIMDemo)
        {
            var webCam = GetComponent();
            webCam.AdjustResolution(1920, 1080);
            mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
        }
    }
    /// 
    /// 屏幕识别结束
    /// 
    public void OnLocateScreenEnd()
    {
        bAutomaticRecognitionEnd = true;
        // 记录本次屏幕识别的分辨率(目前采用高分辨率做识别,识别结束后调回低分辨率)
        //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
        Resize((int)EnterResolution.x, (int)EnterResolution.y);
        if (DebugOnZIMDemo)
        {
            var webCam = GetComponent();
            GetComponent().AdjustResolution((int)EnterResolution.x, (int)EnterResolution.y);
            mUVCCameraInfo.SetSize(webCam.webCamTexture.width, webCam.webCamTexture.height);
        }
        // 前面的数据ContainsNaN(quadUnityVectorList) 如果没处理到,这里再进行判断一次
        // 识别结束后,也要判断半自动数据,即P5?
        if (screenIdentification.QuadAuto == null && screenIdentification.QuadSemiAuto == null)
        {
            InfraredCameraHelper?.InvokeOnUVCPosUpdate(new List());
            Debug.LogError("[ScreenLocate] OnLocateScreenEnd  屏幕未识别");
        }
    }
    /**
      * 修改相机的实际分辨率
      */
    public void Resize(int width, int height)
    {
        if (mUVCCameraInfo == null) return;
#if UNITY_ANDROID
        //发送修改指令给相机实际分辨率
        mUVCCameraInfo.SetCameraSize(width, height);
#endif
#if UNITY_STANDALONE_WIN
        // pc todo 看看怎么处理
        // ResizePC(width, height);
#endif
        //mUVCCameraInfo.SetSize(width, height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
        Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{mUVCCameraInfo.CurrentWidth},{mUVCCameraInfo.CurrentHeight}]=>target:[{width},{height}]");
        // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
    }
    /// 
    /// pc修改分辨率
    /// 
    /// 
    /// 
    public void ResizePC(int width, int height)
    {
        if (mUVCCameraInfo == null) return;
        //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
        // PcWebCamera pcWebCamera = GetComponent();
        // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
        //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
        mUVCCameraInfo.SetSize(width, height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
        Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
    }
    private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
    {
        WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
        // Stop the current WebCamTexture
        _webCamTexture.Stop();
        // Trigger OnWebCamStopped event
        // OnWebCamStopped?.Invoke();
        // Wait for a short time to ensure resources are released
        yield return new WaitForSeconds(0.5f);
        // Create a new WebCamTexture with the new dimensions
        _webCamTexture = new WebCamTexture(newWidth, newHeight);
        pcWebCamera.webCamTexture = _webCamTexture;
        mUVCTexture = _webCamTexture;
        // Restart the camera
        yield return StartCoroutine(StartWebCam(pcWebCamera));
    }
    private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
    {
        WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
        _webCamTexture.Play();
        // Wait until the WebCamTexture is playing
        while (!_webCamTexture.isPlaying)
        {
            yield return null;
        }
        // Trigger OnWebCamStarted event
        //OnWebCamStarted?.Invoke();
        mUVCCameraInfo.SetSize(_webCamTexture.width, _webCamTexture.height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
        Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
        // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
    }
    #endregion
    public void BtnScreenMap()
    {
        ToMode(Mode.ScreenMap);
    }
    //进入手动定位屏幕
    public void BtnScreenLocateManual()
    {
        ToMode(Mode.ScreenLocateManual);
    }
    // 重置屏幕识别的数据
    public void ResetScreenIdentification()
    {
        screenIdentification.Screen.Active = false;
    }
    // threshold 的值是0-1,0代表最近,1代表最远
    public void SetReDoLocateCalibrationRatio(float threshold)
    {
        const float MIN = 0.02f;
        const float MAX = 0.32f;
        ReDoLocateCalibrationRatio = MIN + (MAX - MIN) * threshold;
    }
    /// 
    /// 固定的顶点顺序: 左下,右下,左上,右上
    /// 
    public static List quadUnityVectorList = new();
    /// 
    /// 打印信息
    /// 
    /// 左下,右下,左上,右上
    /// 
    public string PrintVector2List(List list)
    {
        if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
        string result = "";
        if (list.Count == 4)
        {
            result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
        }
        else
        {
            result = "count != 4 error";
        }
        //foreach (Vector2 vector in list)
        //{
        //    result += vector.ToString() + " ";
        //}
        //Debug.Log(result);
        return result;
    }
    /// 
    /// 判断是否存在NaN
    /// 
    /// 
    /// 
    public bool ContainsNaN(List vectors)
    {
        foreach (var v in vectors)
        {
            if (float.IsNaN(v.x) || float.IsNaN(v.y))
            {
                return true;
            }
        }
        return false;
    }
    // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
    public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
    {
        if (screen == null)
        {
            Info.text = "识别屏幕失败";
            return;
        }
        Info.text = "已识别到屏幕";
        //if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
        //{
        //    ScreenQuadObject.gameObject.SetActive(true);
        //    for (int i = 0; i < 4; i++)
        //    {
        //        if (DebugOnZIMDemo)
        //        {
        //            RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
        //            t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
        //        }
        //    }
        //}
        quadUnityVectorList = screen.GetUnityVertexNormalizedList();      // 记录四个点
        if (!ContainsNaN(quadUnityVectorList))
        {
            SaveScreenLocateVectorList();
            //SyncInfraredDemo();
            if (DebugOnZIMDemo)
                SyncInfraredScreenPositioningView();
            InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
            Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
        }
        else
        {
            Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
        }
    }
    public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
    /// 
    /// 校准点位置存储到本地
    /// 
    static public void SaveScreenLocateVectorList()
    {
        //string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
        // 如果列表为空,保存空字符串或自定义标记
        string saveStr = quadUnityVectorList.Count > 0 ? string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")) : "";
        Debug.Log("SaveScreenLocateVectorList:  " + saveStr);
        PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
    }
    /// 
    /// 获取本地存储校准点位置
    /// 
    static public bool GetScreenLocateVectorList()
    {
        string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
        Debug.Log("GetScreenLocateVectorList:" + posListStr);
        if (!string.IsNullOrWhiteSpace(posListStr))
        {
            quadUnityVectorList.Clear();
            quadUnityVectorList = posListStr.Split(';')
                .Select(s =>
                {
                    string[] parts = s.Split(',');
                    return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
                })
                .ToList();
            return true;
        }
        else return false;
    }
    public void SetSinglePoint(bool value)=> infraredLocate.SetSinglePoint(value);
    public bool IsSinglePoint() => infraredLocate.IsSinglePoint();
    public Vector2 AdjustPointsOffset(Vector2 inputPoint, string type = "CameraLocation") => infraredLocate.GetCenterOffset(inputPoint, type);
    /// 
    /// 重置偏移量
    /// 
    public void ResetPointsOffest() => infraredLocate.ResetCenterOffset();
    /// 
    /// 初始化记录值
    /// 
    /// 
    /// 
    /// 
    public Vector2 SetPointsOffset(Vector2 inputPointOffset, string type = "CameraLocation")
    {
        // 计算从原始中心到输入点的偏移量
        if (type == "CameraLocation")
        {
            OldCameraLocationOffset = CameraLocationOffset = inputPointOffset;
            return CameraLocationOffset;
        }
        else
        {
            //ScreenUV
            OldUVOffset = UVOffset = inputPointOffset;
            return UVOffset;
        }
    }
    /// 
    /// 撤销操作,
    /// 
    public void RevokePointsOffest() {
        CameraLocationOffset = OldCameraLocationOffset;
        UVOffset = OldUVOffset;
    }
    /// 
    /// 这里计算一个偏移后的cameraLocatoin位置
    /// 
    /// 
    /// 
    public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin)
    {
        return cameraLocatoin - CameraLocationOffset;
    }
    void ToMode(Mode mode)
    {
        if (this.mode == mode)
            return;
        if (mode == Mode.ScreenMap)
        {
            if (!screenIdentification.Screen.Active)
            {
                Info.text = "先定位屏幕";
                return;
            }
            Info.text = "按ESC退出";
            SetScreen(Color.black);
            //Info.transform.SetAsLastSibling();
            this.mode = Mode.ScreenMap;
        }
        else if (mode == Mode.InfraredLocate)
        {
            Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
            //Info.text = "已识别到屏幕"; 
            SetScreen(null);
            foreach (var i in CrosshairInScreen)
                i.gameObject.SetActive(false);
            FullScreenImage.gameObject.SetActive(false);
            ScreenPixelCheaker?.HideImage();
            //Info.transform.SetSiblingIndex(transform.childCount - 4);
            this.mode = Mode.InfraredLocate;
#if (!NDEBUG && DEBUG && ENABLE_LOG)
            Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
#endif
        }
        else if (mode == Mode.ScreenLocateManual)
        {
            Info.text = "左键单击屏幕 左下角";
            FullScreenImage.gameObject.SetActive(true);
            ScreenPixelCheaker?.ShowImage();
            //Info.transform.SetSiblingIndex(transform.childCount - 1);
            // var newTex = WebCamera.webCamTexture.AutoLight(10);
            //DebugTexture(1, TextureToTexture2D(rawImage.texture));
            CreateUVCTexture2DIfNeeded();
            DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
            //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
            //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
            this.mode = Mode.ScreenLocateManual;
        }
    }
    private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
    {
        if (width == 0)
            width = texture.width;
        if (height == 0)
            height = texture.height;
        Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
        RenderTexture currentRT = RenderTexture.active;
        RenderTexture renderTexture = RenderTexture.GetTemporary(
                    width,
                    height,
                    0,
                    RenderTextureFormat.ARGB32,
                    RenderTextureReadWrite.Linear);
        Graphics.Blit(texture, renderTexture);
        RenderTexture.active = renderTexture;
        _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
        _texture2D.Apply();
        RenderTexture.active = currentRT;
        RenderTexture.ReleaseTemporary(renderTexture);
        return _texture2D;
    }
    //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
    //{
    //    if (mUVCTexture2D != null)
    //        Destroy(mUVCTexture2D);
    //    mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
    //}
    /// 
    /// 使用默认的mUVCTexture宽高
    /// 
    private void CreateUVCTexture2DIfNeeded()
    {
        if (mUVCTexture2D != null)
            Destroy(mUVCTexture2D);
        mUVCTexture2D = TextureToTexture2D(mUVCTexture);
    }
    /// 
    /// 根据宽高调整mUVCTexture2D
    /// 
    /// 
    /// 
    private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
    {
        if (mUVCTexture2D != null)
            Destroy(mUVCTexture2D);
        mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
    }
    #region DoubleButton 
    private DateTime m_firstTime;
    private DateTime m_secondTime;
    private void Press()
    {
        Debug.Log("进入手动定位");
        BtnScreenLocateManual();
        resetTime();
    }
    public void OnDoubleClick()
    {
        //超时重置
        if (!m_firstTime.Equals(default(DateTime)))
        {
            var intervalTime = DateTime.Now - m_firstTime;
            float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
            if (milliSeconds >= 400)
                resetTime();
        }
        // 按下按钮时对两次的时间进行记录
        if (m_firstTime.Equals(default(DateTime)))
            m_firstTime = DateTime.Now;
        else
            m_secondTime = DateTime.Now;
        // 在第二次点击触发,时差小于400ms触发
        if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
        {
            var intervalTime = m_secondTime - m_firstTime;
            float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
            if (milliSeconds < 400)
                Press();
            else
                resetTime();
        }
    }
    private void resetTime()
    {
        m_firstTime = default(DateTime);
        m_secondTime = default(DateTime);
    }
    #endregion
    #region 性能检测相关
    void InvalidateTimings()
    {
        m_ValidHistoryFrames = 0;
        m_AverageTime = float.NaN;
        m_MedianTime = float.NaN;
        m_MinTime = float.NaN;
        m_MaxTime = float.NaN;
    }
    void UpdateInputs()
    {
        //重置
        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            InvalidateTimings();
        }
    }
    #endregion
}