InfraredDemo.cs 65 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using InfraredManager;
  6. using ZIM;
  7. using System.Linq;
  8. using SLAMUVC;
  9. using System;
  10. using SmartBowSDK;
  11. using ZIM.Unity;
  12. public class InfraredDemo : JCUnityLib.ViewBase
  13. {
  14. public static bool DebugInEditor = true;
  15. public static InfraredDemo _ins;
  16. [SerializeField]
  17. RectTransform canvasRectTransform;
  18. public Button mBtnSee;
  19. Reporter reporter;
  20. public Text FPSText;
  21. public static void Create()
  22. {
  23. if (_ins) return;
  24. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  25. DontDestroyOnLoad(o);
  26. _ins = o.GetComponent<InfraredDemo>();
  27. //添加一个父物体
  28. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  29. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  30. if (canvasScaler != null)
  31. {
  32. Destroy(canvasScaler);
  33. }
  34. RectTransform rectTransform = o.GetComponent<RectTransform>();
  35. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  36. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  37. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  38. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  39. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  40. //直接初始化一次
  41. _ins.InitInfraredCamera();
  42. }
  43. void Start()
  44. {
  45. //生成一个控制台
  46. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  47. if (obj != null) {
  48. reporter = obj.GetComponent<Reporter>();
  49. }
  50. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  51. SetVisiable(false);
  52. InitDebugScreenPoint();
  53. // gameObject.AddComponent<FPSTester>();
  54. if (CommonConfig.StandaloneModeOrPlatformB)
  55. {
  56. mBtnSee.gameObject.SetActive(false);
  57. }
  58. else {
  59. mBtnSee.interactable = false;
  60. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  61. }
  62. //直接初始化一次
  63. //InitInfraredCamera();
  64. Debug.Log("[InfraredDemo] Start Function!");
  65. initToggle();
  66. initExport();
  67. InitFullScreen();
  68. #if UNITY_STANDALONE_WIN
  69. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  70. #endif
  71. }
  72. void Update()
  73. {
  74. UpdateInfraredCamera();
  75. //UpdateDebugScreenPoint();
  76. if(reporter!=null) FPSText.text = "FPS:" + reporter.fps;
  77. }
  78. public void OnClick_See()
  79. {
  80. SetVisiable(!_visiable);
  81. }
  82. //初始化一次 initScreenLocateManual
  83. bool hasCalled = false;
  84. bool _visiable;
  85. void SetVisiable(bool value)
  86. {
  87. _visiable = value;
  88. transform.Find("Background").gameObject.SetActive(value);
  89. transform.Find("InfraredCamera").gameObject.SetActive(value);
  90. //如果是b端,控制这里按钮显示
  91. if (CommonConfig.StandaloneModeOrPlatformB)
  92. {
  93. mBtnSee.gameObject.SetActive(value);
  94. }
  95. updateBtnSee();
  96. Action<Text> onApplyToNext = (t) => {
  97. updateBtnSee();
  98. };
  99. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  100. //if (value) InitInfraredCamera();
  101. //刷新翻译的Dropdown
  102. if (value) {
  103. UpdateLanguage();
  104. updateDropdownResolution2();
  105. }
  106. //if (!hasCalled && value)
  107. //{
  108. // hasCalled = true;
  109. // //如果本地有记录,初始化一次
  110. // StartCoroutine(initScreenLocateManual());
  111. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  112. //}
  113. }
  114. void updateBtnSee() {
  115. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  116. }
  117. Text _spText;
  118. Vector2 _screenPoint;
  119. void InitDebugScreenPoint()
  120. {
  121. _spText = transform.Find("SPText").GetComponent<Text>();
  122. //_spText.gameObject.SetActive(DebugInEditor);
  123. _spText.gameObject.SetActive(false);
  124. }
  125. void UpdateDebugScreenPoint()
  126. {
  127. if (!DebugInEditor) return;
  128. if (infraredCameraHelper == null) return;
  129. _screenPoint.x = Mathf.Clamp(
  130. _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  131. 0, Screen.width);
  132. _screenPoint.y = Mathf.Clamp(
  133. _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  134. 0, Screen.height);
  135. infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  136. _spText.text = _screenPoint.ToString();
  137. }
  138. #region 红外摄像
  139. [SerializeField] RawImage _cameraRender;
  140. [SerializeField] RawImage _cameraRender2;
  141. /// <summary>
  142. /// 测试texture
  143. /// </summary>
  144. public RawImage MyCameraRender2
  145. {
  146. get { return _cameraRender2; }
  147. set { _cameraRender2 = value; }
  148. }
  149. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  150. [SerializeField] List<RectTransform> _crosshairsInCamera;
  151. [SerializeField] Slider _sliderShakeFilter;
  152. [SerializeField] Button _btnReset;
  153. [SerializeField] Button _btnScreenLocateManual;
  154. [SerializeField] Button _btnScreenLocateManualAuto;
  155. [SerializeField] Slider _sliderCapture;
  156. [SerializeField] Slider _sliderDelay;
  157. [SerializeField] Dropdown _dropdownResolution;
  158. [SerializeField] Dropdown _dropdownResolution2;
  159. [SerializeField] Slider _sliderLineWidth;
  160. [SerializeField] Slider _fanWidth;
  161. //红外线阈值
  162. [SerializeField] Slider _infraredFilter;
  163. //调试UVC参数
  164. [SerializeField] GameObject _cameraParameterPanel;
  165. [SerializeField] Button _btnAdjusting;
  166. //野鸭选择
  167. [SerializeField] Dropdown _duckLevelDropdown;
  168. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  169. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  170. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  171. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  172. #if UNITY_ANDROID
  173. //初始化纹理-1280*720,index = 0
  174. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  175. //摄像机分辨率 -320*240,index = 10
  176. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  177. //摄像机分辨率 -只处理高低分辨率情况
  178. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  179. //string[] resolutions = { "高分辨率", "低分辨率" };
  180. #endif
  181. //抖动过滤值 - 6.0
  182. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  183. //亮度过滤阈值 - 0.8
  184. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  185. //线段宽度阈值
  186. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  187. //扇形宽度
  188. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  189. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  190. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  191. //红外准心,默认打开吧
  192. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  193. //野鸭测试存储
  194. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  195. //存储滑块信息。camera
  196. public Dictionary<string ,ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  197. public static InfraredCameraHelper infraredCameraHelper;
  198. public static bool running { get => infraredCameraHelper != null; }
  199. private bool _inited;
  200. #region 参数控制
  201. public GameObject togglePrefab; // 拖入一个Toggle预设体
  202. public GameObject sliderPrefab; // 拖入一个Slider预设体
  203. public GameObject spawnPoint;
  204. //自动曝光
  205. bool bAutoAE = false;
  206. Toggle CTRLAEToggle;
  207. Slider CTRLAEABSSlider;
  208. string[] sliderNameArray = new string[]{
  209. "自动曝光模式",
  210. "曝光时间(绝对)",
  211. "亮度", //
  212. "对比度",
  213. "色调",
  214. "饱和度",
  215. "锐度",
  216. "伽玛",
  217. //"白平衡温度",
  218. //"白平衡分量",
  219. "背光补偿",
  220. "增益" };
  221. string[] sliderStrArray = new string[]{
  222. "CTRL_AE",
  223. "CTRL_AE_ABS",
  224. "PU_BRIGHTNESS",
  225. "PU_CONTRAST",
  226. "PU_HUE",
  227. "PU_SATURATION",
  228. "PU_SHARPNESS",
  229. "PU_GAMMA",
  230. //"PU_WB_TEMP",
  231. //"PU_WB_COMPO",
  232. "PU_BACKLIGHT",
  233. "PU_GAIN" };
  234. UVCManager.CameraInfo currentCameraInfo;
  235. //初始化相机参数
  236. public void initSlider(UVCManager.CameraInfo cameraInfo)
  237. {
  238. if (currentCameraInfo != null) return;
  239. currentCameraInfo = cameraInfo;
  240. string[] sliderNameArrayKey = new string[] {
  241. "AutoExposureMode", // "自动曝光模式"
  242. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  243. "Brightness", // "亮度"
  244. "Contrast", // "对比度"
  245. "Hue", // "色调"
  246. "Saturation", // "饱和度"
  247. "Sharpness", // "锐度"
  248. "Gamma", // "伽玛"
  249. "BacklightCompensation", // "背光补偿"
  250. "Gain" // "增益"
  251. };
  252. for (int i = 0; i < sliderStrArray.Length; i++)
  253. {
  254. string typeStr = sliderStrArray[i];
  255. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  256. //不支持的,跳过
  257. bool bContains = cameraInfo.ContainsKey(typeStr);
  258. if (!bContains) continue;
  259. if (typeStr == "CTRL_AE")
  260. {
  261. //曝光Toggle
  262. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  263. toggleObject.SetActive(true);
  264. toggleObject.name = typeStr;
  265. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  266. //labelObj.text = sliderNameArray[i];
  267. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  268. Toggle toggle = toggleObject.GetComponent<Toggle>();
  269. CTRLAEToggle = toggle;
  270. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  271. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  272. int _currentValue = cameraInfo.GetValue(typeStr);
  273. bAutoAE = _currentValue == 8 ? true : false; //如果当前值是 8,则当前摄像机是自动曝光模式
  274. toggle.isOn = bAutoAE;
  275. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  276. toggle.onValueChanged.AddListener((bool bValue) =>
  277. {
  278. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  279. if (typeStr == "CTRL_AE")
  280. {
  281. //开关控制是否自动曝光
  282. bAutoAE = bValue;
  283. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  284. int _value = bValue ? 8 : 1;
  285. //Debug.Log("_value " + _value);
  286. cameraInfo.SetValue(typeStr, _value);
  287. }
  288. });
  289. }
  290. else
  291. {
  292. //其余使用slider
  293. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  294. sliderObject.SetActive(true);
  295. sliderObject.name = typeStr;
  296. Slider slider = sliderObject.GetComponent<Slider>();
  297. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  298. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  299. //titleTextObj.text = sliderNameArray[i];//类型名字
  300. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  301. if (slider != null)
  302. {
  303. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  304. slider.minValue = _UVCCtrlInfo.min;
  305. slider.maxValue = _UVCCtrlInfo.max;
  306. slider.wholeNumbers = true;
  307. int _defValue = _UVCCtrlInfo.def;
  308. //指定默认值
  309. //5、UVC亮度 - 50
  310. //6、UVC对比度 - 50
  311. if (typeStr == "PU_BRIGHTNESS") {
  312. _defValue = 50;
  313. } else if (typeStr == "PU_CONTRAST") {
  314. _defValue = 50;
  315. }
  316. //记录一个typeStr类型的数据存储操作对象
  317. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  318. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  319. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  320. {
  321. //获取设置默认存储的值
  322. int _Value = (int)paramFloatValue.Get();
  323. cameraInfo.SetValue(typeStr, _Value);
  324. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  325. slider.value = _Value;
  326. textObj.text = _Value + "";
  327. }
  328. else {
  329. //获取设置当前值
  330. int _currentValue = cameraInfo.GetValue(typeStr);
  331. slider.value = _currentValue;
  332. textObj.text = _currentValue + "";
  333. }
  334. //如果是曝光slider
  335. if (typeStr == "CTRL_AE_ABS")
  336. {
  337. CTRLAEABSSlider = slider;
  338. slider.interactable = !bAutoAE;
  339. }
  340. slider.onValueChanged.AddListener((newValue) =>
  341. {
  342. var _value = Mathf.FloorToInt(newValue);
  343. textObj.text = _value + "";
  344. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  345. cameraInfo.SetValue(typeStr, _value);
  346. paramFloatValue.Set(_value);
  347. });
  348. }
  349. }
  350. }
  351. }
  352. public void OpenUVCPanel()
  353. {
  354. _cameraParameterPanel.SetActive(true);
  355. }
  356. public void CloseUVCPanel()
  357. {
  358. _cameraParameterPanel.SetActive(false);
  359. }
  360. public void onResetUVCData()
  361. {
  362. #if UNITY_ANDROID
  363. resetUVCData();
  364. #endif
  365. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  366. resetPCData();
  367. #endif
  368. }
  369. void resetUVCData() {
  370. if (currentCameraInfo == null) return;
  371. for (int i = 0; i < sliderStrArray.Length; i++)
  372. {
  373. string typeStr = sliderStrArray[i];
  374. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  375. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  376. if (!bContains) continue;
  377. if (typeStr == "CTRL_AE")
  378. {
  379. //toggle值不进行重置
  380. Debug.Log("CTRL_AE 不需要重置");
  381. }
  382. else if (typeStr == "CTRL_AE_ABS")
  383. {
  384. if (!bAutoAE)
  385. {
  386. //如果是手动曝光,重置值
  387. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  388. Slider slider = trans.GetComponent<Slider>();
  389. Text textObj = trans.Find("text").GetComponent<Text>();
  390. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  391. //获取当前值
  392. int _currentValue = currentCameraInfo.GetValue(typeStr);
  393. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  394. textObj.text = _AEInfo.def + "";
  395. slider.value = _AEInfo.def;
  396. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  397. }
  398. }
  399. else
  400. {
  401. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  402. Slider slider = trans.GetComponent<Slider>();
  403. Text textObj = trans.Find("text").GetComponent<Text>();
  404. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  405. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  406. //重置的值
  407. int _defValue = _UVCCtrlInfo.def;
  408. if (typeStr == "PU_BRIGHTNESS")
  409. {
  410. _defValue = (int)paramFloatValue.GetDefault();
  411. }
  412. else if (typeStr == "PU_CONTRAST")
  413. {
  414. _defValue = (int)paramFloatValue.GetDefault();
  415. }
  416. textObj.text = _defValue + "";
  417. slider.value = _defValue;
  418. //获取当前值
  419. int _currentValue = currentCameraInfo.GetValue(typeStr);
  420. //重置存储值
  421. paramFloatValue.Reset();
  422. //存储初始值,设置一次到UVC参数
  423. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  424. }
  425. }
  426. }
  427. //windows 相机
  428. string[] sliderNameArrayPC = new string[]{
  429. "亮度",
  430. "对比度",};
  431. string[] sliderNameArrayPCKey = new string[]{
  432. "Brightness",
  433. "Contrast",};
  434. string[] sliderStrArrayPC = new string[]{
  435. "PU_BRIGHTNESS",
  436. "PU_CONTRAST"};
  437. //记录一个typeStr类型的数据存储操作对象
  438. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  439. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  440. public void initSliderPC()
  441. {
  442. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  443. {
  444. string typeStr = sliderStrArrayPC[i];
  445. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  446. sliderObject.SetActive(true);
  447. sliderObject.name = typeStr;
  448. Slider slider = sliderObject.GetComponent<Slider>();
  449. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  450. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  451. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  452. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  453. if (slider != null)
  454. {
  455. slider.minValue = -1;
  456. slider.maxValue = 1;
  457. //记录一个typeStr类型的数据存储操作对象
  458. if (typeStr == "PU_BRIGHTNESS")
  459. {
  460. //获取设置默认存储的值
  461. float _Value = pcBRIGHTNESS.Get();
  462. infraredCameraHelper.SetBrightness(_Value);
  463. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  464. slider.value = _Value;
  465. textObj.text = _Value + "";
  466. slider.onValueChanged.AddListener((newValue) =>
  467. {
  468. var _value = newValue;
  469. textObj.text = _value + "";
  470. infraredCameraHelper.SetBrightness(_value);
  471. pcBRIGHTNESS.Set(_value);
  472. });
  473. }
  474. else if (typeStr == "PU_CONTRAST")
  475. {
  476. //获取设置默认存储的值
  477. float _Value = pcCONTRAST.Get();
  478. infraredCameraHelper.SetContrast(_Value);
  479. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  480. slider.value = _Value;
  481. textObj.text = _Value + "";
  482. slider.onValueChanged.AddListener((newValue) =>
  483. {
  484. var _value = newValue;
  485. textObj.text = _value + "";
  486. infraredCameraHelper.SetContrast(_value);
  487. pcCONTRAST.Set(_value);
  488. });
  489. }
  490. }
  491. }
  492. }
  493. void resetPCData() {
  494. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  495. {
  496. string typeStr = sliderStrArrayPC[i];
  497. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  498. Slider slider = trans.GetComponent<Slider>();
  499. Text textObj = trans.Find("text").GetComponent<Text>();
  500. //重置的值
  501. int _defValue = 0;
  502. if (typeStr == "PU_BRIGHTNESS")
  503. {
  504. _defValue = 0;
  505. infraredCameraHelper.SetBrightness(_defValue);
  506. }
  507. else if (typeStr == "PU_CONTRAST")
  508. {
  509. _defValue = 0;
  510. infraredCameraHelper.SetContrast(_defValue);
  511. }
  512. textObj.text = _defValue + "";
  513. slider.value = _defValue;
  514. }
  515. }
  516. #endregion
  517. void InitInfraredCamera()
  518. {
  519. if (_inited) return;
  520. _inited = true;
  521. //SDK创建
  522. if (infraredCameraHelper == null)
  523. {
  524. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  525. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  526. infraredCameraHelper.CreateToPc();
  527. #endif
  528. #if UNITY_ANDROID
  529. //开始时候设置一个默认分辨率
  530. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  531. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  532. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  533. #endif
  534. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  535. {
  536. //跑九轴时候,不处理这里位置
  537. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  538. if (Camera.main == null) return;
  539. Ray ray = Camera.main.ScreenPointToRay(point);
  540. Vector3 rayEndPoint = ray.GetPoint(200);
  541. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  542. // 挑战场景中其相机的父级有旋转,需要换算
  543. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  544. {
  545. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  546. }
  547. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  548. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  549. //移动目标游戏
  550. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  551. };
  552. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  553. {
  554. //生成控制摄像机的参数滑条
  555. Debug.Log("初始化摄像机!");
  556. //可以操作按钮
  557. mBtnSee.interactable = true;
  558. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  559. updateBtnSee();
  560. //延迟重新设置一次分辨率
  561. StartCoroutine(delayInitOhterInfo(camera));
  562. };
  563. //屏幕变化时候
  564. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  565. {
  566. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  567. SetLocatePointsToCameraRender(list, 1, 1);
  568. //InfraredScreenPositioningView 页面
  569. if (list.Count == 4)
  570. {
  571. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  572. }
  573. else {
  574. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  575. }
  576. };
  577. }
  578. }
  579. private void updateDropdownResolution2()
  580. {
  581. string[] resolutions = {
  582. TextAutoLanguage2.GetTextByKey("HighResolution"),
  583. TextAutoLanguage2.GetTextByKey("LowResolution")
  584. };
  585. // 清除默认选项
  586. _dropdownResolution2.ClearOptions();
  587. // 将分辨率字符串数组转换为 Dropdown 选项
  588. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  589. }
  590. /// <summary>
  591. /// 初始化一些游戏配置
  592. /// </summary>
  593. /// <returns></returns>
  594. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  595. //yield return new WaitForSeconds(1f);
  596. yield return new WaitForEndOfFrame();
  597. #if UNITY_ANDROID
  598. initSlider(camera);
  599. camera.GetResolutionsStrs();
  600. // 默认设置
  601. updateDropdownResolution2();
  602. int index = (int)resoution.Get();
  603. _dropdownResolution2.value = index;
  604. _dropdownResolution2.RefreshShownValue();
  605. // 处理 Dropdown 的选择变化
  606. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  607. #endif
  608. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  609. initSliderPC();
  610. //隐藏不需要的设置
  611. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  612. _dropdownResolution.gameObject.SetActive(false);
  613. _dropdownResolution2.gameObject.SetActive(false);
  614. #endif
  615. //震动阈值
  616. SetShakeFilterValue(shakeFilterValue.Get());
  617. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  618. //功能按钮
  619. //重置触发测试
  620. _btnReset.onClick.AddListener(OnClick_Reset);
  621. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  622. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  623. SetCaptureValue(captureValue.Get());
  624. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  625. SetDelayValue(delayValue.Get());
  626. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  627. //绘制线段
  628. SetLineWidth(lineWidth.Get());
  629. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  630. SetFanWidth(fanWidth.Get());
  631. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  632. //检测红外亮度阈值
  633. SetInfraredFilterValue(infraredFileterValue.Get());
  634. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  635. //野鸭设置初始关卡
  636. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  637. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  638. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  639. }
  640. /// <summary>
  641. /// 初始化时候获取设置和存储来控制显示准心
  642. /// </summary>
  643. /// <returns></returns>
  644. public bool bInitCrosshairShow() {
  645. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  646. }
  647. /// <summary>
  648. /// 获取弓箭准心存储值
  649. /// </summary>
  650. /// <returns></returns>
  651. public int getCrosshairValue() {
  652. return (int)crosshairValue.Get();
  653. }
  654. public void setCrosshairValue(bool bshow) {
  655. crosshairValue.Set(bshow ? 1 : 0);
  656. }
  657. public void onStartPreview()
  658. {
  659. infraredCameraHelper.onStartPreview();
  660. }
  661. public void onStopPreview()
  662. {
  663. infraredCameraHelper.onStopPreview();
  664. }
  665. /// <summary>
  666. /// 获取并且初始化一次记录点的数据
  667. /// </summary>
  668. /// <returns></returns>
  669. IEnumerator initScreenLocateManual()
  670. {
  671. yield return new WaitForSeconds(1f);
  672. infraredCameraHelper.InitScreenLocateManual();
  673. }
  674. IEnumerator RestartOrKillApp()
  675. {
  676. yield return new WaitForSeconds(0.3f);
  677. if (Application.isEditor) yield break;
  678. if (Application.platform == RuntimePlatform.Android)
  679. {
  680. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  681. {
  682. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  683. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  684. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  685. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  686. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  687. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  688. currentActivity.Call("startActivity", intent);
  689. currentActivity.Call("finish");
  690. var process = new AndroidJavaClass("android.os.Process");
  691. int pid = process.CallStatic<int>("myPid");
  692. process.CallStatic("killProcess", pid);
  693. }
  694. }
  695. else {
  696. // 获取当前应用程序的可执行文件路径
  697. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  698. // 重启应用程序
  699. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  700. {
  701. FileName = executablePath,
  702. UseShellExecute = false
  703. };
  704. System.Diagnostics.Process.Start(startInfo);
  705. // 退出当前应用程序
  706. Application.Quit();
  707. };
  708. }
  709. void UpdateInfraredCamera()
  710. {
  711. if (!_visiable) return;
  712. if (!_inited) return;
  713. if (infraredCameraHelper == null) return;
  714. //渲染相机画面
  715. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  716. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  717. if (ScreenLocate.Main.getUVCTexture)
  718. {
  719. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  720. {
  721. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  722. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  723. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  724. if (!isFullscreen) SetAllToggle(true);
  725. }
  726. else if (ScreenLocate.Main.OutputTextures[4] != null)
  727. {
  728. //缩小的情况下。显示黑白色差的合成图
  729. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  730. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  731. //底图缩小的情况下。不显示适配线段,并且隐藏points
  732. if (!isFullscreen) {
  733. if (showPoints) {
  734. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  735. for (int i = 0; i < pointsTF2.childCount; i++)
  736. {
  737. Transform pointTF = pointsTF2.GetChild(i);
  738. pointTF.gameObject.SetActive(false);
  739. showPoints = false;
  740. }
  741. }
  742. SetAllToggle(false);
  743. }
  744. }
  745. //_cameraRender.SetNativeSize();
  746. // _MaintainAspectRatio.AdjustSize();
  747. }
  748. //在相机画面显示准心
  749. if (ScreenLocate.Main)
  750. {
  751. var _sl = ScreenLocate.Main;
  752. var buffer = _sl.infraredSpotBuffer;
  753. if (buffer != null)
  754. {
  755. for (int i = 0; i < buffer.Length; i++)
  756. {
  757. if (buffer[i].CameraLocation != null)
  758. {
  759. //添加一个偏移量,使得最后输出的准心是指向正中心
  760. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  761. // 检测到光点
  762. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  763. _crosshairsInCamera[i].gameObject.SetActive(true);
  764. _crosshairsInCamera[i].anchoredPosition = pos;
  765. }
  766. else
  767. _crosshairsInCamera[i].gameObject.SetActive(false);
  768. }
  769. }
  770. //渲染固定摄像机分辨率
  771. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  772. //渲染摄像机大小
  773. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  774. //渲染摄像机识别点位置
  775. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  776. }
  777. }
  778. bool showPoints = false;
  779. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  780. {
  781. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  782. if (pointsTF2.childCount == points.Count)
  783. {
  784. Vector2 texSize = new Vector2(w, h);
  785. for (int i = 0; i < pointsTF2.childCount; i++)
  786. {
  787. Transform pointTF = pointsTF2.GetChild(i);
  788. Vector2 pos = points[i];
  789. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  790. pointTF.gameObject.SetActive(true);
  791. showPoints = true;
  792. }
  793. }
  794. else {
  795. for (int i = 0; i < pointsTF2.childCount; i++)
  796. {
  797. Transform pointTF = pointsTF2.GetChild(i);
  798. pointTF.gameObject.SetActive(false);
  799. showPoints = false;
  800. }
  801. }
  802. //绘制数据
  803. DrawTestLine();
  804. }
  805. #region 测试数据绘制
  806. [SerializeField] private Toggle curToggle;
  807. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  808. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  809. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  810. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  811. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  812. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  813. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  814. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  815. [SerializeField] RawImage _cameraRenderTest5;
  816. [SerializeField] RawImage _cameraRenderTest6;
  817. void DrawTestLine()
  818. {
  819. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  820. // 判断 texSize 是否为有效值
  821. if (texSize == Vector2.zero)
  822. {
  823. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  824. return;
  825. }
  826. // 设置三个屏幕四边形和线条生成器
  827. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  828. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  829. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  830. ScreenLocate.Main.ScreenIdentification?.QuadManual
  831. };
  832. LineGenerator[] lineGenerators = new LineGenerator[] {
  833. AutoUILineGenerator,
  834. SemiAutoUILineGenerator,
  835. ManualUILineGenerator
  836. };
  837. for (int i = 0; i < screenQuads.Length; i++)
  838. {
  839. if (screenQuads[i] == null)
  840. {
  841. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  842. continue;
  843. }
  844. if (lineGenerators[i] == null)
  845. {
  846. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  847. continue;
  848. }
  849. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  850. }
  851. // 清除旧选项并填充新的选项
  852. dropdown.ClearOptions();
  853. List<string> options = new List<string>();
  854. //for (int i = 0; i < screenQuads.Length; i++)
  855. //{
  856. // options.Add($"Quad {i + 1}");
  857. //}
  858. //options.Add("自动识别");
  859. //options.Add("半自动识别");
  860. //options.Add("手动识别");
  861. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  862. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  863. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  864. dropdown.AddOptions(options);
  865. // 添加监听器来处理选择事件
  866. dropdown.onValueChanged.AddListener((index) => {
  867. OnDropdownValueChanged(index, screenQuads);
  868. });
  869. if (screenQuads[0] != null || screenQuads[1] != null)
  870. {
  871. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  872. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  873. }
  874. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  875. //绘制白色线段
  876. var lo = new Vector2(-0.5f, -0.5f);
  877. CurUILineGenerator.Points = new Vector2[4] {
  878. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  879. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  880. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  881. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  882. }
  883. }
  884. // 当下拉框选项更改时调用的方法
  885. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  886. {
  887. if (index >= 0 && index < screenQuads.Length)
  888. {
  889. if (screenQuads[index] != null)
  890. {
  891. QuadrilateralInCamera selectedQuad = screenQuads[index];
  892. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  893. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  894. }
  895. else
  896. {
  897. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  898. }
  899. }
  900. else
  901. {
  902. Debug.LogWarning("所选索引超出范围!");
  903. }
  904. }
  905. /// <summary>
  906. /// 提取转换四边形的方法
  907. /// </summary>
  908. /// <param name="quad"></param>
  909. /// <param name="texSize"></param>
  910. /// <returns></returns>
  911. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  912. {
  913. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  914. {
  915. Debug.LogWarning("Invalid quadrilateral data provided.");
  916. return new Vector2[0]; // 返回空数组以避免异常
  917. }
  918. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  919. return new Vector2[4] {
  920. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  921. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  922. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  923. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  924. };
  925. }
  926. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  927. {
  928. if (points == null || points.Length < 1)
  929. {
  930. Debug.LogWarning("Invalid point data provided.");
  931. return new Vector2[0]; // 返回空数组以避免异常
  932. }
  933. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  934. List<Vector2> transformedPoints = new List<Vector2>();
  935. // 遍历所有传入的点进行转换
  936. foreach (var point in points)
  937. {
  938. // 转换每个点,考虑 texSize 和 pivot 偏移
  939. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  940. transformedPoints.Add(transformedPoint);
  941. }
  942. return transformedPoints.ToArray();
  943. }
  944. void initToggle()
  945. {
  946. // 监听 Toggle 值的变化
  947. if (curToggle != null)
  948. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  949. // 监听 Toggle 值的变化
  950. if (autoToggle != null)
  951. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  952. if (semiAutoToggle != null)
  953. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  954. if (manualToggle != null)
  955. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  956. }
  957. // 控制 LineGenerator 的启用/禁用
  958. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  959. {
  960. if (lineGenerator != null && lineGenerator.enabled != isOn)
  961. {
  962. lineGenerator.enabled = isOn;
  963. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  964. }
  965. }
  966. /// <summary>
  967. /// 设置全部显示
  968. /// </summary>
  969. /// <param name="value"></param>
  970. private void SetAllToggle(bool value) {
  971. ToggleLineGenerator(CurUILineGenerator, value);
  972. ToggleLineGenerator(AutoUILineGenerator, value);
  973. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  974. ToggleLineGenerator(ManualUILineGenerator, value);
  975. }
  976. /// <summary>
  977. /// 放大时候同步一次toggle
  978. /// </summary>
  979. private void SyncAllToggle()
  980. {
  981. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  982. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  983. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  984. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  985. }
  986. // 下拉菜单用于显示纹理名称
  987. public Dropdown textureDropdown;
  988. // 按钮用于导出选中的纹理
  989. public Button exportSelectedButton;
  990. // 按钮用于导出所有纹理
  991. public Button exportAllButton;
  992. // 定义纹理名称
  993. string[] textureNames;
  994. /// <summary>
  995. /// 更新一下菜单
  996. /// </summary>
  997. public void UpdateLanguage() {
  998. string[] _textureNames = {
  999. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1000. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1001. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1002. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1003. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1004. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1005. };
  1006. textureNames = _textureNames;
  1007. // 设置下拉菜单的选项
  1008. textureDropdown.ClearOptions();
  1009. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1010. }
  1011. void initExport() {
  1012. UpdateLanguage();
  1013. // 添加导出选中纹理的按钮点击事件
  1014. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1015. // 添加导出所有纹理的按钮点击事件
  1016. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1017. }
  1018. /// <summary>
  1019. /// 导出所有纹理
  1020. /// </summary>
  1021. public void SaveAllTexturesToLocal()
  1022. {
  1023. for (int i = 0; i < textureNames.Length; i++)
  1024. {
  1025. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1026. }
  1027. }
  1028. /// <summary>
  1029. /// 导出图片
  1030. /// </summary>
  1031. /// <param name="index"></param>
  1032. public void SaveTextureToLocal(int index)
  1033. {
  1034. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1035. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1036. {
  1037. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  1038. return;
  1039. }
  1040. // 定义保存路径
  1041. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1042. string baseName = $"{time}_Texture_{index}";
  1043. // 检查索引是否在命名数组内
  1044. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1045. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1046. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1047. #else
  1048. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1049. #endif
  1050. // 编码纹理为 PNG 格式
  1051. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1052. // 将字节写入文件
  1053. System.IO.File.WriteAllBytes(path, bytes);
  1054. Debug.Log($"Texture saved as: {path}");
  1055. }
  1056. //下面是处理对象放大缩小
  1057. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1058. public Button toggleButton; // 缩小时使用的按钮
  1059. private Vector2 originalSize;
  1060. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1061. private Vector2 originalAnchorMin;
  1062. private Vector2 originalAnchorMax;
  1063. private int originalSiblingIndex; // 保存初始的层级索引
  1064. private bool isFullscreen = false;
  1065. /// <summary>
  1066. /// 测试效果屏幕数据初始化
  1067. /// </summary>
  1068. void InitFullScreen() {
  1069. if (cameraObj1 != null)
  1070. {
  1071. // 保存初始大小、位置和层级索引
  1072. originalSize = cameraObj1.sizeDelta;
  1073. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1074. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1075. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1076. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1077. // 为 cameraObj1 添加点击事件
  1078. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1079. toggleButton.transform.parent.gameObject.SetActive(false);
  1080. }
  1081. if (toggleButton != null)
  1082. {
  1083. // 为按钮添加点击事件以恢复大小
  1084. toggleButton.onClick.AddListener(RestoreSize);
  1085. }
  1086. }
  1087. void ToggleFullscreen()
  1088. {
  1089. if (cameraObj1 == null) return;
  1090. if (!isFullscreen)
  1091. {
  1092. // 设置锚点为全屏,调整位置和偏移量
  1093. cameraObj1.anchorMin = Vector2.zero;
  1094. cameraObj1.anchorMax = Vector2.one;
  1095. cameraObj1.offsetMin = Vector2.zero;
  1096. cameraObj1.offsetMax = Vector2.zero;
  1097. cameraObj1.anchoredPosition = Vector3.zero;
  1098. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1099. //刷新一次点
  1100. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1101. toggleButton.transform.parent.gameObject.SetActive(true);
  1102. isFullscreen = true;
  1103. //放大情况根据toggle来显示
  1104. SyncAllToggle();
  1105. }
  1106. }
  1107. void RestoreSize()
  1108. {
  1109. if (cameraObj1 == null || !isFullscreen) return;
  1110. // 恢复锚点和偏移量
  1111. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1112. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1113. cameraObj1.sizeDelta = originalSize;
  1114. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1115. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1116. //刷新一次点
  1117. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1118. toggleButton.transform.parent.gameObject.SetActive(false);
  1119. isFullscreen = false;
  1120. }
  1121. #endregion
  1122. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1123. {
  1124. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1125. if (pointsTF2.childCount == points.Count)
  1126. {
  1127. Vector2 texSize = new Vector2(w, h);
  1128. for (int i = 0; i < pointsTF2.childCount; i++)
  1129. {
  1130. Transform pointTF = pointsTF2.GetChild(i);
  1131. Vector2 pos = points[i];
  1132. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1133. pointTF.gameObject.SetActive(true);
  1134. }
  1135. }
  1136. else
  1137. {
  1138. for (int i = 0; i < pointsTF2.childCount; i++)
  1139. {
  1140. Transform pointTF = pointsTF2.GetChild(i);
  1141. pointTF.gameObject.SetActive(false);
  1142. }
  1143. }
  1144. }
  1145. void SetShakeFilterValue(float v)
  1146. {
  1147. shakeFilterValue.Set(v);
  1148. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1149. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1150. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1151. }
  1152. /// <summary>
  1153. /// 重新设置分辨率
  1154. /// </summary>
  1155. /// <param name="index"></param>
  1156. public void resolutionRestartApp(int index)
  1157. {
  1158. #if UNITY_ANDROID
  1159. //StartCoroutine(RestartOrKillApp());
  1160. //获取第一个分辨率设置后设置size
  1161. switch (index)
  1162. {
  1163. case 0:
  1164. infraredCameraHelper.SetHighCameraResolution();
  1165. resoution.Set(index);
  1166. _dropdownResolution2.SetValueWithoutNotify(index);
  1167. break;
  1168. case 1:
  1169. infraredCameraHelper.SetLowCameraResolution();
  1170. resoution.Set(index);
  1171. _dropdownResolution2.SetValueWithoutNotify(index);
  1172. break;
  1173. }
  1174. #endif
  1175. }
  1176. /// <summary>
  1177. /// 初始化时候,设置的值
  1178. /// </summary>
  1179. /// <param name="index"></param>
  1180. public Vector2 SetDefByIndex(int index = 0)
  1181. {
  1182. //SetResolutionNew 里面对应的下标
  1183. Vector2 vec2 = new Vector2(320, 240);
  1184. switch (index)
  1185. {
  1186. case 0:
  1187. vec2 = new Vector2(320, 240);
  1188. break;
  1189. case 1:
  1190. vec2 = new Vector2(160, 120);
  1191. break;
  1192. }
  1193. return vec2;
  1194. }
  1195. /// <summary>
  1196. /// 当 Dropdown 选择变化时的处理方法
  1197. /// </summary>
  1198. /// <param name="OnResolutionChanged">320x240</param>
  1199. private void OnResolutionChanged(int index)
  1200. {
  1201. #if UNITY_ANDROID
  1202. Debug.Log("Selected Resolution: " + index);
  1203. // 将选定的分辨率转换为实际的宽度和高度
  1204. // 并且需要判断是否存在最低分辨率
  1205. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1206. {
  1207. // 在这里你可以根据实际需要设置屏幕分辨率或进行其他操作
  1208. infraredCameraHelper.SetLowCameraResolution();
  1209. // 保存选择的分辨率到 PlayerPrefs
  1210. resoution.Set(index);
  1211. }
  1212. else if(index == 0){
  1213. //如果是0就 使用高分辨率
  1214. infraredCameraHelper.SetHighCameraResolution();
  1215. // 保存选择的分辨率到 PlayerPrefs
  1216. resoution.Set(index);
  1217. }
  1218. #endif
  1219. }
  1220. /// <summary>
  1221. /// 野鸭关卡测试初始值
  1222. /// </summary>
  1223. /// <param name="optionIndex"></param>
  1224. public void SetDuckLevelTest(int optionIndex)
  1225. {
  1226. //选择下标+1
  1227. int v = optionIndex + 1;
  1228. duckHunterLevel.Set(v);
  1229. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1230. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1231. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1232. }
  1233. void OnClick_Reset()
  1234. {
  1235. //SetBrightness(1);
  1236. //SetSaturation(1);
  1237. //SetContrast(1);
  1238. SetShakeFilterValue(6);
  1239. SetLineWidth(4);
  1240. SetFanWidth(90);
  1241. SetInfraredFilterValue(0.8f);
  1242. SetCaptureValue(30.0f);
  1243. SetDelayValue(30.0f);
  1244. //重置为第一关
  1245. SetDuckLevelTest(0);
  1246. }
  1247. public void OnClickClearAll() {
  1248. PlayerPrefs.DeleteAll();
  1249. // 保存更改
  1250. PlayerPrefs.Save();
  1251. StartCoroutine(RestartOrKillApp());
  1252. }
  1253. void OnClick_ScreenLocateManual()
  1254. {
  1255. bool bEnter = true;
  1256. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1257. {
  1258. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1259. {
  1260. bEnter = true;
  1261. }
  1262. else
  1263. {
  1264. bEnter = false;
  1265. //只有红外设备才能进行屏幕识别
  1266. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1267. }
  1268. }
  1269. if (bEnter)
  1270. {
  1271. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1272. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1273. }
  1274. }
  1275. void OnClick_ScreenLocateManualAuto()
  1276. {
  1277. bool bEnter = true;
  1278. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1279. {
  1280. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1281. {
  1282. bEnter = true;
  1283. }
  1284. else
  1285. {
  1286. bEnter = false;
  1287. //只有红外设备才能进行屏幕识别
  1288. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1289. }
  1290. }
  1291. if (bEnter) {
  1292. ResetCenterOffset();
  1293. ResetPositioningData();
  1294. infraredCameraHelper.EnterScreenLocateManualAuto();
  1295. }
  1296. }
  1297. public void OnClick_SetAdjustPointsOffset()
  1298. {
  1299. var _sl = ScreenLocate.Main;
  1300. var buffer = _sl.infraredSpotBuffer;
  1301. if (buffer != null)
  1302. {
  1303. for (int i = 0; i < buffer.Length; i++)
  1304. {
  1305. if (buffer[i].CameraLocation != null)
  1306. {
  1307. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1308. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1309. Debug.Log("CenterOffset: " + centerOffset);
  1310. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1311. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1312. //如果是新手教程场景里面的校准
  1313. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1314. if (infraredGuiderObj != null)
  1315. {
  1316. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1317. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1318. }
  1319. }
  1320. }
  1321. }
  1322. }
  1323. /// <summary>
  1324. /// 重置中心点
  1325. /// </summary>
  1326. public void ResetCenterOffset() {
  1327. infraredCameraHelper.ResetCenterOffset();
  1328. }
  1329. /// <summary>
  1330. /// 撤销中心点
  1331. /// </summary>
  1332. public void RevokeCenterOffset()
  1333. {
  1334. infraredCameraHelper.RevokeCenterOffset();
  1335. }
  1336. /// <summary>
  1337. /// 重置定位数据
  1338. /// </summary>
  1339. public void ResetPositioningData(bool bSyncLocal = false) {
  1340. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1341. }
  1342. void SetCaptureValue(float v)
  1343. {
  1344. captureValue.Set(v);
  1345. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1346. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1347. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1348. }
  1349. void SetDelayValue(float v)
  1350. {
  1351. delayValue.Set(v);
  1352. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1353. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1354. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1355. }
  1356. #endregion
  1357. #region 相机感光度(默认修改对比度)
  1358. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1359. {
  1360. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1361. }
  1362. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1363. {
  1364. onSliderEvent(value, "PU_CONTRAST", min, max);
  1365. }
  1366. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1367. {
  1368. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1369. }
  1370. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1371. {
  1372. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1373. }
  1374. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1375. {
  1376. if (BluetoothWindows.IsWindows()) {
  1377. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1378. // 目标区间 [0, 10] 的边界值
  1379. double targetMin = min;
  1380. double targetMax = max;
  1381. double originalMin = -1;
  1382. double originalMax = 1;
  1383. // 计算转换后的值
  1384. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1385. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1386. _slider.SetValueWithoutNotify((float)v2);
  1387. return;
  1388. }
  1389. //功能也改为UVC的对比度
  1390. if (running)
  1391. {
  1392. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1393. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1394. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1395. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1396. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1397. // 目标区间 [0, 10] 的边界值
  1398. double targetMin = min;
  1399. double targetMax = max;
  1400. double originalMin = _UVCCtrlInfo.min;
  1401. double originalMax = _UVCCtrlInfo.max;
  1402. // 计算转换后的值
  1403. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1404. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1405. _slider.SetValueWithoutNotify((float)v2);
  1406. }
  1407. else _slider.SetValueWithoutNotify(5);
  1408. }
  1409. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1410. {
  1411. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1412. //pc
  1413. if (BluetoothWindows.IsWindows())
  1414. {
  1415. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1416. Slider slider = trans.GetComponent<Slider>();
  1417. Text textObj = trans.Find("text").GetComponent<Text>();
  1418. // 原始区间和目标区间的边界值
  1419. double originalMin = min;
  1420. double originalMax = max;
  1421. double targetMin = -1;
  1422. double targetMax = 1;
  1423. // 计算转换后的值
  1424. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1425. float _current = (float)result;
  1426. //Debug.Log("_current:" + _current + " , result:" + result);
  1427. textObj.text = _current + "";
  1428. slider.value = _current;
  1429. if (typeStr == "PU_CONTRAST")
  1430. {
  1431. infraredCameraHelper.SetContrast(_current);
  1432. pcCONTRAST.Set(_current);
  1433. }
  1434. else {
  1435. infraredCameraHelper.SetBrightness(_current);
  1436. pcBRIGHTNESS.Set(_current);
  1437. }
  1438. return;
  1439. }
  1440. //修改亮度时,调试界面的亮度也应该一起修改
  1441. //功能也改为UVC的对比度
  1442. if (running)
  1443. {
  1444. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1445. // .GetComponent<Slider>();
  1446. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1447. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1448. Slider slider = trans.GetComponent<Slider>();
  1449. Text textObj = trans.Find("text").GetComponent<Text>();
  1450. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1451. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1452. //value 0 ~ 10
  1453. // 原始区间和目标区间的边界值
  1454. double originalMin = min;
  1455. double originalMax = max;
  1456. double targetMin = _UVCCtrlInfo.min;
  1457. double targetMax = _UVCCtrlInfo.max;
  1458. // 计算转换后的值
  1459. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1460. int _current = (int)(result);
  1461. Debug.Log("_current:" + value + " , result:" + result);
  1462. textObj.text = _current + "";
  1463. slider.value = _current;
  1464. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1465. //存储初始值,设置一次到UVC参数
  1466. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1467. }
  1468. }
  1469. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1470. {
  1471. // 线性插值公式
  1472. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1473. }
  1474. #endregion
  1475. #region 绘制线段部分
  1476. public void SetLineWidth(float v)
  1477. {
  1478. lineWidth.Set(v);
  1479. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1480. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1481. }
  1482. public void SetFanWidth(float v)
  1483. {
  1484. fanWidth.Set(v);
  1485. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1486. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1487. }
  1488. #endregion
  1489. #region 亮度检测部分
  1490. public void SetInfraredFilterValue(float v)
  1491. {
  1492. infraredFileterValue.Set(v);
  1493. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1494. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1495. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1496. }
  1497. #endregion
  1498. public void resetInfraredPlayerPrefs()
  1499. {
  1500. //测试用
  1501. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1502. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1503. }
  1504. #region 显示Log部分信息
  1505. [SerializeField] Text _calibrationFixedText;
  1506. [SerializeField] Text _cameraSizeText;
  1507. [SerializeField] Text _quadUnityVectorListText;
  1508. /// <summary>
  1509. /// 校准时候的固定值分辨率
  1510. /// </summary>
  1511. /// <param name="v"></param>
  1512. public void SetCalibrationFixedText(Vector2 v)
  1513. {
  1514. _calibrationFixedText.text = v.x + "*" + v.y;
  1515. }
  1516. /// <summary>
  1517. /// 渲染摄像机当前分辨率
  1518. /// </summary>
  1519. /// <param name="v"></param>
  1520. public void SetCameraSizeText(Vector2 v)
  1521. {
  1522. _cameraSizeText.text = v.x + "*" + v.y;
  1523. }
  1524. /// <summary>
  1525. /// 渲染摄像机识别点
  1526. /// </summary>
  1527. /// <param name="v"></param>
  1528. public void SetQuadUnityVectorListText(string v)
  1529. {
  1530. _quadUnityVectorListText.text = v;
  1531. }
  1532. #endregion
  1533. }
  1534. public class ParamFloatValue
  1535. {
  1536. private string _saveKey;
  1537. private float _valueDefault;
  1538. private bool _valueLoaded;
  1539. private float _value;
  1540. public ParamFloatValue(string saveKey, float valueDefault)
  1541. {
  1542. _saveKey = saveKey;
  1543. _valueDefault = valueDefault;
  1544. }
  1545. public float Get()
  1546. {
  1547. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1548. return _value;
  1549. }
  1550. public float GetDefault() {
  1551. return _valueDefault;
  1552. }
  1553. public string GetKey()
  1554. {
  1555. return _saveKey;
  1556. }
  1557. public void Set(float value)
  1558. {
  1559. _value = value;
  1560. PlayerPrefs.SetFloat(_saveKey, _value);
  1561. PlayerPrefs.Save();
  1562. }
  1563. /// <summary>
  1564. /// 重置成默认值
  1565. /// </summary>
  1566. public void Reset() {
  1567. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  1568. PlayerPrefs.Save();
  1569. }
  1570. }