InfraredDemo.cs 86 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. using o0InfraredLocate.ZIM;
  13. using WildAttack;
  14. public enum ScreenPointTypeEnum
  15. {
  16. None = 0,//没有模式,用于初始化
  17. HalfScreen = 1, // 半屏模式
  18. FullScreen = 2 // 全屏模式
  19. }
  20. public class InfraredDemo : JCUnityLib.ViewBase
  21. {
  22. public static bool DebugInEditor = true;
  23. public static InfraredDemo _ins;
  24. [SerializeField]
  25. RectTransform canvasRectTransform;
  26. public Button mBtnSee;
  27. Reporter reporter;
  28. public Text FPSText;
  29. public static void Create()
  30. {
  31. if (_ins) return;
  32. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  33. DontDestroyOnLoad(o);
  34. _ins = o.GetComponent<InfraredDemo>();
  35. //添加一个父物体
  36. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  37. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  38. if (canvasScaler != null)
  39. {
  40. Destroy(canvasScaler);
  41. }
  42. RectTransform rectTransform = o.GetComponent<RectTransform>();
  43. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  44. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  45. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  46. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  47. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  48. //直接初始化一次
  49. _ins.InitInfraredCamera();
  50. }
  51. void Start()
  52. {
  53. //生成一个控制台
  54. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  55. if (obj != null)
  56. {
  57. reporter = obj.GetComponent<Reporter>();
  58. if (CommonConfig.bCaptureLog) {
  59. Application.logMessageReceived += HandleLog;
  60. // 模拟错误日志
  61. Debug.LogError("测试错误:这是一条模拟错误消息。");
  62. // 模拟异常日志
  63. Debug.LogException(new System.Exception("测试异常:这是一个模拟异常。"));
  64. }
  65. }
  66. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  67. SetVisiable(false);
  68. InitDebugScreenPoint();
  69. // gameObject.AddComponent<FPSTester>();
  70. //有需要可以隐藏
  71. if (CommonConfig.StandaloneModeOrPlatformB || CommonConfig.bHideInfraredDemoBtnSee)
  72. {
  73. mBtnSee.gameObject.SetActive(false);
  74. }
  75. else
  76. {
  77. mBtnSee.interactable = false;
  78. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  79. }
  80. //直接初始化一次
  81. //InitInfraredCamera();
  82. Debug.Log("[InfraredDemo] Start Function!");
  83. initToggle();
  84. initExport();
  85. InitFullScreen();
  86. #if UNITY_STANDALONE_WIN
  87. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  88. #endif
  89. }
  90. void OnDestroy()
  91. {
  92. if (CommonConfig.bCaptureLog)
  93. {
  94. if (reporter != null) Application.logMessageReceived -= HandleLog;
  95. }
  96. }
  97. void Update()
  98. {
  99. UpdateInfraredCamera();
  100. //UpdateDebugScreenPoint();
  101. if (reporter != null) FPSText.text = "FPS:" + reporter.fps;
  102. }
  103. public void OnClick_See()
  104. {
  105. SetVisiable(!_visiable);
  106. }
  107. //初始化一次 initScreenLocateManual
  108. bool hasCalled = false;
  109. bool _visiable;
  110. void SetVisiable(bool value)
  111. {
  112. _visiable = value;
  113. transform.Find("Background").gameObject.SetActive(value);
  114. transform.Find("InfraredCamera").gameObject.SetActive(value);
  115. //如果是b端,控制这里按钮显示
  116. if (CommonConfig.StandaloneModeOrPlatformB)
  117. {
  118. mBtnSee.gameObject.SetActive(value);
  119. }
  120. updateBtnSee();
  121. Action<Text> onApplyToNext = (t) =>
  122. {
  123. updateBtnSee();
  124. };
  125. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  126. //if (value) InitInfraredCamera();
  127. //刷新翻译的Dropdown
  128. if (value)
  129. {
  130. UpdateLanguage();
  131. updateDropdownResolution2();
  132. }
  133. //if (!hasCalled && value)
  134. //{
  135. // hasCalled = true;
  136. // //如果本地有记录,初始化一次
  137. // StartCoroutine(initScreenLocateManual());
  138. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  139. //}
  140. }
  141. void updateBtnSee()
  142. {
  143. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  144. }
  145. Text _spText;
  146. Vector2 _screenPoint;
  147. void InitDebugScreenPoint()
  148. {
  149. _spText = transform.Find("SPText").GetComponent<Text>();
  150. //_spText.gameObject.SetActive(DebugInEditor);
  151. _spText.gameObject.SetActive(false);
  152. }
  153. //void UpdateDebugScreenPoint()
  154. //{
  155. // if (!DebugInEditor) return;
  156. // if (infraredCameraHelper == null) return;
  157. // _screenPoint.x = Mathf.Clamp(
  158. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  159. // 0, Screen.width);
  160. // _screenPoint.y = Mathf.Clamp(
  161. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  162. // 0, Screen.height);
  163. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  164. // _spText.text = _screenPoint.ToString();
  165. //}
  166. #region 红外摄像
  167. [SerializeField] RawImage _cameraRender;
  168. [SerializeField] RawImage _cameraRender2;
  169. /// <summary>
  170. /// 测试texture
  171. /// </summary>
  172. public RawImage MyCameraRender2
  173. {
  174. get { return _cameraRender2; }
  175. set { _cameraRender2 = value; }
  176. }
  177. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  178. [SerializeField] List<RectTransform> _crosshairsInCamera;
  179. [SerializeField] Slider _sliderShakeFilter;
  180. [SerializeField] Button _btnReset;
  181. [SerializeField] Button _btnScreenLocateManual;
  182. [SerializeField] Button _btnScreenLocateManualAuto;
  183. [SerializeField] Slider _sliderCapture;
  184. [SerializeField] Slider _sliderDelay;
  185. [SerializeField] Dropdown _dropdownResolution;
  186. [SerializeField] Dropdown _dropdownResolution2;
  187. [SerializeField] Slider _sliderLineWidth;
  188. [SerializeField] Slider _fanWidth;
  189. //红外线阈值
  190. [SerializeField] Slider _infraredFilter;
  191. //调试UVC参数
  192. [SerializeField] GameObject _cameraParameterPanel;
  193. [SerializeField] Button _btnAdjusting;
  194. //野鸭选择
  195. [SerializeField] Dropdown _duckLevelDropdown;
  196. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  197. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  198. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  199. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  200. #if UNITY_ANDROID || UNITY_IOS
  201. //初始化纹理-1280*720,index = 0
  202. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  203. //摄像机分辨率 -320*240,index = 10
  204. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  205. //摄像机分辨率 -只处理高低分辨率情况
  206. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  207. //string[] resolutions = { "高分辨率", "低分辨率" };
  208. public ParamFloatValue mirrorIndex = new ParamFloatValue("ic_mirror", 0);
  209. #endif
  210. //抖动过滤值 - 6.0
  211. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  212. //亮度过滤阈值 - 0.8
  213. #if UNITY_IOS
  214. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.6f);
  215. #else
  216. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  217. #endif
  218. //准心的偏移值
  219. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  220. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  221. //线段宽度阈值
  222. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  223. //扇形宽度
  224. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  225. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  226. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  227. //红外准心,默认打开吧
  228. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  229. //野鸭测试存储
  230. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  231. //存储滑块信息。camera
  232. public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  233. public static InfraredCameraHelper infraredCameraHelper;
  234. public static bool running { get => infraredCameraHelper != null; }
  235. private bool _inited;
  236. Camera leftCamera = null;
  237. Camera rightCamera = null;
  238. #region 参数控制
  239. public GameObject togglePrefab; // 拖入一个Toggle预设体
  240. public GameObject sliderPrefab; // 拖入一个Slider预设体
  241. public GameObject spawnPoint;
  242. //自动曝光
  243. bool bAutoAE = false;
  244. Toggle CTRLAEToggle;
  245. Slider CTRLAEABSSlider;
  246. string[] sliderNameArray = new string[]{
  247. "自动曝光模式",
  248. "曝光时间(绝对)",
  249. "亮度", //
  250. "对比度",
  251. "色调",
  252. "饱和度",
  253. "锐度",
  254. "伽玛",
  255. //"白平衡温度",
  256. //"白平衡分量",
  257. "背光补偿",
  258. "增益" };
  259. string[] sliderStrArray = new string[]{
  260. "CTRL_AE",
  261. "CTRL_AE_ABS",
  262. "PU_BRIGHTNESS",
  263. "PU_CONTRAST",
  264. "PU_HUE",
  265. "PU_SATURATION",
  266. "PU_SHARPNESS",
  267. "PU_GAMMA",
  268. //"PU_WB_TEMP",
  269. //"PU_WB_COMPO",
  270. "PU_BACKLIGHT",
  271. "PU_GAIN" };
  272. UVCManager.CameraInfo currentCameraInfo;
  273. //初始化相机参数
  274. public void initSlider(UVCManager.CameraInfo cameraInfo)
  275. {
  276. if (currentCameraInfo != null) return;
  277. currentCameraInfo = cameraInfo;
  278. string[] sliderNameArrayKey = new string[] {
  279. "AutoExposureMode", // "自动曝光模式"
  280. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  281. "Brightness", // "亮度"
  282. "Contrast", // "对比度"
  283. "Hue", // "色调"
  284. "Saturation", // "饱和度"
  285. "Sharpness", // "锐度"
  286. "Gamma", // "伽玛"
  287. "BacklightCompensation", // "背光补偿"
  288. "Gain" // "增益"
  289. };
  290. for (int i = 0; i < sliderStrArray.Length; i++)
  291. {
  292. string typeStr = sliderStrArray[i];
  293. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  294. //不支持的,跳过
  295. bool bContains = cameraInfo.ContainsKey(typeStr);
  296. if (!bContains) continue;
  297. if (typeStr == "CTRL_AE")
  298. {
  299. //曝光Toggle
  300. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  301. toggleObject.SetActive(true);
  302. toggleObject.name = typeStr;
  303. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  304. //labelObj.text = sliderNameArray[i];
  305. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  306. Toggle toggle = toggleObject.GetComponent<Toggle>();
  307. CTRLAEToggle = toggle;
  308. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  309. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  310. int _currentValue = cameraInfo.GetValue(typeStr);
  311. 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
  312. toggle.isOn = bAutoAE;
  313. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  314. toggle.onValueChanged.AddListener((bool bValue) =>
  315. {
  316. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  317. if (typeStr == "CTRL_AE")
  318. {
  319. //开关控制是否自动曝光
  320. bAutoAE = bValue;
  321. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  322. int _value = bValue ? 8 : 1;
  323. //Debug.Log("_value " + _value);
  324. cameraInfo.SetValue(typeStr, _value);
  325. }
  326. });
  327. }
  328. else
  329. {
  330. //其余使用slider
  331. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  332. sliderObject.SetActive(true);
  333. sliderObject.name = typeStr;
  334. Slider slider = sliderObject.GetComponent<Slider>();
  335. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  336. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  337. //titleTextObj.text = sliderNameArray[i];//类型名字
  338. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  339. if (slider != null)
  340. {
  341. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  342. slider.minValue = _UVCCtrlInfo.min;
  343. slider.maxValue = _UVCCtrlInfo.max;
  344. slider.wholeNumbers = true;
  345. int _defValue = _UVCCtrlInfo.def;
  346. //指定默认值
  347. //5、UVC亮度 - 50
  348. //6、UVC对比度 - 50
  349. #if UNITY_ANDROID
  350. if (typeStr == "PU_BRIGHTNESS")
  351. {
  352. _defValue = 50;
  353. }
  354. else if (typeStr == "PU_CONTRAST")
  355. {
  356. _defValue = 50;
  357. }
  358. #endif
  359. //记录一个typeStr类型的数据存储操作对象
  360. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  361. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  362. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  363. {
  364. //获取设置默认存储的值
  365. int _Value = (int)paramFloatValue.Get();
  366. cameraInfo.SetValue(typeStr, _Value);
  367. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  368. slider.value = _Value;
  369. textObj.text = _Value + "";
  370. }
  371. else
  372. {
  373. //获取设置当前值
  374. int _currentValue = cameraInfo.GetValue(typeStr);
  375. slider.value = _currentValue;
  376. textObj.text = _currentValue + "";
  377. }
  378. //如果是曝光slider
  379. if (typeStr == "CTRL_AE_ABS")
  380. {
  381. CTRLAEABSSlider = slider;
  382. slider.interactable = !bAutoAE;
  383. }
  384. slider.onValueChanged.AddListener((newValue) =>
  385. {
  386. var _value = Mathf.FloorToInt(newValue);
  387. textObj.text = _value + "";
  388. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  389. cameraInfo.SetValue(typeStr, _value);
  390. paramFloatValue.Set(_value);
  391. });
  392. }
  393. }
  394. }
  395. }
  396. public void OpenUVCPanel()
  397. {
  398. _cameraParameterPanel.SetActive(true);
  399. }
  400. public void CloseUVCPanel()
  401. {
  402. _cameraParameterPanel.SetActive(false);
  403. }
  404. public void onResetUVCData()
  405. {
  406. #if UNITY_ANDROID || UNITY_IOS
  407. resetUVCData();
  408. #endif
  409. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  410. resetPCData();
  411. #endif
  412. }
  413. void resetUVCData()
  414. {
  415. if (currentCameraInfo == null) return;
  416. for (int i = 0; i < sliderStrArray.Length; i++)
  417. {
  418. string typeStr = sliderStrArray[i];
  419. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  420. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  421. if (!bContains) continue;
  422. if (typeStr == "CTRL_AE")
  423. {
  424. //toggle值不进行重置
  425. Debug.Log("CTRL_AE 不需要重置");
  426. }
  427. else if (typeStr == "CTRL_AE_ABS")
  428. {
  429. if (!bAutoAE)
  430. {
  431. //如果是手动曝光,重置值
  432. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  433. Slider slider = trans.GetComponent<Slider>();
  434. Text textObj = trans.Find("text").GetComponent<Text>();
  435. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  436. //获取当前值
  437. int _currentValue = currentCameraInfo.GetValue(typeStr);
  438. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  439. textObj.text = _AEInfo.def + "";
  440. slider.value = _AEInfo.def;
  441. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  442. }
  443. }
  444. else
  445. {
  446. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  447. Slider slider = trans.GetComponent<Slider>();
  448. Text textObj = trans.Find("text").GetComponent<Text>();
  449. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  450. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  451. //重置的值
  452. int _defValue = _UVCCtrlInfo.def;
  453. if (typeStr == "PU_BRIGHTNESS")
  454. {
  455. _defValue = (int)paramFloatValue.GetDefault();
  456. }
  457. else if (typeStr == "PU_CONTRAST")
  458. {
  459. _defValue = (int)paramFloatValue.GetDefault();
  460. }
  461. textObj.text = _defValue + "";
  462. slider.value = _defValue;
  463. //获取当前值
  464. int _currentValue = currentCameraInfo.GetValue(typeStr);
  465. //重置存储值
  466. paramFloatValue.Reset();
  467. //存储初始值,设置一次到UVC参数
  468. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  469. }
  470. }
  471. }
  472. //windows 相机
  473. string[] sliderNameArrayPC = new string[]{
  474. "亮度",
  475. "对比度",};
  476. string[] sliderNameArrayPCKey = new string[]{
  477. "Brightness",
  478. "Contrast",};
  479. string[] sliderStrArrayPC = new string[]{
  480. "PU_BRIGHTNESS",
  481. "PU_CONTRAST"};
  482. //记录一个typeStr类型的数据存储操作对象
  483. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  484. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  485. public void initSliderPC()
  486. {
  487. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  488. {
  489. string typeStr = sliderStrArrayPC[i];
  490. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  491. sliderObject.SetActive(true);
  492. sliderObject.name = typeStr;
  493. Slider slider = sliderObject.GetComponent<Slider>();
  494. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  495. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  496. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  497. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  498. if (slider != null)
  499. {
  500. slider.minValue = -1;
  501. slider.maxValue = 1;
  502. //记录一个typeStr类型的数据存储操作对象
  503. if (typeStr == "PU_BRIGHTNESS")
  504. {
  505. //获取设置默认存储的值
  506. float _Value = pcBRIGHTNESS.Get();
  507. infraredCameraHelper.SetBrightness(_Value);
  508. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  509. slider.value = _Value;
  510. textObj.text = _Value + "";
  511. slider.onValueChanged.AddListener((newValue) =>
  512. {
  513. var _value = newValue;
  514. textObj.text = _value + "";
  515. infraredCameraHelper.SetBrightness(_value);
  516. pcBRIGHTNESS.Set(_value);
  517. });
  518. }
  519. else if (typeStr == "PU_CONTRAST")
  520. {
  521. //获取设置默认存储的值
  522. float _Value = pcCONTRAST.Get();
  523. infraredCameraHelper.SetContrast(_Value);
  524. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  525. slider.value = _Value;
  526. textObj.text = _Value + "";
  527. slider.onValueChanged.AddListener((newValue) =>
  528. {
  529. var _value = newValue;
  530. textObj.text = _value + "";
  531. infraredCameraHelper.SetContrast(_value);
  532. pcCONTRAST.Set(_value);
  533. });
  534. }
  535. }
  536. }
  537. }
  538. void resetPCData()
  539. {
  540. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  541. {
  542. string typeStr = sliderStrArrayPC[i];
  543. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  544. Slider slider = trans.GetComponent<Slider>();
  545. Text textObj = trans.Find("text").GetComponent<Text>();
  546. //重置的值
  547. int _defValue = 0;
  548. if (typeStr == "PU_BRIGHTNESS")
  549. {
  550. _defValue = 0;
  551. infraredCameraHelper.SetBrightness(_defValue);
  552. }
  553. else if (typeStr == "PU_CONTRAST")
  554. {
  555. _defValue = 0;
  556. infraredCameraHelper.SetContrast(_defValue);
  557. }
  558. textObj.text = _defValue + "";
  559. slider.value = _defValue;
  560. }
  561. }
  562. #endregion
  563. void InitInfraredCamera()
  564. {
  565. if (_inited) return;
  566. _inited = true;
  567. //SDK创建
  568. if (infraredCameraHelper == null)
  569. {
  570. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  571. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  572. infraredCameraHelper.CreateToPc();
  573. #endif
  574. #if UNITY_ANDROID || UNITY_IOS
  575. //开始时候设置一个默认分辨率
  576. Debug.Log("开始时候的分辨率下标:" + resoution.Get() + "开始时候的mirror:"+ mirrorIndex.Get());
  577. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  578. CameraMirror cameraMirror = (CameraMirror)mirrorIndex.Get();
  579. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y, cameraMirror);
  580. #endif
  581. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  582. {
  583. //跑九轴时候,不处理这里位置
  584. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  585. if (Camera.main == null) return;
  586. Ray ray = Camera.main.ScreenPointToRay(point);
  587. Vector3 rayEndPoint = ray.GetPoint(200);
  588. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  589. // 挑战场景中其相机的父级有旋转,需要换算
  590. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  591. {
  592. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  593. }
  594. if (GameAssistUI.ins && GameAssistUI.ins.scaleAimOn)
  595. {
  596. if (CameraToLook.ins != null)
  597. {
  598. // 平滑旋转逻辑
  599. float dt = Mathf.Min(Time.deltaTime, 0.05f); // 避免低帧率造成旋转跳跃
  600. float smoothingFactor = GameMgr.gameType == 1 ? 12 : 7f; // 原始未开镜的FOV,可调节,数值越大越“跟手”
  601. CameraToLook.ins.localRotation = Quaternion.Slerp(
  602. CameraToLook.ins.localRotation,
  603. quat,
  604. dt * GameAssistUI.ins.currentSensitivity * smoothingFactor
  605. );
  606. }
  607. }
  608. else {
  609. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  610. }
  611. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  612. //移动目标游戏
  613. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  614. ShowUICrosshairs(cameraLocation, 0);
  615. };
  616. //双点情况下更新
  617. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  618. {
  619. // 获取左右相机
  620. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  621. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  622. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  623. for (int i = 0; i < points.Length; i++)
  624. {
  625. Vector2 point = points[i];
  626. // 判断是否为右屏并调整坐标
  627. //if (i == 1)
  628. //{
  629. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  630. //}
  631. if (i == 0 && leftCamera != null)
  632. {
  633. Ray ray1 = leftCamera.ScreenPointToRay(point);
  634. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  635. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  636. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  637. // ShowUICrosshairs(cameraLocations[0], 0);
  638. }
  639. if (i == 1 && rightCamera != null) //大点算2p
  640. {
  641. Ray ray2 = rightCamera.ScreenPointToRay(point);
  642. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  643. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  644. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  645. // ShowUICrosshairs(cameraLocations[1], 1);
  646. }
  647. ShowUICrosshairs(cameraLocations[i], i);
  648. }
  649. };
  650. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  651. {
  652. //生成控制摄像机的参数滑条
  653. Debug.Log("初始化摄像机!");
  654. //可以操作按钮
  655. mBtnSee.interactable = true;
  656. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  657. updateBtnSee();
  658. //延迟重新设置一次分辨率
  659. StartCoroutine(delayInitOhterInfo(camera));
  660. };
  661. //屏幕变化时候
  662. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  663. {
  664. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  665. SetLocatePointsToCameraRender(list, 1, 1);
  666. //InfraredScreenPositioningView 页面
  667. if (list.Count == 4)
  668. {
  669. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  670. }
  671. else
  672. {
  673. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  674. }
  675. };
  676. //算法准备事件
  677. infraredCameraHelper.OnScreenLocateIsReady += () =>
  678. {
  679. Debug.Log("OnScreenLocateIsReady.");
  680. //b端设置偏移值
  681. if (CommonConfig.StandaloneModeOrPlatformB)
  682. {
  683. InitCenterOffset();
  684. }
  685. //开机默认单点,里面会设置一次数据
  686. SetSinglePoint(true);
  687. //设置双点数据
  688. //InitCenterOffsets(PlayerType.FirstPlayer);
  689. //InitCenterOffsets(PlayerType.SecondPlayer);
  690. };
  691. }
  692. }
  693. private void updateDropdownResolution2()
  694. {
  695. string[] resolutions = {
  696. TextAutoLanguage2.GetTextByKey("HighResolution"),
  697. TextAutoLanguage2.GetTextByKey("LowResolution")
  698. };
  699. // 清除默认选项
  700. _dropdownResolution2.ClearOptions();
  701. // 将分辨率字符串数组转换为 Dropdown 选项
  702. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  703. }
  704. /// <summary>
  705. /// 初始化一些游戏配置
  706. /// </summary>
  707. /// <returns></returns>
  708. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  709. {
  710. //yield return new WaitForSeconds(1f);
  711. yield return new WaitForEndOfFrame();
  712. #if UNITY_ANDROID || UNITY_IOS
  713. initSlider(camera);
  714. camera.GetResolutionsStrs();
  715. // 默认设置
  716. updateDropdownResolution2();
  717. int index = (int)resoution.Get();
  718. _dropdownResolution2.value = index;
  719. _dropdownResolution2.RefreshShownValue();
  720. // 处理 Dropdown 的选择变化
  721. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  722. #endif
  723. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  724. initSliderPC();
  725. //隐藏不需要的设置
  726. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  727. _dropdownResolution.gameObject.SetActive(false);
  728. _dropdownResolution2.gameObject.SetActive(false);
  729. #endif
  730. //震动阈值
  731. SetShakeFilterValue(shakeFilterValue.Get());
  732. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  733. //功能按钮
  734. //重置触发测试
  735. _btnReset.onClick.AddListener(OnClick_Reset);
  736. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  737. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  738. SetCaptureValue(captureValue.Get());
  739. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  740. SetDelayValue(delayValue.Get());
  741. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  742. //绘制线段
  743. SetLineWidth(lineWidth.Get());
  744. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  745. SetFanWidth(fanWidth.Get());
  746. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  747. //检测红外亮度阈值
  748. SetInfraredFilterValue(infraredFileterValue.Get());
  749. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  750. //野鸭设置初始关卡
  751. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  752. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  753. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  754. ////b端设置偏移值
  755. //if (CommonConfig.StandaloneModeOrPlatformB) {
  756. // InitCenterOffset();
  757. //}
  758. }
  759. /// <summary>
  760. /// 初始化时候获取设置和存储来控制显示准心
  761. /// </summary>
  762. /// <returns></returns>
  763. public bool bInitCrosshairShow()
  764. {
  765. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  766. }
  767. /// <summary>
  768. /// 获取弓箭准心存储值
  769. /// </summary>
  770. /// <returns></returns>
  771. public int getCrosshairValue()
  772. {
  773. return (int)crosshairValue.Get();
  774. }
  775. public void setCrosshairValue(bool bshow)
  776. {
  777. crosshairValue.Set(bshow ? 1 : 0);
  778. }
  779. public void onStartPreview()
  780. {
  781. infraredCameraHelper.onStartPreview();
  782. }
  783. public void onStopPreview()
  784. {
  785. infraredCameraHelper.onStopPreview();
  786. }
  787. //水平
  788. public void onFlipHorizontally()
  789. {
  790. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  791. mirrorIndex.Set((int)cameraMirror);
  792. infraredCameraHelper.onFlipHorizontally();
  793. }
  794. //垂直
  795. public void onFlipVertically()
  796. {
  797. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  798. mirrorIndex.Set((int)cameraMirror);
  799. infraredCameraHelper.onFlipVertically();
  800. }
  801. public void onDoubleFlip()
  802. {
  803. CameraMirror cameraMirror = CameraMirror.DOUBLE_FLIP;
  804. mirrorIndex.Set((int)cameraMirror);
  805. infraredCameraHelper.onDoubleFlip();
  806. }
  807. public void onFlipDefault()
  808. {
  809. CameraMirror cameraMirror = CameraMirror.NONE;
  810. mirrorIndex.Set((int)cameraMirror);
  811. infraredCameraHelper.onFlipDefault();
  812. }
  813. /// <summary>
  814. /// 获取并且初始化一次记录点的数据
  815. /// </summary>
  816. /// <returns></returns>
  817. IEnumerator initScreenLocateManual()
  818. {
  819. yield return new WaitForSeconds(1f);
  820. infraredCameraHelper.InitScreenLocateManual();
  821. }
  822. IEnumerator RestartOrKillApp()
  823. {
  824. yield return new WaitForSeconds(0.3f);
  825. if (Application.isEditor) yield break;
  826. if (Application.platform == RuntimePlatform.Android)
  827. {
  828. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  829. {
  830. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  831. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  832. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  833. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  834. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  835. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  836. currentActivity.Call("startActivity", intent);
  837. currentActivity.Call("finish");
  838. var process = new AndroidJavaClass("android.os.Process");
  839. int pid = process.CallStatic<int>("myPid");
  840. process.CallStatic("killProcess", pid);
  841. }
  842. }
  843. else
  844. {
  845. // 获取当前应用程序的可执行文件路径
  846. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  847. // 重启应用程序
  848. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  849. {
  850. FileName = executablePath,
  851. UseShellExecute = false
  852. };
  853. System.Diagnostics.Process.Start(startInfo);
  854. // 退出当前应用程序
  855. Application.Quit();
  856. }
  857. ;
  858. }
  859. void UpdateInfraredCamera()
  860. {
  861. if (!_visiable) return;
  862. if (!_inited) return;
  863. if (infraredCameraHelper == null) return;
  864. //渲染相机画面
  865. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  866. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  867. if (ScreenLocate.Main.getUVCTexture)
  868. {
  869. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  870. {
  871. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  872. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  873. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  874. if (!isFullscreen) SetAllToggle(true);
  875. }
  876. else if (ScreenLocate.Main.OutputTextures[4] != null)
  877. {
  878. //缩小的情况下。显示黑白色差的合成图
  879. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  880. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  881. //底图缩小的情况下。不显示适配线段,并且隐藏points
  882. if (!isFullscreen)
  883. {
  884. if (showPoints)
  885. {
  886. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  887. for (int i = 0; i < pointsTF2.childCount; i++)
  888. {
  889. Transform pointTF = pointsTF2.GetChild(i);
  890. pointTF.gameObject.SetActive(false);
  891. showPoints = false;
  892. }
  893. }
  894. SetAllToggle(false);
  895. }
  896. }
  897. //_cameraRender.SetNativeSize();
  898. // _MaintainAspectRatio.AdjustSize();
  899. }
  900. //在相机画面显示准心
  901. if (ScreenLocate.Main)
  902. {
  903. var _sl = ScreenLocate.Main;
  904. //var buffer = _sl.infraredSpotBuffer;
  905. //if (buffer != null)
  906. //{
  907. // for (int i = 0; i < buffer.Length; i++)
  908. // {
  909. // if (buffer[i].CameraLocation != null)
  910. // {
  911. // //添加一个偏移量,使得最后输出的准心是指向正中心
  912. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  913. // // 检测到光点
  914. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  915. // _crosshairsInCamera[i].gameObject.SetActive(true);
  916. // _crosshairsInCamera[i].anchoredPosition = pos;
  917. // }
  918. // else
  919. // _crosshairsInCamera[i].gameObject.SetActive(false);
  920. // }
  921. //}
  922. //渲染固定摄像机分辨率
  923. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  924. //渲染摄像机大小
  925. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  926. //渲染摄像机识别点位置
  927. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  928. }
  929. }
  930. /// <summary>
  931. /// 更新屏幕下的十字准心位置
  932. /// </summary>
  933. /// <param name="value"></param>
  934. void ShowUICrosshairs(Vector2 newPoint2, int index)
  935. {
  936. ////获取一个偏移量,使得最后输出的准心是指向正中心
  937. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  938. // 检测到光点
  939. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  940. //红色为最大值则按顺序赋值,反之最小
  941. int curIndex = index;
  942. //if (bIdentifyRed)
  943. //{
  944. // curIndex = index;
  945. //}
  946. //else
  947. //{
  948. // curIndex = 1 - index;
  949. //}
  950. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  951. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  952. }
  953. bool showPoints = false;
  954. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  955. {
  956. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  957. if (pointsTF2.childCount == points.Count)
  958. {
  959. Vector2 texSize = new Vector2(w, h);
  960. for (int i = 0; i < pointsTF2.childCount; i++)
  961. {
  962. Transform pointTF = pointsTF2.GetChild(i);
  963. Vector2 pos = points[i];
  964. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  965. pointTF.gameObject.SetActive(true);
  966. showPoints = true;
  967. }
  968. }
  969. else
  970. {
  971. for (int i = 0; i < pointsTF2.childCount; i++)
  972. {
  973. Transform pointTF = pointsTF2.GetChild(i);
  974. pointTF.gameObject.SetActive(false);
  975. showPoints = false;
  976. }
  977. }
  978. //绘制数据
  979. DrawTestLine();
  980. }
  981. #region 测试数据绘制
  982. [SerializeField] private Toggle curToggle;
  983. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  984. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  985. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  986. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  987. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  988. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  989. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  990. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  991. [SerializeField] RawImage _cameraRenderTest5;
  992. [SerializeField] RawImage _cameraRenderTest6;
  993. void DrawTestLine()
  994. {
  995. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  996. // 判断 texSize 是否为有效值
  997. if (texSize == Vector2.zero)
  998. {
  999. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  1000. return;
  1001. }
  1002. // 设置三个屏幕四边形和线条生成器
  1003. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  1004. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  1005. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  1006. ScreenLocate.Main.ScreenIdentification?.QuadManual
  1007. };
  1008. LineGenerator[] lineGenerators = new LineGenerator[] {
  1009. AutoUILineGenerator,
  1010. SemiAutoUILineGenerator,
  1011. ManualUILineGenerator
  1012. };
  1013. for (int i = 0; i < screenQuads.Length; i++)
  1014. {
  1015. if (screenQuads[i] == null)
  1016. {
  1017. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  1018. continue;
  1019. }
  1020. if (lineGenerators[i] == null)
  1021. {
  1022. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1023. continue;
  1024. }
  1025. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1026. }
  1027. // 清除旧选项并填充新的选项
  1028. dropdown.ClearOptions();
  1029. List<string> options = new List<string>();
  1030. //for (int i = 0; i < screenQuads.Length; i++)
  1031. //{
  1032. // options.Add($"Quad {i + 1}");
  1033. //}
  1034. //options.Add("自动识别");
  1035. //options.Add("半自动识别");
  1036. //options.Add("手动识别");
  1037. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1038. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1039. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1040. dropdown.AddOptions(options);
  1041. // 添加监听器来处理选择事件
  1042. dropdown.onValueChanged.AddListener((index) =>
  1043. {
  1044. OnDropdownValueChanged(index, screenQuads);
  1045. });
  1046. if (screenQuads[0] != null || screenQuads[1] != null)
  1047. {
  1048. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1049. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1050. }
  1051. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1052. {
  1053. //绘制白色线段
  1054. var lo = new Vector2(-0.5f, -0.5f);
  1055. CurUILineGenerator.Points = new Vector2[4] {
  1056. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1057. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1058. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1059. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1060. }
  1061. }
  1062. // 当下拉框选项更改时调用的方法
  1063. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1064. {
  1065. if (index >= 0 && index < screenQuads.Length)
  1066. {
  1067. if (screenQuads[index] != null)
  1068. {
  1069. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1070. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1071. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1072. }
  1073. else
  1074. {
  1075. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1076. }
  1077. }
  1078. else
  1079. {
  1080. Debug.LogWarning("所选索引超出范围!");
  1081. }
  1082. }
  1083. /// <summary>
  1084. /// 提取转换四边形的方法
  1085. /// </summary>
  1086. /// <param name="quad"></param>
  1087. /// <param name="texSize"></param>
  1088. /// <returns></returns>
  1089. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1090. {
  1091. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1092. {
  1093. Debug.LogWarning("Invalid quadrilateral data provided.");
  1094. return new Vector2[0]; // 返回空数组以避免异常
  1095. }
  1096. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1097. return new Vector2[4] {
  1098. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1099. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1100. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1101. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1102. };
  1103. }
  1104. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1105. {
  1106. if (points == null || points.Length < 1)
  1107. {
  1108. Debug.LogWarning("Invalid point data provided.");
  1109. return new Vector2[0]; // 返回空数组以避免异常
  1110. }
  1111. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1112. List<Vector2> transformedPoints = new List<Vector2>();
  1113. // 遍历所有传入的点进行转换
  1114. foreach (var point in points)
  1115. {
  1116. // 转换每个点,考虑 texSize 和 pivot 偏移
  1117. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1118. transformedPoints.Add(transformedPoint);
  1119. }
  1120. return transformedPoints.ToArray();
  1121. }
  1122. void initToggle()
  1123. {
  1124. // 监听 Toggle 值的变化
  1125. if (curToggle != null)
  1126. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1127. // 监听 Toggle 值的变化
  1128. if (autoToggle != null)
  1129. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1130. if (semiAutoToggle != null)
  1131. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1132. if (manualToggle != null)
  1133. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1134. }
  1135. // 控制 LineGenerator 的启用/禁用
  1136. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1137. {
  1138. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1139. {
  1140. lineGenerator.enabled = isOn;
  1141. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1142. }
  1143. }
  1144. /// <summary>
  1145. /// 设置全部显示
  1146. /// </summary>
  1147. /// <param name="value"></param>
  1148. private void SetAllToggle(bool value)
  1149. {
  1150. ToggleLineGenerator(CurUILineGenerator, value);
  1151. ToggleLineGenerator(AutoUILineGenerator, value);
  1152. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1153. ToggleLineGenerator(ManualUILineGenerator, value);
  1154. }
  1155. /// <summary>
  1156. /// 放大时候同步一次toggle
  1157. /// </summary>
  1158. private void SyncAllToggle()
  1159. {
  1160. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1161. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1162. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1163. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1164. }
  1165. // 下拉菜单用于显示纹理名称
  1166. public Dropdown textureDropdown;
  1167. // 按钮用于导出选中的纹理
  1168. public Button exportSelectedButton;
  1169. // 按钮用于导出所有纹理
  1170. public Button exportAllButton;
  1171. // 定义纹理名称
  1172. string[] textureNames;
  1173. /// <summary>
  1174. /// 更新一下菜单
  1175. /// </summary>
  1176. public void UpdateLanguage()
  1177. {
  1178. string[] _textureNames = {
  1179. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1180. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1181. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1182. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1183. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1184. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1185. };
  1186. textureNames = _textureNames;
  1187. // 设置下拉菜单的选项
  1188. textureDropdown.ClearOptions();
  1189. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1190. }
  1191. void initExport()
  1192. {
  1193. UpdateLanguage();
  1194. // 添加导出选中纹理的按钮点击事件
  1195. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1196. // 添加导出所有纹理的按钮点击事件
  1197. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1198. }
  1199. /// <summary>
  1200. /// 导出所有纹理
  1201. /// </summary>
  1202. public void SaveAllTexturesToLocal()
  1203. {
  1204. for (int i = 0; i < textureNames.Length; i++)
  1205. {
  1206. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1207. }
  1208. }
  1209. /// <summary>
  1210. /// 导出图片
  1211. /// </summary>
  1212. /// <param name="index"></param>
  1213. public void SaveTextureToLocal(int index)
  1214. {
  1215. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1216. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1217. {
  1218. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1219. return;
  1220. }
  1221. // 定义保存路径
  1222. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1223. string baseName = $"{time}_Texture_{index}";
  1224. // 检查索引是否在命名数组内
  1225. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1226. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1227. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1228. #else
  1229. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1230. #endif
  1231. // 编码纹理为 PNG 格式
  1232. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1233. // 将字节写入文件
  1234. System.IO.File.WriteAllBytes(path, bytes);
  1235. Debug.Log($"Texture saved as: {path}");
  1236. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1237. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1238. //});
  1239. }
  1240. //下面是处理对象放大缩小
  1241. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1242. public Button toggleButton; // 缩小时使用的按钮
  1243. private Vector2 originalSize;
  1244. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1245. private Vector2 originalAnchorMin;
  1246. private Vector2 originalAnchorMax;
  1247. private int originalSiblingIndex; // 保存初始的层级索引
  1248. private bool isFullscreen = false;
  1249. /// <summary>
  1250. /// 测试效果屏幕数据初始化
  1251. /// </summary>
  1252. void InitFullScreen()
  1253. {
  1254. if (cameraObj1 != null)
  1255. {
  1256. // 保存初始大小、位置和层级索引
  1257. originalSize = cameraObj1.sizeDelta;
  1258. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1259. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1260. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1261. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1262. // 为 cameraObj1 添加点击事件
  1263. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1264. toggleButton.transform.parent.gameObject.SetActive(false);
  1265. }
  1266. if (toggleButton != null)
  1267. {
  1268. // 为按钮添加点击事件以恢复大小
  1269. toggleButton.onClick.AddListener(RestoreSize);
  1270. }
  1271. }
  1272. void ToggleFullscreen()
  1273. {
  1274. if (cameraObj1 == null) return;
  1275. if (!isFullscreen)
  1276. {
  1277. // 设置锚点为全屏,调整位置和偏移量
  1278. cameraObj1.anchorMin = Vector2.zero;
  1279. cameraObj1.anchorMax = Vector2.one;
  1280. cameraObj1.offsetMin = Vector2.zero;
  1281. cameraObj1.offsetMax = Vector2.zero;
  1282. cameraObj1.anchoredPosition = Vector3.zero;
  1283. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1284. //刷新一次点
  1285. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1286. toggleButton.transform.parent.gameObject.SetActive(true);
  1287. isFullscreen = true;
  1288. //放大情况根据toggle来显示
  1289. SyncAllToggle();
  1290. }
  1291. }
  1292. void RestoreSize()
  1293. {
  1294. if (cameraObj1 == null || !isFullscreen) return;
  1295. // 恢复锚点和偏移量
  1296. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1297. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1298. cameraObj1.sizeDelta = originalSize;
  1299. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1300. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1301. //刷新一次点
  1302. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1303. toggleButton.transform.parent.gameObject.SetActive(false);
  1304. isFullscreen = false;
  1305. }
  1306. #endregion
  1307. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1308. {
  1309. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1310. if (pointsTF2.childCount == points.Count)
  1311. {
  1312. Vector2 texSize = new Vector2(w, h);
  1313. for (int i = 0; i < pointsTF2.childCount; i++)
  1314. {
  1315. Transform pointTF = pointsTF2.GetChild(i);
  1316. Vector2 pos = points[i];
  1317. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1318. pointTF.gameObject.SetActive(true);
  1319. }
  1320. }
  1321. else
  1322. {
  1323. for (int i = 0; i < pointsTF2.childCount; i++)
  1324. {
  1325. Transform pointTF = pointsTF2.GetChild(i);
  1326. pointTF.gameObject.SetActive(false);
  1327. }
  1328. }
  1329. }
  1330. void SetShakeFilterValue(float v)
  1331. {
  1332. shakeFilterValue.Set(v);
  1333. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1334. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1335. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1336. }
  1337. /// <summary>
  1338. /// 重新设置分辨率
  1339. /// </summary>
  1340. /// <param name="index"></param>
  1341. public void resolutionRestartApp(int index)
  1342. {
  1343. #if UNITY_ANDROID || UNITY_IOS
  1344. //StartCoroutine(RestartOrKillApp());
  1345. //获取第一个分辨率设置后设置size
  1346. switch (index)
  1347. {
  1348. case 0:
  1349. infraredCameraHelper.SetHighCameraResolution();
  1350. resoution.Set(index);
  1351. _dropdownResolution2.SetValueWithoutNotify(index);
  1352. break;
  1353. case 1:
  1354. infraredCameraHelper.SetLowCameraResolution();
  1355. resoution.Set(index);
  1356. _dropdownResolution2.SetValueWithoutNotify(index);
  1357. break;
  1358. }
  1359. #endif
  1360. }
  1361. /// <summary>
  1362. /// 初始化时候,设置的值
  1363. /// </summary>
  1364. /// <param name="index"></param>
  1365. public Vector2 SetDefByIndex(int index = 0)
  1366. {
  1367. //SetResolutionNew 里面对应的下标
  1368. Vector2 vec2 = new Vector2(320, 240);
  1369. switch (index)
  1370. {
  1371. case 0:
  1372. vec2 = new Vector2(320, 240);
  1373. break;
  1374. case 1:
  1375. vec2 = new Vector2(160, 120);
  1376. break;
  1377. }
  1378. return vec2;
  1379. }
  1380. /// <summary>
  1381. /// 当 Dropdown 选择变化时的处理方法
  1382. /// </summary>
  1383. /// <param name="OnResolutionChanged">320x240</param>
  1384. private void OnResolutionChanged(int index)
  1385. {
  1386. #if UNITY_ANDROID || UNITY_IOS
  1387. Debug.Log("Selected Resolution: " + index);
  1388. // 将选定的分辨率转换为实际的宽度和高度
  1389. // 并且需要判断是否存在最低分辨率
  1390. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1391. {
  1392. // 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
  1393. infraredCameraHelper.SetLowCameraResolution();
  1394. // 保存选择的分辨率到 PlayerPrefs
  1395. resoution.Set(index);
  1396. }
  1397. else if (index == 0)
  1398. {
  1399. //如果是0就 使用高分辨率
  1400. infraredCameraHelper.SetHighCameraResolution();
  1401. // 保存选择的分辨率到 PlayerPrefs
  1402. resoution.Set(index);
  1403. }
  1404. #endif
  1405. }
  1406. /// <summary>
  1407. /// 野鸭关卡测试初始值
  1408. /// </summary>
  1409. /// <param name="optionIndex"></param>
  1410. public void SetDuckLevelTest(int optionIndex)
  1411. {
  1412. //选择下标+1
  1413. int v = optionIndex + 1;
  1414. duckHunterLevel.Set(v);
  1415. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1416. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1417. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1418. }
  1419. void OnClick_Reset()
  1420. {
  1421. //SetBrightness(1);
  1422. //SetSaturation(1);
  1423. //SetContrast(1);
  1424. SetShakeFilterValue(6);
  1425. SetLineWidth(4);
  1426. SetFanWidth(90);
  1427. #if UNITY_IOS
  1428. SetInfraredFilterValue(0.6f);
  1429. #else
  1430. SetInfraredFilterValue(0.8f);
  1431. #endif
  1432. SetCaptureValue(30.0f);
  1433. SetDelayValue(30.0f);
  1434. //重置为第一关
  1435. SetDuckLevelTest(0);
  1436. }
  1437. /// <summary>
  1438. /// 清除当前红外存储的所有key
  1439. /// </summary>
  1440. public void OnClickClearInfraredGuider()
  1441. {
  1442. BluetoothAim.ins.ClearAllInfraredGuider();
  1443. }
  1444. public void OnClickClearAll()
  1445. {
  1446. PlayerPrefs.DeleteAll();
  1447. // 保存更改
  1448. PlayerPrefs.Save();
  1449. StartCoroutine(RestartOrKillApp());
  1450. }
  1451. void OnClick_ScreenLocateManual()
  1452. {
  1453. bool bEnter = true;
  1454. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1455. {
  1456. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1457. {
  1458. bEnter = true;
  1459. }
  1460. else
  1461. {
  1462. bEnter = false;
  1463. //只有红外设备才能进行屏幕识别
  1464. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1465. }
  1466. }
  1467. if (bEnter)
  1468. {
  1469. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1470. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1471. }
  1472. }
  1473. void OnClick_ScreenLocateManualAuto()
  1474. {
  1475. bool bEnter = true;
  1476. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1477. {
  1478. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1479. {
  1480. bEnter = true;
  1481. }
  1482. else
  1483. {
  1484. bEnter = false;
  1485. //只有红外设备才能进行屏幕识别
  1486. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1487. }
  1488. }
  1489. if (bEnter)
  1490. {
  1491. ResetCenterOffset();
  1492. ResetPositioningData();
  1493. infraredCameraHelper.EnterScreenLocateManualAuto();
  1494. }
  1495. }
  1496. public void OnClick_SetAdjustPointsOffset()
  1497. {
  1498. //var _sl = ScreenLocate.Main;
  1499. //var buffer = _sl.infraredSpotBuffer;
  1500. //if (buffer != null)
  1501. //{
  1502. // for (int i = 0; i < buffer.Length; i++)
  1503. // {
  1504. // if (buffer[i].CameraLocation != null)
  1505. // {
  1506. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1507. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1508. // Debug.Log("CenterOffset: " + centerOffset);
  1509. // cameraLocationValue.Set(centerOffset);
  1510. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1511. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1512. // screenUVValue.Set(uvCenterOffset);
  1513. // //如果是新手教程场景里面的校准
  1514. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1515. // if (infraredGuiderObj != null)
  1516. // {
  1517. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1518. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1519. // }
  1520. // }
  1521. // }
  1522. //}
  1523. //只能校准第一个
  1524. if (infraredCameraHelper.IsSinglePoint())
  1525. {
  1526. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1527. }
  1528. else
  1529. {
  1530. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1531. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1532. }
  1533. }
  1534. public void OnClick_SetAdjustPointsOffset_full()
  1535. {
  1536. if (infraredCameraHelper.IsSinglePoint())
  1537. {
  1538. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1539. }
  1540. else
  1541. {
  1542. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1543. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1544. }
  1545. }
  1546. /// <summary>
  1547. /// 设置存储的中心偏移位置
  1548. /// </summary>
  1549. public void InitCenterOffset()
  1550. {
  1551. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1552. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1553. }
  1554. /// <summary>
  1555. /// 重置中心点
  1556. /// </summary>
  1557. public void ResetCenterOffset()
  1558. {
  1559. infraredCameraHelper.ResetCenterOffset();
  1560. }
  1561. /// <summary>
  1562. /// 撤销中心点
  1563. /// </summary>
  1564. public void RevokeCenterOffset()
  1565. {
  1566. infraredCameraHelper.RevokeCenterOffset();
  1567. }
  1568. /// <summary>
  1569. /// 重置定位数据
  1570. /// </summary>
  1571. public void ResetPositioningData(bool bSyncLocal = false)
  1572. {
  1573. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1574. }
  1575. void SetCaptureValue(float v)
  1576. {
  1577. captureValue.Set(v);
  1578. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1579. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1580. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1581. }
  1582. void SetDelayValue(float v)
  1583. {
  1584. delayValue.Set(v);
  1585. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1586. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1587. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1588. }
  1589. #endregion
  1590. #region 相机感光度(默认修改对比度)
  1591. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1592. {
  1593. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1594. }
  1595. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1596. {
  1597. onSliderEvent(value, "PU_CONTRAST", min, max);
  1598. }
  1599. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1600. {
  1601. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1602. }
  1603. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1604. {
  1605. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1606. }
  1607. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1608. {
  1609. if (BluetoothWindows.IsWindows())
  1610. {
  1611. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1612. // 目标区间 [0, 10] 的边界值
  1613. double targetMin = min;
  1614. double targetMax = max;
  1615. double originalMin = -1;
  1616. double originalMax = 1;
  1617. // 计算转换后的值
  1618. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1619. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1620. _slider.SetValueWithoutNotify((float)v2);
  1621. return;
  1622. }
  1623. //功能也改为UVC的对比度
  1624. if (running)
  1625. {
  1626. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1627. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1628. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1629. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1630. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1631. // 目标区间 [0, 10] 的边界值
  1632. double targetMin = min;
  1633. double targetMax = max;
  1634. double originalMin = _UVCCtrlInfo.min;
  1635. double originalMax = _UVCCtrlInfo.max;
  1636. // 计算转换后的值
  1637. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1638. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1639. _slider.SetValueWithoutNotify((float)v2);
  1640. }
  1641. else _slider.SetValueWithoutNotify(5);
  1642. }
  1643. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1644. {
  1645. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1646. //pc
  1647. if (BluetoothWindows.IsWindows())
  1648. {
  1649. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1650. Slider slider = trans.GetComponent<Slider>();
  1651. Text textObj = trans.Find("text").GetComponent<Text>();
  1652. // 原始区间和目标区间的边界值
  1653. double originalMin = min;
  1654. double originalMax = max;
  1655. double targetMin = -1;
  1656. double targetMax = 1;
  1657. // 计算转换后的值
  1658. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1659. float _current = (float)result;
  1660. //Debug.Log("_current:" + _current + " , result:" + result);
  1661. textObj.text = _current + "";
  1662. slider.value = _current;
  1663. if (typeStr == "PU_CONTRAST")
  1664. {
  1665. infraredCameraHelper.SetContrast(_current);
  1666. pcCONTRAST.Set(_current);
  1667. }
  1668. else
  1669. {
  1670. infraredCameraHelper.SetBrightness(_current);
  1671. pcBRIGHTNESS.Set(_current);
  1672. }
  1673. return;
  1674. }
  1675. //修改亮度时,调试界面的亮度也应该一起修改
  1676. //功能也改为UVC的对比度
  1677. if (running)
  1678. {
  1679. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1680. // .GetComponent<Slider>();
  1681. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1682. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1683. Slider slider = trans.GetComponent<Slider>();
  1684. Text textObj = trans.Find("text").GetComponent<Text>();
  1685. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1686. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1687. //value 0 ~ 10
  1688. // 原始区间和目标区间的边界值
  1689. double originalMin = min;
  1690. double originalMax = max;
  1691. double targetMin = _UVCCtrlInfo.min;
  1692. double targetMax = _UVCCtrlInfo.max;
  1693. // 计算转换后的值
  1694. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1695. int _current = (int)(result);
  1696. Debug.Log("_current:" + value + " , result:" + result);
  1697. textObj.text = _current + "";
  1698. slider.value = _current;
  1699. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1700. //存储初始值,设置一次到UVC参数
  1701. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1702. }
  1703. }
  1704. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1705. {
  1706. // 线性插值公式
  1707. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1708. }
  1709. #endregion
  1710. #region 绘制线段部分
  1711. public void SetLineWidth(float v)
  1712. {
  1713. lineWidth.Set(v);
  1714. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1715. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1716. }
  1717. public void SetFanWidth(float v)
  1718. {
  1719. fanWidth.Set(v);
  1720. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1721. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1722. }
  1723. #endregion
  1724. #region 双人准心
  1725. //红外准心,默认打开吧
  1726. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1727. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1728. /// <summary>
  1729. /// 初始化时候获取设置和存储来控制显示准心
  1730. /// </summary>
  1731. /// <returns></returns>
  1732. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1733. {
  1734. if (playerType == PlayerType.FirstPlayer)
  1735. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1736. else
  1737. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1738. }
  1739. /// <summary>
  1740. /// 获取弓箭准心存储值
  1741. /// </summary>
  1742. /// <returns></returns>
  1743. public int getDoubleCrosshairValue(PlayerType playerType)
  1744. {
  1745. if (playerType == PlayerType.FirstPlayer)
  1746. return (int)crosshairValue1P.Get();
  1747. else
  1748. return (int)crosshairValue2P.Get();
  1749. }
  1750. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1751. {
  1752. if (playerType == PlayerType.FirstPlayer)
  1753. crosshairValue1P.Set(bshow ? 1 : 0);
  1754. else
  1755. crosshairValue2P.Set(bshow ? 1 : 0);
  1756. }
  1757. #endregion
  1758. #region 双人中心点定位
  1759. [Header("红外点")]
  1760. [SerializeField] Button _infraredOffsetBtn1P;
  1761. [SerializeField] Button _infraredOffsetBtn2P;
  1762. //准心的偏移值
  1763. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1764. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1765. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1766. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1767. //双点模式下的全屏偏移量,相当于两个单点
  1768. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1769. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1770. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1771. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1772. /// <summary>
  1773. /// 设置单点模式
  1774. /// </summary>
  1775. public void onToggleSinglePoint()
  1776. {
  1777. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1778. if (!infraredCameraHelper.IsSinglePoint())
  1779. {
  1780. infraredCameraHelper.SetSinglePoint(true);
  1781. }
  1782. else
  1783. {
  1784. infraredCameraHelper.SetSinglePoint(false);
  1785. }
  1786. }
  1787. /// <summary>
  1788. /// 设置是否是单,双点模式
  1789. /// </summary>
  1790. /// <param name="value"></param>
  1791. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1792. {
  1793. if (!infraredCameraHelper.getScreenLocate()) return;
  1794. infraredCameraHelper.SetSinglePoint(value);
  1795. //重新设置双点数据
  1796. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1797. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1798. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1799. }
  1800. /// <summary>
  1801. /// 偏移点按钮
  1802. /// </summary>
  1803. public void InitOffsetBtns()
  1804. {
  1805. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1806. {
  1807. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1808. });
  1809. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1810. {
  1811. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1812. });
  1813. }
  1814. /// <summary>
  1815. /// 设置存储的中心偏移位置--双点
  1816. /// </summary>
  1817. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1818. {
  1819. if (!infraredCameraHelper.getScreenLocate()) return;
  1820. if (infraredCameraHelper.IsSinglePoint())
  1821. {
  1822. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1823. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1824. }
  1825. else
  1826. {
  1827. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1828. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1829. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1830. }
  1831. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1832. {
  1833. //全屏双点
  1834. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1835. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1836. }
  1837. }
  1838. }
  1839. /// <summary>
  1840. /// 撤销中心点--双点
  1841. /// </summary>
  1842. public void RevokeCenterOffsets()
  1843. {
  1844. if (!infraredCameraHelper.getScreenLocate()) return;
  1845. infraredCameraHelper.RevokeCenterOffsets();
  1846. }
  1847. /// <summary>
  1848. /// 重置中心点--双点
  1849. /// </summary>
  1850. public void ResetCenterOffsets()
  1851. {
  1852. if (!infraredCameraHelper.getScreenLocate()) return;
  1853. infraredCameraHelper.ResetCenterOffsets();
  1854. }
  1855. /// <summary>
  1856. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1857. /// </summary>
  1858. /// <param name="playerType">玩家类型</param>
  1859. public void SetAdjustPointsOffset(PlayerType playerType)
  1860. {
  1861. if (!infraredCameraHelper.getScreenLocate()) return;
  1862. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1863. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1864. if (buffer != null)
  1865. {
  1866. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1867. {
  1868. if (infraredCameraHelper.IsSinglePoint())
  1869. { //单点
  1870. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1871. cameraLocationValue.Set(centerOffset);
  1872. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1873. screenUVValue.Set(uvCenterOffset);
  1874. //如果是新手教程场景里面的校准
  1875. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1876. if (infraredGuiderObj != null)
  1877. {
  1878. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1879. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1880. }
  1881. }
  1882. else
  1883. {
  1884. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1885. cameraLocationValue1P.Set(centerOffset);
  1886. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1887. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1888. screenUVValue1P.Set(uvCenterOffset);
  1889. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1890. }
  1891. }
  1892. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1893. {
  1894. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1895. cameraLocationValue2P.Set(centerOffset);
  1896. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1897. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1898. screenUVValue2P.Set(uvCenterOffset);
  1899. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1900. }
  1901. }
  1902. }
  1903. //记录全屏双点校准
  1904. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1905. {
  1906. if (!infraredCameraHelper.getScreenLocate()) return;
  1907. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1908. if (infraredCameraHelper.IsSinglePoint()) return;
  1909. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1910. if (buffer != null)
  1911. {
  1912. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1913. {
  1914. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1915. cameraLocationValue1P_full.Set(centerOffset);
  1916. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1917. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1918. screenUVValue1P_full.Set(uvCenterOffset);
  1919. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1920. }
  1921. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1922. {
  1923. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1924. cameraLocationValue2P_full.Set(centerOffset);
  1925. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1926. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1927. screenUVValue2P_full.Set(uvCenterOffset);
  1928. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1929. Debug.Log("设置点2");
  1930. }
  1931. }
  1932. }
  1933. #endregion
  1934. #region 亮度检测部分
  1935. public void SetInfraredFilterValue(float v)
  1936. {
  1937. if (!infraredCameraHelper.getScreenLocate()) return;
  1938. infraredFileterValue.Set(v);
  1939. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1940. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1941. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1942. }
  1943. #endregion
  1944. public void resetInfraredPlayerPrefs()
  1945. {
  1946. //测试用
  1947. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1948. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1949. }
  1950. #region 显示Log部分信息
  1951. [SerializeField] Text _calibrationFixedText;
  1952. [SerializeField] Text _cameraSizeText;
  1953. [SerializeField] Text _quadUnityVectorListText;
  1954. /// <summary>
  1955. /// 校准时候的固定值分辨率
  1956. /// </summary>
  1957. /// <param name="v"></param>
  1958. public void SetCalibrationFixedText(Vector2 v)
  1959. {
  1960. _calibrationFixedText.text = v.x + "*" + v.y;
  1961. }
  1962. /// <summary>
  1963. /// 渲染摄像机当前分辨率
  1964. /// </summary>
  1965. /// <param name="v"></param>
  1966. public void SetCameraSizeText(Vector2 v)
  1967. {
  1968. _cameraSizeText.text = v.x + "*" + v.y;
  1969. }
  1970. /// <summary>
  1971. /// 渲染摄像机识别点
  1972. /// </summary>
  1973. /// <param name="v"></param>
  1974. public void SetQuadUnityVectorListText(string v)
  1975. {
  1976. _quadUnityVectorListText.text = v;
  1977. }
  1978. #endregion
  1979. #region 错误日志
  1980. public void HandleLog(string logString, string stackTrace, LogType type)
  1981. {
  1982. if (type == LogType.Exception || type == LogType.Error)
  1983. {
  1984. SaveLogToFile(logString, stackTrace);
  1985. }
  1986. }
  1987. void SaveLogToFile(string message, string stackTrace)
  1988. {
  1989. string path;
  1990. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1991. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1992. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1993. #else
  1994. // 其他平台使用 Application.persistentDataPath
  1995. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1996. #endif
  1997. // 打印路径确认
  1998. Debug.Log($"Log file saved at: {path}");
  1999. // 将日志写入到指定路径的文件中
  2000. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  2001. }
  2002. #endregion
  2003. }
  2004. public class ParamFloatValue
  2005. {
  2006. private string _saveKey;
  2007. private float _valueDefault;
  2008. private bool _valueLoaded;
  2009. private float _value;
  2010. public ParamFloatValue(string saveKey, float valueDefault)
  2011. {
  2012. _saveKey = saveKey;
  2013. _valueDefault = valueDefault;
  2014. }
  2015. public float Get()
  2016. {
  2017. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  2018. return _value;
  2019. }
  2020. public float GetDefault()
  2021. {
  2022. return _valueDefault;
  2023. }
  2024. public string GetKey()
  2025. {
  2026. return _saveKey;
  2027. }
  2028. public void Set(float value)
  2029. {
  2030. _value = value;
  2031. PlayerPrefs.SetFloat(_saveKey, _value);
  2032. PlayerPrefs.Save();
  2033. }
  2034. /// <summary>
  2035. /// 重置成默认值
  2036. /// </summary>
  2037. public void Reset()
  2038. {
  2039. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2040. PlayerPrefs.Save();
  2041. }
  2042. }
  2043. /// <summary>
  2044. /// 存储Vector2
  2045. /// </summary>
  2046. public class ParamVector2Value
  2047. {
  2048. private string _saveKey;
  2049. private Vector2 _valueDefault;
  2050. private bool _valueLoaded;
  2051. private Vector2 _value;
  2052. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2053. {
  2054. _saveKey = saveKey;
  2055. _valueDefault = valueDefault;
  2056. }
  2057. public Vector2 Get()
  2058. {
  2059. if (!_valueLoaded)
  2060. {
  2061. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2062. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2063. _value = new Vector2(x, y);
  2064. _valueLoaded = true;
  2065. }
  2066. return _value;
  2067. }
  2068. public Vector2 GetDefault()
  2069. {
  2070. return _valueDefault;
  2071. }
  2072. public string GetKey()
  2073. {
  2074. return _saveKey;
  2075. }
  2076. public void Set(Vector2 value)
  2077. {
  2078. _value = value;
  2079. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2080. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2081. PlayerPrefs.Save();
  2082. }
  2083. /// <summary>
  2084. /// 重置成默认值
  2085. /// </summary>
  2086. public void Reset()
  2087. {
  2088. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2089. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2090. PlayerPrefs.Save();
  2091. }
  2092. }