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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using LineUI;
 
- using UnityEngine.UI;
 
- using System.Linq;
 
- using ZIM;
 
- using o0;
 
- using Color = UnityEngine.Color;
 
- using InfraredManager;
 
- using Org.BouncyCastle.Asn1.Crmf;
 
- using ZIM.Unity;
 
- using o0.Project;
 
- using UnityEngine.SceneManagement;
 
- public class LinePosition
 
- {
 
-     public int index;
 
-     public List<Vector3> pos;
 
- }
 
- public class InfraredScreenPositioningView : JCUnityLib.ViewBase
 
- {
 
-     [SerializeField]
 
-     RectTransform canvasRectTransform;
 
-     [SerializeField]
 
-     RectTransform draggableParent;
 
-     [SerializeField]
 
-     GameObject mask;
 
-     [SerializeField]
 
-     GameObject cameraLight;
 
-     [SerializeField]
 
-     RectTransform pointsParent;
 
-     [SerializeField]
 
-     RectTransform pos1;
 
-     [SerializeField]
 
-     RectTransform pos2;
 
-     [SerializeField]
 
-     RectTransform pos3;
 
-     [SerializeField]
 
-     RectTransform pos4;
 
-     //画线时候的点偏移量
 
-     float offset = 10;
 
-     [SerializeField]
 
-     Line line;
 
-     List<LinePosition> oldLinePosition;
 
-     Vector3 beginPos;
 
-     Vector3 endPos;
 
-     //相机感光部分
 
-     [SerializeField]
 
-     Slider slider;
 
-     [SerializeField]
 
-     RawImage rawImage;
 
-     [SerializeField]
 
-     RectTransform crosshair;
 
-     [SerializeField]
 
-     RectTransform crosshairSmall;
 
-     [SerializeField]
 
-     GameObject textTip1;
 
-     [SerializeField]
 
-     GameObject textTip2;
 
-     [SerializeField]
 
-     Button btnAuto;
 
-     [SerializeField]
 
-     Button btnHandMovement;
 
-     [SerializeField]
 
-     BtnRecordInfrared btnRecordInfrared;
 
-     bool bAuto = true;
 
-     [SerializeField] Color normalColor = Color.white;
 
-     [SerializeField] Color highlightedColor = Color.green;
 
-     [SerializeField] Color normalTextColor = Color.black;
 
-     [SerializeField] Color highlightedTextColor = Color.white;
 
-     [SerializeField] TextAutoLanguage2 markerTextAutoLanguage2;
 
-     [SerializeField]
 
-     GameObject LayoutStart;
 
-     [SerializeField]
 
-     GameObject LayoutMarker;
 
-     [SerializeField]
 
-     GameObject LayoutSuccessful;
 
-     [Tooltip("选择框的Line")]
 
-     [SerializeField]
 
-     Sprite[] ResultLines;// 0: 选中状态, 1: 未选中状态
 
-     [Tooltip("选择框图片")]
 
-     [SerializeField]
 
-     Image[] ResultImages;
 
-     [Tooltip("选择框按钮")]
 
-     [SerializeField]
 
-     Button[] ResultImagesButtons;
 
-     [SerializeField]
 
-     Button[] ResultButtons;    // 结果选择按钮
 
-     [SerializeField]
 
-     RawImage CameraFirstImage; //第一个结果屏幕
 
-     [SerializeField]
 
-     RawImage CameraSecondImage; //第二个结果屏幕
 
-     [SerializeField] LineGenerator FirstUILineGenerator;//第一个结果屏幕线条
 
-     [SerializeField] LineGenerator SecondUILineGenerator;//第二个结果屏幕线条
 
-     bool doLocateAuto;
 
-     int DefaultResolutionIndex;
 
-     private void Awake()
 
-     {
 
-         offset = line.MyThickness;
 
-     }
 
-     void Start()
 
-     {
 
-         doLocateAuto = false;
 
-         textTip1.SetActive(true);
 
-         //设置btnAuto 高亮
 
-         OnButtonClick(btnAuto);
 
-         textTip2.SetActive(false);
 
-         //动态设置marker的提示语
 
-         if (BluetoothAim.ins!=null && markerTextAutoLanguage2 != null)
 
-         {
 
-             string name = "";
 
-             bool switchValue = false;
 
-             if (BluetoothAim.ins.isMainConnectToHOUYIPRO())
 
-             {
 
-                 name = TextAutoLanguage2.GetTextByKey("TitleTipMarker-HOUYIPro");
 
-             }
 
-             else if (BluetoothAim.ins.isMainConnectToARTEMISPRO())
 
-             {
 
-                 name = TextAutoLanguage2.GetTextByKey("TitleTipMarker-ArtemisPro");
 
-             }
 
-             else if (BluetoothAim.ins.isMainConnectToGun())
 
-             {
 
-                 //name = TextAutoLanguage2.GetTextByKey("TitleTipMarker-M9");
 
-                 switchValue = true;
 
-             }
 
-             if (switchValue)
 
-             {
 
-                 markerTextAutoLanguage2.SetTextKey("TitleTipMarker-M9");
 
-             }
 
-             else {
 
-                 markerTextAutoLanguage2.textFormatArgs = new object[] { name };
 
-             }
 
-         }
 
-         //手动不高亮
 
-         //ResetButton(btnHandMovement);
 
-         //quadUnityVectorList.Clear();
 
-         //quadUnityVectorList.Add(new Vector2(16.39f, 35.91f));
 
-         //quadUnityVectorList.Add(new Vector2(233.35f, 51.08f));
 
-         //quadUnityVectorList.Add(new Vector2(94.15f, 219.11f));
 
-         //quadUnityVectorList.Add(new Vector2(243.12f, 237.40f));
 
-         Debug.Log("quadUnityVectorList count:" + ScreenLocate.quadUnityVectorList.Count);
 
-         if (ScreenLocate.quadUnityVectorList.Count == 0)
 
-         {
 
-             Debug.Log("GetLocalPos");
 
-             GetLocalPos();
 
-         }
 
-         else
 
-         {
 
-             Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
 
-             Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
 
-             //自动识别时候四个点
 
-             SyncQuadUnityVectorListToPos();
 
-             //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         }
 
-         //记录操作的位置信息
 
-         oldLinePosition = new List<LinePosition>();
 
-         SetLinePos();
 
-         //相机感光度
 
-         if (InfraredDemo._ins)
 
-         {
 
-             //重置偏移量
 
-             InfraredDemo._ins.ResetCenterOffset();
 
-             //重置识别点
 
-             ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
 
-             //清除一下记录的点
 
-             ScreenLocate.quadUnityVectorList.Clear();
 
-             slider.onValueChanged.AddListener((value) =>
 
-             {
 
-                 InfraredDemo._ins.onSliderEvent(value);
 
-             });
 
-             InfraredDemo._ins.onSetSliderValue(slider);
 
-             offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
 
-         }
 
-         else {
 
-             //编辑器使用
 
-             if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) {
 
-                 slider.onValueChanged.AddListener((value) =>
 
-                 {
 
-                     double originalMin = 0.0;
 
-                     double originalMax = 10.0;
 
-                     double targetMin = -1;
 
-                     double targetMax = 1;
 
-                     // 计算转换后的值
 
-                     double result = InfraredDemo.MapValue(value, originalMin, originalMax, targetMin, targetMax);
 
-                     //int _current = (int)(result);
 
-                     Debug.Log("_current:" + value + " , result:" + result);
 
-                     ScreenLocate.Main.pcContrast = (float)result;
 
-                 });
 
-                 float v = ScreenLocate.Main.pcContrast;
 
-                 // 目标区间 [0, 10] 的边界值
 
-                 double targetMin = 0.0;
 
-                 double targetMax = 10.0;
 
-                 double originalMin = -1;
 
-                 double originalMax = 1;
 
-                 // 计算转换后的值
 
-                 double v2 = InfraredDemo.MapValue(v, originalMin, originalMax, targetMin, targetMax);
 
-                 Debug.Log("PC获取相机的感光度:" + v + " = " + v2);
 
-                 slider.SetValueWithoutNotify((float)v2);
 
-             }
 
-         }
 
-         initSelectInfo();
 
-         //if (ScreenLocate.Main.getUVCTexture)
 
-         //{
 
-         //    //渲染相机画面
 
-         //    rawImage.texture = ScreenLocate.Main.getUVCTexture;
 
-         //    //Debug.Log("rawImage.texture:" + rawImage.texture.name);
 
-         //}
 
-         //slider.onValueChanged.AddListener((value) => {
 
-         //    //onSliderEvent(value);
 
-         //    InfraredDemo._ins.SetBrightness(value);
 
-         //});
 
-         //slider.value = InfraredDemo._ins.brightness.Get();
 
-         //修改分辨率。是否清晰一点?
 
-         //DefaultResolutionIndex = InfraredDemo._ins?.ResolutionIndex ?? 0;
 
-         //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
 
-         //InfraredDemo._ins?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
 
-         //if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked)
 
-         //{
 
-         //    SB_EventSystem.ins.AwakenSimulateMouse();
 
-         //    // Debug.Log("simulate-mouse-close");
 
-         //}
 
-        
 
-     }
 
-     private void OnDestroy()
 
-     {
 
-         //修改回进入手动调节页面时候的分辨率
 
-         //InfraredDemo._ins?.SetResolutionNew(DefaultResolutionIndex);
 
-         Debug.Log("OnDestroy*********************************AwakenSimulateMouse:" + SB_EventSystem.ins.simulateMouseIsAwaked);
 
-         if (SB_EventSystem.ins && !SB_EventSystem.ins.simulateMouseIsAwaked)
 
-         {
 
-             SB_EventSystem.ins.AwakenSimulateMouse();
 
-         }
 
-     }
 
-     public RawImage Bg => rawImage;
 
-     void Update()
 
-     {
 
-         if (enterFromZimWebCamera && ScreenLocate.Main.DebugOnZIMDemo) {
 
-             // ZimWebCamera场景测试
 
-             rawImage.texture = ScreenLocate.Main.outputRawImages[7].texture;
 
-             if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
 
-             {
 
-                 // 检测到光点
 
-                 var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
 
-                 crosshair.gameObject.SetActive(true);
 
-                 crosshair.anchoredPosition = posInCanvas;
 
-             }
 
-             else
 
-                 crosshair.gameObject.SetActive(false);
 
-             //渲染相机画面
 
-             CameraSecondImage.texture = rawImage.texture;
 
-             CameraFirstImage.texture = rawImage.texture;
 
-         }
 
-         else if (InfraredDemo.running)
 
-         {
 
-             //渲染相机画面
 
-             Texture texture = InfraredDemo.infraredCameraHelper.GetCameraTexture();
 
-             if (rawImage.texture == null || texture.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
 
-             {
 
-                 rawImage.texture = texture;
 
-                 //渲染相机画面
 
-                 CameraSecondImage.texture = rawImage.texture;
 
-                 CameraFirstImage.texture = rawImage.texture;
 
-             }
 
-             if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
 
-             {
 
-                 // 检测到光点
 
-                 var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
 
-                 crosshairSmall.gameObject.SetActive(true);
 
-                 crosshairSmall.anchoredPosition = posInCanvas;
 
-             }
 
-             else
 
-                 crosshairSmall.gameObject.SetActive(false);
 
-             //rawImage.material = InfraredDemo.infraredCameraHelper.GetCameraMaterial();
 
-         }
 
-     }
 
-     public void OnClick_Back()
 
-     {
 
-         AudioMgr.ins.PlayBtn();
 
-         ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
 
-     }
 
-     /// <summary>
 
-     /// 进入屏幕标记
 
-     /// </summary>
 
-     public void OnClick_EnterMarker() {
 
-         LayoutStart.SetActive(false);
 
-         LayoutMarker.SetActive(true);
 
-     }
 
-     /// <summary>
 
-     /// 自动识别
 
-     /// </summary>
 
-     public void OnClick_Auto()
 
-     {
 
-         bAuto = true;
 
-         doLocateAuto = true;
 
-         textTip1.SetActive(false);
 
-         textTip2.SetActive(true);
 
-         ResetButton(btnAuto);
 
-         if (enterFromZimWebCamera)
 
-         {
 
-             ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
 
-             _screenLocate.EnterScreenLocateManualAuto();
 
-             return;
 
-         }
 
-         if (InfraredDemo.running)
 
-         {
 
-             InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
 
-         }
 
-      
 
-     }
 
-     /// <summary>
 
-     /// 切换成手动方式
 
-     /// </summary>
 
-     public void onHandMovement()
 
-     {
 
-         bAuto = false;
 
-         doLocateAuto = false;
 
-         draggableParent.gameObject.SetActive(true);
 
-         pointsParent.gameObject.SetActive(false);
 
-         mask.SetActive(false);
 
-         cameraLight.SetActive(true);
 
-     }
 
-     /// <summary>
 
-     /// 自动识别后同步
 
-     /// </summary>
 
-     public void SyncScreenPosition()
 
-     {
 
-         //Debug.Log("quadUnityVectorList[i]:" + quadUnityVectorList[i]); 
 
-         Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
 
-         Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
 
-         //自动识别时候四个点
 
-         //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         SyncQuadUnityVectorListToPos();
 
-         SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
 
-         //自动识别后隐藏手动按钮
 
-         draggableParent.gameObject.SetActive(false);
 
-         pointsParent.gameObject.SetActive(true);
 
-         if (ScreenLocate.Main) {
 
-             ZIM.Unity.QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
 
-             //设置points点
 
-             for (int i = 0; i < 4; i++)
 
-             {
 
-                 RectTransform t = pointsParent.GetChild(i) as RectTransform;
 
-                 t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, pointsParent.rect);
 
-             }
 
-         }
 
-         //显示最后结果
 
-         LayoutMarker.SetActive(false);
 
-         LayoutSuccessful.SetActive(true);
 
-         //设置两个线段
 
-         QuadrilateralInCamera screenAuto = ScreenLocate.Main.ScreenIdentification.QuadAuto;
 
-         QuadrilateralInCamera screenSemiAuto = ScreenLocate.Main.ScreenIdentification.QuadSemiAuto;
 
-         var lo = new Vector2(-0.5f, -0.5f);
 
-         if (screenAuto != null)
 
-         {
 
-             FirstUILineGenerator.Points = new Vector2[4] {
 
-                 2 * (new Vector2(screenAuto.Quad[0].x/texSize.x,screenAuto.Quad[0].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenAuto.Quad[1].x/texSize.x,screenAuto.Quad[1].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenAuto.Quad[3].x/texSize.x,screenAuto.Quad[3].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenAuto.Quad[2].x/texSize.x,screenAuto.Quad[2].y/texSize.y) + lo) };
 
-             // 打印 Points 的值,合并为一个字符串
 
-             string pointsOutput = "1 Points: ";
 
-             for (int i = 0; i < FirstUILineGenerator.Points.Length; i++)
 
-             {
 
-                 pointsOutput += "[" + FirstUILineGenerator.Points[i].x + ", " + FirstUILineGenerator.Points[i].y + "]";
 
-                 if (i < FirstUILineGenerator.Points.Length - 1)
 
-                 {
 
-                     pointsOutput += ", "; // 添加逗号分隔符,最后一个元素后不加
 
-                 }
 
-             }
 
-             Debug.Log(pointsOutput);
 
-             // 打印 Quad 的值,合并为一个字符串
 
-             int[] customOrder = new int[] { 0, 1, 3, 2 };
 
-             string quadOutput = "1 Quad Points: ";
 
-             for (int i = 0; i < customOrder.Length; i++)
 
-             {
 
-                 quadOutput += "[" + screenAuto.Quad[customOrder[i]].x + ", " + screenAuto.Quad[customOrder[i]].y + "]";
 
-                 if (i < customOrder.Length - 1)
 
-                 {
 
-                     quadOutput += ", "; // 添加逗号分隔符,最后一个元素后不加
 
-                 }
 
-             }
 
-             Debug.Log(quadOutput);
 
-         }
 
-         else {
 
-             Debug.LogError("screenAuto 不存在!");
 
-         }
 
-         if (screenSemiAuto != null)
 
-         {
 
-             SecondUILineGenerator.Points = new Vector2[4] {
 
-                 2 * (new Vector2(screenSemiAuto.Quad[0].x/texSize.x,screenSemiAuto.Quad[0].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenSemiAuto.Quad[1].x/texSize.x,screenSemiAuto.Quad[1].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenSemiAuto.Quad[3].x/texSize.x,screenSemiAuto.Quad[3].y/texSize.y) + lo),
 
-                 2 * (new Vector2(screenSemiAuto.Quad[2].x/texSize.x,screenSemiAuto.Quad[2].y/texSize.y) + lo) };
 
-             // 打印 Points 的值,合并为一个字符串
 
-             string pointsOutput = "2 Points: ";
 
-             for (int i = 0; i < SecondUILineGenerator.Points.Length; i++)
 
-             {
 
-                 pointsOutput += "[" + SecondUILineGenerator.Points[i].x + ", " + SecondUILineGenerator.Points[i].y + "]";
 
-                 if (i < SecondUILineGenerator.Points.Length - 1)
 
-                 {
 
-                     pointsOutput += ", "; // 添加逗号分隔符,最后一个元素后不加
 
-                 }
 
-             }
 
-             Debug.Log(pointsOutput);
 
-             // 打印 Quad 的值,合并为一个字符串
 
-             int[] customOrder = new int[] { 0, 1, 3, 2 };
 
-             string quadOutput = "2 Quad Points: ";
 
-             for (int i = 0; i < customOrder.Length; i++)
 
-             {
 
-                 quadOutput += "[" + screenSemiAuto.Quad[customOrder[i]].x + ", " + screenSemiAuto.Quad[customOrder[i]].y + "]";
 
-                 if (i < customOrder.Length - 1)
 
-                 {
 
-                     quadOutput += ", "; // 添加逗号分隔符,最后一个元素后不加
 
-                 }
 
-             }
 
-             Debug.Log(quadOutput);
 
-         }
 
-         else {
 
-             Debug.LogError("screenSemiAuto 不存在!");
 
-         }
 
-     }
 
-     #region 绘制线段部分
 
-     //点击拖拽的开始位置
 
-     public void onBeginPos(int index, Vector3 pos)
 
-     {
 
-         Debug.Log("pos begin: " + pos);
 
-         beginPos = pos;
 
-     }
 
-     public void onDragPos(int index, Vector3 pos)
 
-     {
 
-         //设置线段的点
 
-         SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
 
-     }
 
-     //点击拖拽的结束位置
 
-     public void onEndPos(int index, Vector3 pos)
 
-     {
 
-         Debug.Log("pos end: " + pos);
 
-         endPos = pos;
 
-         if (beginPos == endPos) return;
 
-         //Debug.Log(index+",最后的点:" + pos);
 
-         //再记录一次最后的点
 
-         SetLinePos();
 
-     }
 
-     //同步设置图片对应的位置到line
 
-     public void SetLinePos()
 
-     {
 
-         //记录一个操作点的操作位置
 
-         AddOldLinePosition();
 
-         //设置线段的点
 
-         SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
 
-     }
 
-     void AddOldLinePosition()
 
-     {
 
-         Vector3[] v = new Vector3[4];
 
-         pos1.GetWorldCorners(v);
 
-         Vector3[] v1 = new Vector3[4];
 
-         pos1.GetLocalCorners(v1);
 
-         //for (int i = 0; i < 4; i++)
 
-         //{
 
-         //    Debug.Log(i + " =1= " + v[i]);
 
-         //    Debug.Log(i + " =2= " + v1[i]);
 
-         //}
 
-         //记录一个操作点的操作位置
 
-         List<Vector3> screenPositions = new List<Vector3>();
 
-         screenPositions.Add(pos1.localPosition);
 
-         screenPositions.Add(pos2.localPosition);
 
-         screenPositions.Add(pos3.localPosition);
 
-         screenPositions.Add(pos4.localPosition);
 
-         LinePosition linePosition = new LinePosition();
 
-         linePosition.index = oldLinePosition.Count;
 
-         linePosition.pos = screenPositions;
 
-         oldLinePosition.Add(linePosition);
 
-     }
 
-     //转换绘制线段的点
 
-     List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
 
-     {
 
-         List<Vector2> _screenPositions = new List<Vector2>();
 
-         //点为负数的增大 offset,正数减少 offset
 
-         //Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
 
-         //Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
 
-         //Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
 
-         //Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
 
-         Vector2 startPos1 = new Vector2(_pos1.x + offset, _pos1.y + offset);
 
-         Vector2 startPos2 = new Vector2(_pos2.x - offset, _pos2.y + offset);
 
-         Vector2 startPos3 = new Vector2(_pos3.x - offset, _pos3.y - offset);
 
-         Vector2 startPos4 = new Vector2(_pos4.x + offset, _pos4.y - offset);
 
-         _screenPositions.Add(startPos1);
 
-         _screenPositions.Add(startPos2);
 
-         _screenPositions.Add(startPos3);
 
-         _screenPositions.Add(startPos4);
 
-         return _screenPositions;
 
-     }
 
-     void SetRectanglePoints(List<Vector2> screenPositions)
 
-     {
 
-         line.SetLine(screenPositions);
 
-     }
 
-     //撤回上一个元素
 
-     public void onRecall()
 
-     {
 
-         // 获取并删除最后一个元素,并且保留一个元素
 
-         if (oldLinePosition.Count > 1) // 确保列表不为空
 
-         {
 
-             // 获取回退的那个元素点
 
-             LinePosition lastElement_second = oldLinePosition[oldLinePosition.Count - 2];
 
-             // 获取最后一个元素
 
-             //LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
 
-             //Debug.Log(JsonUtility.ToJson(lastElement) + " = " + oldLinePosition.Count);
 
-             oldLinePosition.RemoveAt(oldLinePosition.Count - 1); // 删除最后一个元素
 
-             pos1.localPosition = lastElement_second.pos[0];
 
-             pos2.localPosition = lastElement_second.pos[1];
 
-             pos3.localPosition = lastElement_second.pos[2];
 
-             pos4.localPosition = lastElement_second.pos[3];
 
-             //设置线段的点
 
-             SetRectanglePoints(linePosConversion(lastElement_second.pos[0], lastElement_second.pos[1], lastElement_second.pos[2], lastElement_second.pos[3]));
 
-         }
 
-     }
 
-     //是不是从Demo界面进入该页面的
 
-     public bool enterFromInfraredDemo { get; set; } = false;
 
-     //是否从测试场景进入
 
-     public bool enterFromZimWebCamera { get; set; } = false;
 
-     //确认修改
 
-     public void onConfirmation()
 
-     {
 
-         if (enterFromZimWebCamera)
 
-         {
 
-             ConfirmScreenLocateManualTest();
 
-             if (oldLinePosition.Count > 1) // 确保列表不为空
 
-             {
 
-                 LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
 
-                 oldLinePosition.Clear();
 
-                 oldLinePosition.Add(lastElement);
 
-             }
 
-             SaveLocalPos();
 
-             AudioMgr.ins.PlayBtn();
 
-             ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
 
-             return;
 
-         }
 
-         if (!ConfirmScreenLocateManual()) return;
 
-         if (oldLinePosition.Count > 1) // 确保列表不为空
 
-         {
 
-             LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
 
-             oldLinePosition.Clear();
 
-             oldLinePosition.Add(lastElement);
 
-         }
 
-         if (InfraredDemo.running)
 
-         {
 
-             //跳转入界面
 
-             AudioMgr.ins.PlayBtn();
 
-             if (!enterFromInfraredDemo)
 
-             {
 
-                 //每次初始化重置一下引导
 
-                 InfraredDemo._ins.resetInfraredPlayerPrefs();
 
-                 //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
 
-                 //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
 
-                 if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
 
-                 {
 
-                     //如果是红外连接成功,记录一个tag
 
-                     PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
 
-                 }
 
-                 onEnterInfrared();
 
-             }
 
-             else {
 
-                 ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
 
-             }
 
-            
 
-         }
 
-         //存储一次节点
 
-         SaveLocalPos();
 
-     }
 
-     //重置位置
 
-     public void onReset()
 
-     {
 
-         oldLinePosition.Clear();
 
-         // 获取屏幕的四个角的像素坐标
 
-         Vector2 bottomLeft = new Vector2(0, 0);
 
-         // 将屏幕像素坐标转换为 Canvas 的局部坐标
 
-         Vector2 localBottomLeft;
 
-         RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRectTransform, bottomLeft, null, out localBottomLeft);
 
-         // 打印结果
 
-         Debug.Log("Local Bottom Left: " + localBottomLeft);
 
-         //int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x) - 120), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y) - 77);
 
-         int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
 
-         pos1.anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
 
-         pos2.anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
 
-         pos3.anchoredPosition = new Vector3(_x, _y, 0);  //Top Right
 
-         pos4.anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
 
-         //pos1.anchoredPosition = new Vector3(_x, _y, 0);
 
-         //pos2.anchoredPosition = new Vector3(-_x, _y, 0);
 
-         //pos3.anchoredPosition = new Vector3(-_x, -_y, 0);
 
-         //pos4.anchoredPosition = new Vector3(_x, -_y, 0);
 
-         //设置一次位置
 
-         SetLinePos();
 
-         btnRecordInfrared.Reset();
 
-         ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
 
-         if (enterFromZimWebCamera)
 
-         {
 
-             ScreenLocate.Main.ScreenQuad.gameObject.SetActive(false);
 
-             ScreenLocate.Main.UILineGenerator.Points = new Vector2[0];
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 标准四个点
 
-     /// </summary>
 
-     /// <param name="index"></param>
 
-     /// <param name="pos"></param>
 
-     public void onManualNewPos(int index, Vector3 pos)
 
-     {
 
-         Debug.Log("pos end: " + pos);
 
-         if (index == 0)
 
-             pos1.localPosition = pos;
 
-         else if (index == 1)
 
-             pos2.localPosition = pos;
 
-         else if (index == 2)
 
-             pos3.localPosition = pos;
 
-         else if (index == 3)
 
-             pos4.localPosition = pos;
 
-         //再记录一次最后的点
 
-         SetLinePos();
 
-     }
 
-     /// <summary>
 
-     ///  处理新流程,先记录手动,然后到自动识别处理
 
-     /// </summary>
 
-     public void onManualToAutomatic() {
 
-         if (enterFromZimWebCamera)
 
-         {
 
-             ConfirmScreenLocateManualTest();
 
-             if (oldLinePosition.Count > 1) // 确保列表不为空
 
-             {
 
-                 LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
 
-                 oldLinePosition.Clear();
 
-                 oldLinePosition.Add(lastElement);
 
-             }
 
-             SaveLocalPos();
 
-             //到自动
 
-             OnClick_Auto();
 
-             return;
 
-         }
 
-         if (!ConfirmScreenLocateManual()) {
 
-             Debug.LogError("ConfirmScreenLocateManual is false!");
 
-             return;
 
-         }
 
-         if (oldLinePosition.Count > 1) // 确保列表不为空
 
-         {
 
-             LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
 
-             oldLinePosition.Clear();
 
-             oldLinePosition.Add(lastElement);
 
-         }
 
-         //存储一次节点
 
-         SaveLocalPos();
 
-         bAuto = true;
 
-         doLocateAuto = true;
 
-         //自动校准
 
-         InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
 
-     }
 
-     #endregion
 
-     List<Vector2> _locatePointList = new();
 
-     float _texWidth;
 
-     float _texHeight;
 
-     void RecordLocatePoint(RectTransform p, Vector2 pivot)
 
-     {
 
-         Vector2 pos = JCUnityLib.RectTransformUtils.GetPositionByPivot(p, pivot);
 
-         pos.x = Mathf.Clamp01(pos.x / Screen.width);
 
-         pos.y = Mathf.Clamp01(pos.y / Screen.height);
 
-         _locatePointList.Add(pos);
 
-     }
 
-     bool ConfirmScreenLocateManual()
 
-     {
 
-         if (InfraredDemo.running)
 
-         {
 
-             //渲染截图
 
-             Texture2D texture2D = InfraredDemo.infraredCameraHelper.EnterScreenLocateManual();
 
-             if (texture2D == null)
 
-             {
 
-                 Debug.Log("EnterScreenLocateManual = null");
 
-                 InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(null);
 
-                 return false;
 
-             }
 
-             _locatePointList.Clear();
 
-             _texWidth = texture2D.width;
 
-             _texHeight = texture2D.height;
 
-             RecordLocatePoint(pos1, new Vector2(0, 0));
 
-             RecordLocatePoint(pos2, new Vector2(1, 0));
 
-             RecordLocatePoint(pos3, new Vector2(1, 1));
 
-             RecordLocatePoint(pos4, new Vector2(0, 1));
 
-             //RecordLocatePoint(pos1, new Vector2(0.5f, 0.5f));
 
-             //RecordLocatePoint(pos2, new Vector2(0.5f, 0.5f));
 
-             //RecordLocatePoint(pos3, new Vector2(0.5f, 0.5f));
 
-             //RecordLocatePoint(pos4, new Vector2(0.5f, 0.5f));
 
-             InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
 
-             FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, 1, 1);
 
-             //同步数据
 
-             ScreenLocate.quadUnityVectorList.Clear();
 
-             ScreenLocate.quadUnityVectorList.Add(_locatePointList[0]);
 
-             ScreenLocate.quadUnityVectorList.Add(_locatePointList[1]);
 
-             //两个点切换,顺序不一样
 
-             ScreenLocate.quadUnityVectorList.Add(_locatePointList[3]);
 
-             ScreenLocate.quadUnityVectorList.Add(_locatePointList[2]);
 
-             ScreenLocate.SaveScreenLocateVectorList();
 
-             return true;
 
-         }
 
-         return false;
 
-     }
 
-     void ConfirmScreenLocateManualTest()
 
-     {
 
-         //渲染截图
 
-         ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
 
-         Texture2D texture2D = _screenLocate.EnterScreenLocateManual();
 
-         if (texture2D == null)
 
-         {
 
-             _screenLocate.QuitScreenLocateManual(null);
 
-             return;
 
-         }
 
-         _locatePointList.Clear();
 
-         _texWidth = texture2D.width;
 
-         _texHeight = texture2D.height;
 
-         RecordLocatePoint(pos1, new Vector2(0, 0));
 
-         RecordLocatePoint(pos2, new Vector2(1, 0));
 
-         RecordLocatePoint(pos3, new Vector2(1, 1));
 
-         RecordLocatePoint(pos4, new Vector2(0, 1));
 
-         _screenLocate.QuitScreenLocateManual(_locatePointList);
 
-         //FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, _texWidth, _texHeight);
 
-         setPointsLocation(_locatePointList,pointsParent.gameObject,!bAuto);
 
-         if (!doLocateAuto)  // 设置手动定位数据
 
-             setPointsManual(_locatePointList, GameObject.Find("WebCameraView/CameraImage0/ScreenQuad"));
 
-         //同步数据
 
-         ScreenLocate.quadUnityVectorList.Clear();
 
-         ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[0].x, _locatePointList[0].y));
 
-         ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[1].x, _locatePointList[1].y));
 
-         //两个点切换,顺序不一样
 
-         ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[3].x, _locatePointList[3].y));
 
-         ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[2].x, _locatePointList[2].y));
 
-         ScreenLocate.SaveScreenLocateVectorList();
 
-     }
 
-     void setPointsLocation(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
 
-     {
 
-         //GameObject pointsTF2 = GameObject.Find("WebCameraView/CameraImage0/ScreenQuad");
 
-         pointsTF2.SetActive(active);
 
-         if (pointsTF2.transform.childCount == targetList.Count)
 
-         {
 
-             for (int i = 0; i < pointsTF2.transform.childCount; i++)
 
-             {
 
-                 Transform pointTF = pointsTF2.transform.GetChild(i);
 
-                 Vector2 pos = targetList[i];
 
-                 pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(Vector2.one, pointsTF2.GetComponent<RectTransform>().rect);
 
-                 pointTF.gameObject.SetActive(true);
 
-             }
 
-         }
 
-         
 
-     }
 
-     void setPointsManual(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
 
-     {
 
-         setPointsLocation(targetList, pointsTF2, active);
 
-         var lo = new Vector2(-0.5f, -0.5f);
 
-         ScreenLocate.Main.UILineGenerator.Points = new Vector2[4] {
 
-                 2 * (targetList[0] + lo),
 
-                 2 * (targetList[1] + lo),
 
-                 2 * (targetList[2] + lo),
 
-                 2 * (targetList[3] + lo) };
 
-     }
 
-     void SaveLocalPos()
 
-     {
 
-         List<Vector3> screenPositions = new List<Vector3>();
 
-         screenPositions.Add(pos1.anchoredPosition);
 
-         screenPositions.Add(pos2.anchoredPosition);
 
-         screenPositions.Add(pos3.anchoredPosition);
 
-         screenPositions.Add(pos4.anchoredPosition);
 
-         string saveStr = string.Join(';', screenPositions.Select(v => $"{v.x},{v.y}")); //,{v.z}
 
-         Debug.Log("Local UI Position: " + saveStr);
 
-         PlayerPrefs.SetString("ScreenPositioningView", saveStr);
 
-     }
 
-     void GetLocalPos()
 
-     {
 
-         string posListStr = PlayerPrefs.GetString("ScreenPositioningView", "");
 
-         if (!string.IsNullOrWhiteSpace(posListStr))
 
-         {
 
-             List<Vector2> posList = posListStr.Split(';')
 
-                 .Select(s =>
 
-                 {
 
-                     string[] parts = s.Split(',');
 
-                     return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
 
-                 })
 
-                 .ToList();
 
-             pos1.anchoredPosition = posList[0];
 
-             pos2.anchoredPosition = posList[1];
 
-             pos3.anchoredPosition = posList[2];
 
-             pos4.anchoredPosition = posList[3];
 
-             SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
 
-         }
 
-     }
 
-     #region 按钮颜色切换
 
-     private void OnButtonClick(Button button)
 
-     {
 
-         // 切换按钮颜色
 
-         ColorBlock colors = button.colors;
 
-         colors.normalColor = highlightedColor;
 
-         colors.highlightedColor = highlightedColor;
 
-         button.colors = colors;
 
-         // 切换字体颜色
 
-         Text buttonText = button.GetComponentInChildren<Text>();
 
-         buttonText.color = highlightedTextColor;
 
-     }
 
-     private void ResetButton(Button button)
 
-     {
 
-         // 重置按钮颜色
 
-         ColorBlock colors = button.colors;
 
-         colors.normalColor = normalColor;
 
-         colors.highlightedColor = normalColor;
 
-         button.colors = colors;
 
-         // 重置字体颜色
 
-         Text buttonText = button.GetComponentInChildren<Text>();
 
-         buttonText.color = normalTextColor;
 
-     }
 
-     #endregion
 
-     #region 标定完成之后进入游戏界面
 
-     void onEnterInfrared()
 
-     {
 
-         //添加进入射箭场景 
 
-         if (PlayerPrefs.GetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 0) == 0)
 
-         {
 
-             Debug.Log("-----进入射箭场景!");
 
-             NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
 
-             newUserGuiderManager.curConfigKey = "开始-红外调整";
 
-             newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.HOUYIPRO || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMISPRO;
 
-             //进入射箭场景
 
-             GlobalData.pkMatchType = PKMatchType.None;
 
-             GameMgr.gameType = 1;
 
-             //射一箭回到连接页面,Device.view
 
-             GameMgr.bNavBack = true;
 
-             GameMgr.bShowDistance = false;
 
-             AimHandler.ins.bInitOne = false;//true
 
-             //关闭计时器
 
-             GameMgr.turnOffTimer = true;
 
-             //关闭左边靶子和底部速度栏
 
-             GameMgr.HideTargetView = true;
 
-             GameMgr.HideBillboard = true;
 
-             GameMgr.ButtonCount = 0;
 
-             UnityEngine.SceneManagement.SceneManager.LoadScene(
 
-                 "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);
 
-             PlayerPrefs.SetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 1);
 
-         }
 
-         else
 
-         {
 
-             Debug.Log("-----跳转回连接界面!");
 
-             //如不是第一次,则应该跳转回连接界面
 
-             ViewMgr.Instance.DestroyView<SmartArcheryView>();
 
-             ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
 
-         }
 
-     }
 
-     #endregion
 
-     #region 最后选择算法处理UI
 
-     int selected = -1;
 
-     void initSelectInfo() {
 
-         for (int i = 0; i < 2; i++)
 
-         {
 
-             int currentIndex = i;  // 将 i 赋值给局部变量
 
-             ResultImagesButtons[currentIndex].onClick.AddListener(() => SelectImage(currentIndex));
 
-             //ResultButtons[currentIndex].onClick.AddListener(() =>
 
-             //{
 
-             //    if (currentIndex == 0)
 
-             //    {
 
-             //        OnFirstResult();
 
-             //    }
 
-             //    else if (currentIndex == 1)
 
-             //    {
 
-             //        OnSecondResult();
 
-             //    }
 
-             //});
 
-         }
 
-         //默认选择1 自动
 
-         SelectImage(0);
 
-     }
 
-     // 添加一个选择函数
 
-     void SelectImage(int selectedIndex)
 
-     {
 
-         //如果重复选中则跳转
 
-         if (selected == selectedIndex) {
 
-             if (selected == 0)
 
-             {
 
-                 OnFirstResult();
 
-             }
 
-             else if (selected == 1)
 
-             {
 
-                 OnSecondResult();
 
-             }
 
-             return;
 
-         }
 
-         // 遍历所有图片
 
-         for (int i = 0; i < ResultImages.Length; i++)
 
-         {
 
-             // 如果是选中的 index,赋值为 ResultLines[0],否则赋值为 ResultLines[1]
 
-             if (i == selectedIndex)
 
-             {
 
-                 selected = i;
 
-                 ResultImages[i].sprite = ResultLines[0];
 
-                 ResultButtons[i].interactable = true;
 
-             }
 
-             else
 
-             {
 
-                 ResultImages[i].sprite = ResultLines[1];
 
-                 ResultButtons[i].interactable = false;
 
-             }
 
-         }
 
-     }
 
-     //选择全自动结果后进入游戏
 
-     void OnFirstResult()
 
-     {
 
-         ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.Auto);
 
-         UpdateQuadUnityVectorList();
 
-         onCompelete();
 
-     }
 
-     //选择半自动结果
 
-     void OnSecondResult()
 
-     {
 
-         ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.SemiAuto);
 
-         UpdateQuadUnityVectorList();
 
-         onCompelete();
 
-     }
 
-     public void onCompelete()
 
-     {
 
-         if (enterFromZimWebCamera)
 
-         {
 
-             SaveLocalPos();
 
-             ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
 
-             return;
 
-         }
 
-         if (InfraredDemo.running)
 
-         {
 
-             //跳转入界面
 
-             AudioMgr.ins.PlayBtn();
 
-             if (!enterFromInfraredDemo)
 
-             {
 
-                 //每次初始化重置一下引导
 
-                 InfraredDemo._ins.resetInfraredPlayerPrefs();
 
-                 //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
 
-                 //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
 
-                 if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
 
-                 {
 
-                     //如果是红外连接成功,记录一个tag
 
-                     PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
 
-                 }
 
-                 onEnterInfrared();
 
-             }
 
-             else
 
-             {
 
-                 ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
 
-             }
 
-         }
 
-         //存储一次节点
 
-         SaveLocalPos();
 
-     }
 
-     /// <summary>
 
-     /// 选择模式后更新 quadUnityVectorList
 
-     /// </summary>
 
-     void UpdateQuadUnityVectorList() {
 
-         ScreenLocate.Main.UpdateQuadUnityVectorList();
 
-         SyncQuadUnityVectorListToPos();
 
-         InfraredDemo._ins?.SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
 
-         _locatePointList.Clear();
 
-         
 
-     }
 
-     void SyncQuadUnityVectorListToPos() {
 
-         Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
 
-         pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-         pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-     }
 
-     //这个脚本存在时候。任何切换操作都直接处理删除
 
-     void OnSceneUnloaded(Scene scene)
 
-     {
 
-         ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
 
-         ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
 
-     }
 
-     void OnEnable()
 
-     {
 
-         SceneManager.sceneUnloaded += OnSceneUnloaded;
 
-     }
 
-     void OnDisable()
 
-     {
 
-         SceneManager.sceneUnloaded -= OnSceneUnloaded;
 
-     }
 
-     #endregion
 
- }
 
 
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