| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794 | 
							- 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;
 
- using o0InfraredLocate.ZIM;
 
- public enum ScreenPositioningStep { 
 
-   None, //
 
-   Start,//开始界面
 
-   AutoEnd,//自动定位结束后界面
 
-   Marker,//进行标记界面
 
-   Manual,//手动界面
 
-   LightCtrl,//灯光调整界面
 
-   Successful,//结果选择界面
 
- }
 
- public class LinePosition
 
- {
 
-     public int index;
 
-     public List<Vector3> pos;
 
- }
 
- public class InfraredScreenPositioningView : JCUnityLib.ViewBase
 
- {
 
-     [SerializeField]
 
-     RectTransform canvasRectTransform;
 
-     [SerializeField]
 
-     RectTransform draggableParent;
 
-     [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]
 
-     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;
 
-     [Header("Common Layout Group")]
 
-     [SerializeField]
 
-     GameObject mask;
 
-     [SerializeField]
 
-     Line maskLine;
 
-     [SerializeField]
 
-     RawImage rawImage;
 
-     [Tooltip("Demo测试时候显示")]
 
-     [SerializeField]
 
-     RectTransform crosshair;
 
-     [SerializeField]
 
-     RectTransform crosshairRed;
 
-     [Tooltip("存在校准数据时候显示")]
 
-     [SerializeField] LineGenerator CurrentUILineGenerator;//开始显示屏幕线条
 
-     [Header("Start Layout Group")]
 
-     [SerializeField]
 
-     GameObject LayoutStart;
 
-     [SerializeField]
 
-     GameObject StartTextTip1;
 
-     [SerializeField]
 
-     GameObject StartTextTipHasData;
 
-     [Tooltip("没有存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject BottomAutoBtn;
 
-     [Tooltip("存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject BottomConfirmBtn;
 
-     [Header("AutoEnd Layout Group")]
 
-     [SerializeField]
 
-     GameObject LayoutAutoEnd;
 
-     [SerializeField] Button AutoEndConfirmBtn;
 
-     [Tooltip("没有存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject TipAutoEnd;
 
-     [Tooltip("存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject TipAutoEndHas;
 
-     [Header("LightCtrl Layout Group")]
 
-     [SerializeField]
 
-     GameObject LayoutLightCtrl;
 
-     [SerializeField] Slider sliderContrast;
 
-     //亮度
 
-     [SerializeField] Slider sliderBrightness;
 
-     [Tooltip("没有存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject TipLightCtrl;
 
-     [SerializeField] Button LightCtrlManualButton;
 
-     [Tooltip("存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject TipLightCtrlHas;
 
-     [SerializeField] Button LightCtrlReturnButton;
 
-     [Header("Marker Layout Group")]
 
-     [SerializeField]
 
-     GameObject LayoutMarker;
 
-     [SerializeField]
 
-     RectTransform crosshairSmall;
 
-     [Tooltip("标记页面标题提示")]
 
-     [SerializeField] TextAutoLanguage2 markerTextAutoLanguage2;
 
-     [Tooltip("存在校准数据时候显示")]
 
-     [SerializeField]
 
-     GameObject TextTipMarker;
 
-     [SerializeField]
 
-     RectTransform markerPointsParent;
 
-     [SerializeField]
 
-     List<RectTransform> markerPosList;
 
-     [SerializeField]
 
-     Line markerPointsLine;
 
-     [SerializeField]
 
-     PointMarker pointMarker;
 
-     [Header("Manual Layout Group")]
 
-     [SerializeField]
 
-     GameObject LayoutManual;
 
-     [Header("Successful Layout Group")]
 
-     [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 bMarkerFinish = false;
 
-     ScreenPositioningStep perStepView = ScreenPositioningStep.None;//最后一次进入LayoutSuccessful的页面
 
-     //标记当前页面情况
 
-     ScreenPositioningStep curStepView = ScreenPositioningStep.Start;//设置一个开始页面 
 
-     InfraredDemo infraredDemo;
 
-     bool doLocateAuto;
 
-     int DefaultResolutionIndex;
 
-     private void Awake()
 
-     {
 
-         //设置一次显示相机的image 的颜色
 
-         rawImage.color = Color.white;
 
-         offset = line.MyThickness;
 
-     }
 
-     void Start()
 
-     {
 
-         //获取InfraredDemo
 
-         infraredDemo = InfraredDemo._ins;
 
-         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 };
 
-         //    }
 
-         //}
 
-         if (markerTextAutoLanguage2 != null)
 
-         {
 
-             string name = TextAutoLanguage2.GetTextByKey("TitleTipMarker2-Common");
 
-             if (BluetoothAim.ins.isMainConnectToARTEMISPRO())
 
-             {
 
-                 name = TextAutoLanguage2.GetTextByKey("TitleTipMarker2-ArtemisPro");
 
-             }
 
-             markerTextAutoLanguage2.textFormatArgs = new object[] { name };
 
-             //markerTextAutoLanguage2.ApplyToText();
 
-         }
 
-         //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);
 
-         }
 
-         //更新start相关ui
 
-         UpdateStartUI();
 
-         //记录操作的位置信息
 
-         oldLinePosition = new List<LinePosition>();
 
-         SetLinePos();
 
-         //相机感光度
 
-         if (infraredDemo)
 
-         {
 
-             ////重置偏移量
 
-             //infraredDemo.ResetCenterOffset();
 
-             //////重置识别点
 
-             ////ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
 
-             //////清除一下记录的点
 
-             ////ScreenLocate.quadUnityVectorList.Clear();
 
-             //infraredDemo.ResetPositioningData();
 
-             slider.onValueChanged.AddListener((value) =>
 
-             {
 
-                 infraredDemo.onSliderEvent(value);
 
-             });
 
-             infraredDemo.onSetSliderValue(slider);
 
-             //对比度
 
-             sliderContrast.onValueChanged.AddListener((value) =>
 
-             {
 
-                 infraredDemo.onSliderCustomEvent(value, -20.0f, 20.0f);
 
-             });
 
-             infraredDemo.onSetSliderCustomValue(sliderContrast, -20.0f, 20.0f);
 
-             //亮度
 
-             sliderBrightness.onValueChanged.AddListener((value) =>
 
-             {
 
-                 infraredDemo.onSliderCustomBrightnessEvent(value, -20.0f, 20.0f);
 
-             });
 
-             infraredDemo.onSetSliderCustomBrightnessValue(sliderBrightness, -20.0f, 20.0f);
 
-             offset = line.MyThickness = markerPointsLine.MyThickness  = infraredDemo.lineWidth.Get();
 
-             //LineGenerator 比 line 宽少了大概2倍 
 
-             CurrentUILineGenerator.LineThickness = infraredDemo.lineWidth.Get() * 2;
 
-             //扇形宽
 
-             markerPointsLine.MyFanWidth = line.MyFanWidth = infraredDemo.fanWidth.Get();
 
-             QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
 
-             CurrentUILineGenerator.Points = infraredDemo.ConvertQuadToPoints(screen, ScreenLocate.Main.getUVCCameraInfoSize);
 
-         }
 
-         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);
 
-                 // 对 sliderContrast 和 sliderBrightness 调用统一的处理函数
 
-                 HandleSliderValueChanged(sliderContrast, value => ScreenLocate.Main.pcContrast = value, ScreenLocate.Main.pcContrast);
 
-                 HandleSliderValueChanged(sliderBrightness, value => ScreenLocate.Main.pcBrightness = value, ScreenLocate.Main.pcBrightness);
 
-             }
 
-         }
 
-         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.SetBrightness(value);
 
-         //});
 
-         //slider.value = infraredDemo.brightness.Get();
 
-         //修改分辨率。是否清晰一点?
 
-         //DefaultResolutionIndex = infraredDemo?.ResolutionIndex ?? 0;
 
-         //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
 
-         //infraredDemo?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
 
-         //if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked)
 
-         //{
 
-         //    SB_EventSystem.ins.AwakenSimulateMouse();
 
-         //    // Debug.Log("simulate-mouse-close");
 
-         //}
 
-        
 
-     }
 
-     // 两个滑块值处理
 
-     void HandleSliderValueChanged(UnityEngine.UI.Slider slider, System.Action<float> setValue, float pcValue)
 
-     {
 
-         double targetMin2 = -20.0;
 
-         double targetMax2 = 20.0;
 
-         double originalMin2 = -1;
 
-         double originalMax2 = 1;
 
-         slider.onValueChanged.AddListener((value) =>
 
-         {
 
-             double result = InfraredDemo.MapValue(value, targetMin2, targetMax2, originalMin2, originalMax2);
 
-             Debug.Log($"{slider.name}_current: {value}, result: {result}");
 
-             setValue((float)result);
 
-         });
 
-         double mappedValue = InfraredDemo.MapValue(pcValue, originalMin2, originalMax2, targetMin2, targetMax2);
 
-         Debug.Log($"{slider.name} PC获取相机的感光度: {pcValue} = {mappedValue}");
 
-         slider.SetValueWithoutNotify((float)mappedValue);
 
-     }
 
-     private void OnDestroy()
 
-     {
 
-         //修改回进入手动调节页面时候的分辨率
 
-         //infraredDemo?.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();
 
-             //可见光调节页面出现红十字光标
 
-             if (curStepView == ScreenPositioningStep.LightCtrl)
 
-             {
 
-                 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);
 
-                     crosshairRed.gameObject.SetActive(true);
 
-                     crosshairRed.anchoredPosition = posInCanvas;
 
-                 }
 
-                 else
 
-                     crosshairRed.gameObject.SetActive(false);
 
-             }
 
-             else if (crosshairRed.gameObject.activeSelf) {
 
-                 crosshairRed.gameObject.SetActive(false);
 
-             }
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 根据enum操作ui
 
-     /// </summary>
 
-     /// <param name="step"></param>
 
-     public void SetScreenPositioningStepState(ScreenPositioningStep step = ScreenPositioningStep.None)
 
-     {
 
-         curStepView = step;
 
-         AllScreenPositioningStepFalse();
 
-         QuadrilateralInCamera screenAuto = ScreenLocate.Main.ScreenIdentification.QuadAuto;
 
-         switch (step)
 
-         {
 
-             case ScreenPositioningStep.Start:
 
-                 maskLine.SetDrawMask(true);
 
-                 LayoutStart.SetActive(true);
 
-                 UpdateStartUI();
 
-                 break;
 
-             case ScreenPositioningStep.AutoEnd:
 
-                 maskLine.SetDrawMask(true);
 
-                 LayoutAutoEnd.SetActive(true);
 
-                 pointsParent.gameObject.SetActive(false);
 
-                 CurrentUILineGenerator.enabled = true;
 
-                 if (screenAuto == null)
 
-                 {
 
-                     //不存在数据,走流程2
 
-                     AutoEndConfirmBtn.interactable = false;
 
-                     TipAutoEndHas.SetActive(false);
 
-                     TipAutoEnd.SetActive(true);
 
-                 }
 
-                 else
 
-                 {
 
-                     //存在数据,显示确认按钮
 
-                     AutoEndConfirmBtn.interactable = true;
 
-                     TipAutoEndHas.SetActive(true);
 
-                     TipAutoEnd.SetActive(false);
 
-                 }
 
-                 break;
 
-             case ScreenPositioningStep.LightCtrl:
 
-                 maskLine.SetDrawMask(false);
 
-                 LayoutLightCtrl.SetActive(true);
 
-                 CurrentUILineGenerator.enabled = true;
 
-                 pointsParent.gameObject.SetActive(false);
 
-                 //setPointsLocation(ScreenLocate.quadUnityVectorList, pointsParent.gameObject, true);
 
-                 if (screenAuto == null)
 
-                 {
 
-                     //不存在数据,走流程2
 
-                     TipLightCtrlHas.SetActive(false);
 
-                     TipLightCtrl.SetActive(true);
 
-                     LightCtrlReturnButton.gameObject.SetActive(false);
 
-                     LightCtrlManualButton.gameObject.SetActive(true);
 
-                 }
 
-                 else
 
-                 {
 
-                     //存在数据
 
-                     TipLightCtrlHas.SetActive(true);
 
-                     TipLightCtrl.SetActive(false);
 
-                     LightCtrlReturnButton.gameObject.SetActive(true);
 
-                     LightCtrlManualButton.gameObject.SetActive(false);
 
-                 }
 
-                 break;
 
-             case ScreenPositioningStep.Marker:
 
-                 //显示提示
 
-                 pointMarker.ShowHintImageParent(true);
 
-                 perStepView = ScreenPositioningStep.Marker;
 
-                 bMarkerFinish = false;
 
-                 maskLine.SetDrawMask(true);
 
-                 LayoutMarker.SetActive(true);
 
-                 CurrentUILineGenerator.enabled = false;
 
-                 pointsParent.gameObject.SetActive(false);
 
-                 //setPointsLocation(ScreenLocate.quadUnityVectorList, pointsParent.gameObject, true);
 
-                 SyncQuadUnityVectorListToMarkerPointesPos();
 
-                 TextTipMarker.SetActive(true);
 
-                 if (screenAuto == null)
 
-                 {
 
-                     ResetMarkerPointesPos();
 
-                 }
 
-                 break;
 
-             case ScreenPositioningStep.Manual:
 
-                 maskLine.SetDrawMask(true);
 
-                 SaveStartOldLinePosition();
 
-                 perStepView = ScreenPositioningStep.Manual;
 
-                 bMarkerFinish = false;
 
-                 LayoutManual.SetActive(true);
 
-                 bAuto = false;
 
-                 doLocateAuto = false;
 
-                 draggableParent.gameObject.SetActive(true);
 
-                 pointsParent.gameObject.SetActive(false);
 
-                 if (screenAuto == null)
 
-                 {
 
-                     //不存在数据
 
-                     onResetByMaskLine();
 
-                 }
 
-                 break;
 
-          
 
-             case ScreenPositioningStep.Successful:
 
-                 LayoutSuccessful.SetActive(true);
 
-                 pointsParent.gameObject.SetActive(false);
 
-                 CurrentUILineGenerator.enabled = false;
 
-                 break;
 
-         }
 
-     }
 
-  
 
-     void AllScreenPositioningStepFalse()
 
-     {
 
-         LayoutStart.SetActive(false);
 
-         LayoutMarker.SetActive(false);
 
-         LayoutManual.SetActive(false);
 
-         LayoutAutoEnd.SetActive(false);
 
-         LayoutLightCtrl.SetActive(false);
 
-         LayoutSuccessful.SetActive(false);
 
-         onClearSuccessfullLineGenerator();
 
-     }
 
-     /// <summary>
 
-     /// 开始页面时候ui
 
-     /// </summary>
 
-     void UpdateStartUI() {
 
-         pointsParent.gameObject.SetActive(false);
 
-         CurrentUILineGenerator.enabled = true;
 
-         if (ScreenLocate.quadUnityVectorList.Count == 0)
 
-         {
 
-             BottomConfirmBtn.SetActive(false);
 
-             StartTextTip1.SetActive(true);
 
-             StartTextTipHasData.SetActive(false);
 
-         }
 
-         else
 
-         {
 
-             //存在数据,显示确认按钮,确认按钮直接跳转到游戏
 
-             BottomConfirmBtn.SetActive(true);
 
-             StartTextTip1.SetActive(false);
 
-             StartTextTipHasData.SetActive(true);
 
-         }
 
-     }
 
-     public void OnClick_Back()
 
-     {
 
-         AudioMgr.ins.PlayBtn();
 
-         ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
 
-     }
 
-     /// <summary>
 
-     /// 返回最开始页面
 
-     /// </summary>
 
-     public void OnClick_BackLayoutStart()
 
-     {
 
-         ClearPointsData();
 
-         SetScreenPositioningStepState(ScreenPositioningStep.Start);
 
-     }
 
-     void ClearPointsData() {
 
-         //重置中心点0
 
-         infraredDemo.ResetCenterOffset();
 
-         //清除白线数据
 
-         infraredDemo.ResetPositioningData();
 
-         //上面应该清空了 ScreenLocate.Main.ScreenIdentification.QuadAuto
 
-         onClearCurrentUILineGenerator();
 
-     }
 
-     /// <summary>
 
-     /// 进入环境光测试
 
-     /// </summary>
 
-     public void OnClick_EnterLightCtrl() {
 
-         SetScreenPositioningStepState(ScreenPositioningStep.LightCtrl);
 
-     }
 
-     /// <summary>
 
-     /// 进入屏幕标记
 
-     /// </summary>
 
-     public void OnClick_EnterMarker() {
 
-         SetScreenPositioningStepState(ScreenPositioningStep.Marker);
 
-     }
 
-     /// <summary>
 
-     /// successful 返回页面时候,根据ScreenPositioningStep区分
 
-     /// </summary>
 
-     public void OnClick_BackByScreenPositioningStep()
 
-     {
 
-         SetScreenPositioningStepState(ScreenPositioningStep.LightCtrl);
 
-         //清空两个绘制线
 
-         onClearSuccessfullLineGenerator();
 
-         //if(perStepView == ScreenPositioningStep.Manual)
 
-         //    SetScreenPositioningStepState(ScreenPositioningStep.Manual);
 
-         //else
 
-         //    SetScreenPositioningStepState(ScreenPositioningStep.Marker);
 
-     }
 
-     /// <summary>
 
-     /// 直接进入游戏流程
 
-     /// </summary>
 
-     public void OnClick_EnterGame()
 
-     {
 
-         //对比确认效果。直接进入游戏引导页面
 
-         EnterGame();
 
-     }
 
-     /// <summary>
 
-     /// 进入自动流程校准操作
 
-     /// </summary>
 
-     public void OnClick_EnterAuto()
 
-     {
 
-         Debug.Log("*********** OnClick_EnterAuto ************");
 
-         //自动按钮时候进入之前的校准流程
 
-         ClearPointsData();
 
-         OnClick_Auto();
 
-     }
 
-     /// <summary>
 
-     /// 进入标记页面自动流程校准操作
 
-     /// </summary>
 
-     public void OnClick_EnterAutoByMarker()
 
-     {
 
-         Debug.Log("*********** OnClick_EnterAutoByMarker ************");
 
-         //自动按钮时候进入之前的校准流程
 
-         ClearPointsData();
 
-         markerPointsLine.SetLine(new List<Vector2>());
 
-         //隐藏提示
 
-         pointMarker.ShowHintImageParent(false);
 
-         OnClick_Auto();
 
-     }
 
-     /// <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>
 
-     /// 进入手动界面
 
-     /// </summary>
 
-     public void OnClick_EnterManual()
 
-     {
 
-         SetScreenPositioningStepState(ScreenPositioningStep.Manual);
 
-     }
 
-     /// <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()
 
-     {
 
-         Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
 
-         Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
 
-         SyncQuadUnityVectorListToPos();
 
-         SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
 
-         SyncQuadUnityVectorListToMarkerPointesPos();
 
-         //显示提示
 
-         pointMarker.ShowHintImageParent(true);
 
-         AutoEndConfirmBtn.interactable = true;
 
-         if (curStepView == ScreenPositioningStep.Start || curStepView == ScreenPositioningStep.AutoEnd) {
 
-             //如果是开始页面进行自动定位的
 
-             if (curStepView != ScreenPositioningStep.AutoEnd) {
 
-                 SetScreenPositioningStepState(ScreenPositioningStep.AutoEnd);
 
-             }
 
-         }
 
-         else if (curStepView == ScreenPositioningStep.Marker || curStepView == ScreenPositioningStep.Manual) {
 
-             //显示最后结果
 
-             if(bMarkerFinish) SetScreenPositioningStepState(ScreenPositioningStep.Successful);
 
-         }
 
-         //屏幕变化情况下。同步修改对应的line
 
-         //设置两个线段
 
-         QuadrilateralInCamera screenAuto = ScreenLocate.Main.ScreenIdentification.QuadAuto;
 
-         QuadrilateralInCamera screenSemiAuto = ScreenLocate.Main.ScreenIdentification.QuadSemiAuto;
 
-         if (screenAuto != null)
 
-         {
 
-             Debug.Log("[校准流程]Successful自动识别screenAuto信息  ------------ ");
 
-             CurrentUILineGenerator.Points = infraredDemo.ConvertQuadToPoints(screenAuto, texSize);
 
-             FirstUILineGenerator.Points = infraredDemo.ConvertQuadToPoints(screenAuto, texSize);
 
-         }
 
-         else
 
-         {
 
-             Debug.LogError("screenAuto 不存在!");
 
-         }
 
-         if (screenSemiAuto != null)
 
-         {
 
-             Debug.Log("[校准流程]Successful半自动识别screenSemiAuto信息 ------------ ");
 
-             SecondUILineGenerator.Points = infraredDemo.ConvertQuadToPoints(screenSemiAuto, texSize);
 
-         }
 
-         else
 
-         {
 
-             Debug.LogError("screenSemiAuto 不存在!");
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 清空白线数据
 
-     /// </summary>
 
-     void onClearCurrentUILineGenerator() {
 
-         if (CurrentUILineGenerator.Points.Length != 0) CurrentUILineGenerator.Points = new Vector2[0];//System.Array.Clear(CurrentUILineGenerator.Points, 0, CurrentUILineGenerator.Points.Length);
 
-     }
 
-     /// <summary>
 
-     /// 清空最后识别的两个自动和半自动数据线
 
-     /// </summary>
 
-     void onClearSuccessfullLineGenerator()
 
-     {
 
-         if(FirstUILineGenerator.Points.Length !=0) FirstUILineGenerator.Points = new Vector2[0]; //System.Array.Clear(FirstUILineGenerator.Points, 0, FirstUILineGenerator.Points.Length);
 
-         if (SecondUILineGenerator.Points.Length !=0) SecondUILineGenerator.Points = new Vector2[0];  //System.Array.Clear(SecondUILineGenerator.Points, 0, SecondUILineGenerator.Points.Length);
 
-     }
 
-     #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);
 
-     }
 
-     /// <summary>
 
-     /// 记录一个开始位置
 
-     /// </summary>
 
-     void SaveStartOldLinePosition() {
 
-         oldLinePosition.Clear();
 
-         //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 = 1;
 
-         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.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];
 
-         }
 
-         if (curStepView == ScreenPositioningStep.Start || curStepView == ScreenPositioningStep.AutoEnd)
 
-         {
 
-             //如果是开始页面进行自动定位的失败的
 
-             if (curStepView != ScreenPositioningStep.AutoEnd) {
 
-                 SetScreenPositioningStepState(ScreenPositioningStep.AutoEnd);
 
-             }
 
-             AutoEndConfirmBtn.interactable = false;
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 根据MaskLine 重置 可拖拽的 line 部分数据
 
-     /// </summary>
 
-     public void onResetByMaskLine()
 
-     {
 
-         oldLinePosition.Clear();
 
-         List<Vector2> _markLine = maskLine.ScreenPositions;
 
-         pos1.anchoredPosition = _markLine[0];//Bottom Left
 
-         pos2.anchoredPosition = _markLine[1]; //Bottom Right
 
-         pos3.anchoredPosition = _markLine[2]; //Top Right
 
-         pos4.anchoredPosition = _markLine[3];//Top Left
 
-         //设置一次位置
 
-         SetLinePos();
 
-     }
 
-     /// <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();
 
-         Debug.Log("[校准流程]进入自动校准数据,调用EnterScreenLocateManualAuto");
 
-         bAuto = true;
 
-         doLocateAuto = true;
 
-         //自动校准
 
-         InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
 
-     }
 
-     /// <summary>
 
-     /// PointMarker 调用
 
-     /// </summary>
 
-     public void onFinishManualToAutomatic() {
 
-         bMarkerFinish = true;
 
-         onManualToAutomatic();
 
-     }
 
-     #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();
 
-             Debug.Log("[校准流程]设置QuitScreenLocateManual()手动数据,保存quadUnityVectorList");
 
-             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";
 
-             //b端都是红外设备流程
 
-             if (CommonConfig.StandaloneModeOrPlatformB)
 
-             {
 
-                 newUserGuiderManager.isNewModule = true;
 
-             }
 
-             else {
 
-                 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;
 
-             if (!CommonConfig.StandaloneModeOrPlatformB) 
 
-             {
 
-                 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
 
-         selected = selectedIndex;
 
-         //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;
 
-         }
 
-         EnterGame();
 
-         //存储一次节点
 
-         SaveLocalPos();
 
-     }
 
-     void EnterGame() {
 
-         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.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);
 
-             }
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 选择模式后更新 quadUnityVectorList
 
-     /// </summary>
 
-     void UpdateQuadUnityVectorList() {
 
-         ScreenLocate.Main.UpdateQuadUnityVectorList();
 
-         SyncQuadUnityVectorListToPos();
 
-         infraredDemo?.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
 
-     #region 判断点是否在 quad 内部
 
-     //判断maskline
 
-     public bool IsPointInMaskLine(Vector2 point) {
 
-         return IsPointInQuad(point, maskLine.ScreenPositions);
 
-     }
 
-     //实现基于射线法,通过数交点的奇偶性来判断点是否在多边形内
 
-     bool IsPointInQuad(Vector2 point, List<Vector2> quadVertices)
 
-     {
 
-         if (quadVertices.Count != 4)
 
-         {
 
-             Debug.LogError("Quad must have exactly 4 vertices.");
 
-             return false;
 
-         }
 
-         bool isInside = false;
 
-         int vertexCount = quadVertices.Count;
 
-         for (int i = 0, j = vertexCount - 1; i < vertexCount; j = i++)
 
-         {
 
-             Vector2 vi = quadVertices[i];
 
-             Vector2 vj = quadVertices[j];
 
-             // 检查射线是否与边相交
 
-             if (((vi.y > point.y) != (vj.y > point.y)) &&
 
-                 (point.x < (vj.x - vi.x) * (point.y - vi.y) / (vj.y - vi.y) + vi.x))
 
-             {
 
-                 isInside = !isInside;
 
-             }
 
-         }
 
-         return isInside;
 
-     }
 
-     /// <summary>
 
-     /// 判断四个点是否能够形成有效的四边形,并根据面积阈值过滤小四边形
 
-     /// </summary>
 
-     /// <param name="points">四个点</param>
 
-     /// <param name="minArea">面积阈值,用于过滤面积太小的四边形</param>
 
-     /// <returns>是否是有效的四边形</returns>
 
-     public bool IsValidQuadrilateral(Vector2[] points, float minArea = 100000.0f)
 
-     {
 
-         if (points.Length != 4)
 
-         {
 
-             Debug.Log("四个点数不足,无法形成四边形。");
 
-             return false; // 如果点数不是4,直接返回false
 
-         }
 
-         // 计算四边形的面积
 
-         float area = CalculateArea(points);
 
-         Debug.Log($"四边形面积: {area}");
 
-         if (area < minArea)
 
-         {
 
-             Debug.Log($"面积小于阈值: {minArea},返回 false。");
 
-             return false; // 面积太小,返回 false
 
-         }
 
-         // 检查是否有三点共线
 
-         for (int i = 0; i < points.Length; i++)
 
-         {
 
-             Vector2 a = points[i];
 
-             Vector2 b = points[(i + 1) % points.Length];
 
-             Vector2 c = points[(i + 2) % points.Length];
 
-             if (ArePointsCollinear(a, b, c))
 
-             {
 
-                 Debug.Log($"点 {a}, {b}, {c} 共线,返回 false。");
 
-                 return false; // 存在共线点,返回 false
 
-             }
 
-         }
 
-         // 检查是否为矩形或接近矩形
 
-         if (!IsRectangle(points))
 
-         {
 
-             // 如果不是矩形,检查是否是梯形
 
-             if (!IsTrapezoid(points))
 
-             {
 
-                 Debug.Log("既不是矩形,也不是梯形,返回 false。");
 
-                 return false; // 不是矩形也不是梯形,返回 false
 
-             }
 
-             else
 
-             {
 
-                 Debug.Log("是梯形。");
 
-             }
 
-         }
 
-         else
 
-         {
 
-             Debug.Log("是矩形。");
 
-         }
 
-         // 检查对角线是否相交
 
-         if (DoLinesIntersect(points[0], points[1], points[2], points[3]) ||
 
-             DoLinesIntersect(points[1], points[2], points[3], points[0]))
 
-         {
 
-             Debug.Log("对角线相交,返回 false。");
 
-             return false; // 对角线相交,返回 false
 
-         }
 
-         // 检查点的排列顺序,确保是顺时针或逆时针
 
-         if (!ArePointsClockwise(points) && !ArePointsClockwise(points.Reverse().ToArray()))
 
-         {
 
-             Debug.Log("点的排列顺序不正确,返回 false。");
 
-             return false; // 点的排列顺序不正确
 
-         }
 
-         Debug.Log("四边形有效,返回 true。");
 
-         return true; // 通过所有检查,返回 true
 
-     }
 
-     /// <summary>
 
-     /// 判断是否是矩形(近似90度角)
 
-     /// </summary>
 
-     private bool IsRectangle(Vector2[] points)
 
-     {
 
-         // 角度容差范围,允许夹角有小的偏差
 
-         const float dotProductThreshold = 0.1f;
 
-         for (int i = 0; i < points.Length; i++)
 
-         {
 
-             Vector2 a = points[i];
 
-             Vector2 b = points[(i + 1) % points.Length];
 
-             Vector2 c = points[(i + 2) % points.Length];
 
-             // 计算向量 AB 和 BC 的内积
 
-             Vector2 ab = b - a;
 
-             Vector2 bc = c - b;
 
-             float dotProduct = Vector2.Dot(ab.normalized, bc.normalized);
 
-             // 如果内积接近 0,表示夹角接近 90 度
 
-             if (Mathf.Abs(dotProduct) > dotProductThreshold)
 
-             {
 
-                 Debug.Log($"点 {a}, {b}, {c} 的夹角不接近 90 度,返回 false。");
 
-                 return false; // 角度不接近 90 度
 
-             }
 
-         }
 
-         return true;
 
-     }
 
-     /// <summary>
 
-     /// 判断是否是梯形
 
-     /// </summary>
 
-     private bool IsTrapezoid(Vector2[] points)
 
-     {
 
-         // 斜率容差范围,允许斜率差异较小
 
-         const float slopeThreshold = 0.2f;
 
-         // 计算对角线的斜率
 
-         float slope1 = (points[1].y - points[0].y) / (points[1].x - points[0].x);
 
-         float slope2 = (points[3].y - points[2].y) / (points[3].x - points[2].x);
 
-         // 如果对角线斜率差异小于容差范围,则认为是梯形
 
-         if (Mathf.Abs(slope1 - slope2) < slopeThreshold)
 
-         {
 
-             Debug.Log("对角线平行,判断为梯形。");
 
-             return true; // 对角线平行,返回 true
 
-         }
 
-         else
 
-         {
 
-             Debug.Log($"对角线斜率差异过大: {slope1} vs {slope2},不是梯形,返回 false。");
 
-             return false; // 斜率差异过大,不是梯形
 
-         }
 
-     }
 
-     //计算四边形面积
 
-     float CalculateArea(Vector2[] points)
 
-     {
 
-         float area = 0f;
 
-         int n = points.Length;
 
-         for (int i = 0; i < n; i++)
 
-         {
 
-             Vector2 current = points[i];
 
-             Vector2 next = points[(i + 1) % n];
 
-             area += current.x * next.y - current.y * next.x;
 
-         }
 
-         return Mathf.Abs(area) / 2f;
 
-     }
 
-     //确保点不共线
 
-     //判断点是否在同一条直线上(即共线),如果共线则无法形成四边形。可以通过计算任意三点的面积是否为 0 来验证是否共线:
 
-     bool ArePointsCollinear(Vector2 a, Vector2 b, Vector2 c)
 
-     {
 
-         float area = Mathf.Abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) / 2.0f;
 
-         return Mathf.Approximately(area, 0f);
 
-     }
 
-     //确保边不相交
 
-     bool DoLinesIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
 
-     {
 
-         float cross(Vector2 p1, Vector2 p2, Vector2 p3)
 
-         {
 
-             return (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x);
 
-         }
 
-         float d1 = cross(a, b, c);
 
-         float d2 = cross(a, b, d);
 
-         float d3 = cross(c, d, a);
 
-         float d4 = cross(c, d, b);
 
-         return d1 * d2 < 0 && d3 * d4 < 0;
 
-     }
 
-     //顺时针或逆时针排列顶点
 
-     bool ArePointsClockwise(Vector2[] points)
 
-     {
 
-         float sum = 0;
 
-         for (int i = 0; i < points.Length; i++)
 
-         {
 
-             Vector2 current = points[i];
 
-             Vector2 next = points[(i + 1) % points.Length];
 
-             sum += (next.x - current.x) * (next.y + current.y);
 
-         }
 
-         return sum < 0; // 小于0为顺时针,大于0为逆时针
 
-     }
 
-     #endregion
 
-     #region marker line 部分渲染
 
-     /// <summary>
 
-     /// maker 界面渲染
 
-     /// </summary>
 
-     void SyncQuadUnityVectorListToMarkerPointesPos()
 
-     {
 
-         if (ScreenLocate.quadUnityVectorList.Count == 4) 
 
-         {
 
-             Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToMarkerPointesPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
 
-             markerPosList[0].anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             markerPosList[1].anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             markerPosList[2].anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             markerPosList[3].anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
 
-             SetMarkerRectanglePoints(linePosConversion(markerPosList[0].localPosition, markerPosList[1].localPosition, markerPosList[2].localPosition, markerPosList[3].localPosition));
 
-         }
 
-  
 
-     }
 
-     /// <summary>
 
-     /// 绘制线
 
-     /// </summary>
 
-     /// <param name="screenPositions"></param>
 
-     void SetMarkerPointesPos(List<Vector2> screenPositions)
 
-     {
 
-         Debug.Log("[ScreenLocate] SetMarkerPointesPos :");
 
-         markerPosList[0].anchoredPosition = screenPositions[0];
 
-         markerPosList[1].anchoredPosition = screenPositions[1];
 
-         markerPosList[2].anchoredPosition = screenPositions[2];
 
-         markerPosList[3].anchoredPosition = screenPositions[3];
 
-         SetMarkerRectanglePoints(linePosConversion(markerPosList[0].localPosition, markerPosList[1].localPosition, markerPosList[2].localPosition, markerPosList[3].localPosition));
 
-     }
 
-     /// <summary>
 
-     /// 重置marker 绘线框
 
-     /// </summary>
 
-     void ResetMarkerPointesPos()
 
-     {
 
-         Debug.Log("[ScreenLocate] ResetMarkerPointesPos :");
 
-         // 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);
 
-         int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
 
-         markerPosList[0].anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
 
-         markerPosList[1].anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
 
-         markerPosList[2].anchoredPosition = new Vector3(_x, _y, 0);  //Top Right
 
-         markerPosList[3].anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
 
-         SetMarkerRectanglePoints(linePosConversion(markerPosList[0].localPosition, markerPosList[1].localPosition, markerPosList[2].localPosition, markerPosList[3].localPosition));
 
-     }
 
-    
 
-     void SetMarkerRectanglePoints(List<Vector2> screenPositions)
 
-     {
 
-         markerPointsLine.SetLine(screenPositions);
 
-     }
 
-     #endregion
 
- }
 
 
  |