InfraredDemo.cs 87 KB

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  1. using InfraredManager;
  2. using LightGlue.Unity.Networking;
  3. using LightGlue.Unity.Runtime;
  4. using o0InfraredLocate.ZIM;
  5. using SLAMUVC;
  6. using SmartBowSDK;
  7. using System;
  8. using System.Collections;
  9. using System.Collections.Generic;
  10. using System.Linq;
  11. using UnityEngine;
  12. using UnityEngine.UI;
  13. using WildAttack;
  14. using ZIM;
  15. using ZIM.Unity;
  16. public enum ScreenPointTypeEnum
  17. {
  18. None = 0,//没有模式,用于初始化
  19. HalfScreen = 1, // 半屏模式
  20. FullScreen = 2 // 全屏模式
  21. }
  22. public class InfraredDemo : JCUnityLib.ViewBase
  23. {
  24. public static bool DebugInEditor = true;
  25. public static InfraredDemo _ins;
  26. [SerializeField]
  27. RectTransform canvasRectTransform;
  28. public Button mBtnSee;
  29. Reporter reporter;
  30. public Text FPSText;
  31. public static void Create()
  32. {
  33. if (_ins) return;
  34. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  35. DontDestroyOnLoad(o);
  36. _ins = o.GetComponent<InfraredDemo>();
  37. //添加一个父物体
  38. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  39. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  40. if (canvasScaler != null)
  41. {
  42. Destroy(canvasScaler);
  43. }
  44. RectTransform rectTransform = o.GetComponent<RectTransform>();
  45. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  46. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  47. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  48. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  49. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  50. //直接初始化一次
  51. _ins.InitInfraredCamera();
  52. }
  53. void Start()
  54. {
  55. //生成一个控制台
  56. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  57. if (obj != null)
  58. {
  59. reporter = obj.GetComponent<Reporter>();
  60. if (CommonConfig.bCaptureLog) {
  61. Application.logMessageReceived += HandleLog;
  62. // 模拟错误日志
  63. Debug.LogError("测试错误:这是一条模拟错误消息。");
  64. // 模拟异常日志
  65. Debug.LogException(new System.Exception("测试异常:这是一个模拟异常。"));
  66. }
  67. }
  68. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  69. SetVisiable(false);
  70. InitDebugScreenPoint();
  71. // gameObject.AddComponent<FPSTester>();
  72. //有需要可以隐藏
  73. if (CommonConfig.StandaloneModeOrPlatformB || CommonConfig.bHideInfraredDemoBtnSee)
  74. {
  75. mBtnSee.gameObject.SetActive(false);
  76. }
  77. else
  78. {
  79. mBtnSee.interactable = false;
  80. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  81. }
  82. //直接初始化一次
  83. //InitInfraredCamera();
  84. Debug.Log("[InfraredDemo] Start Function!");
  85. initToggle();
  86. initExport();
  87. InitFullScreen();
  88. #if UNITY_STANDALONE_WIN
  89. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  90. #endif
  91. }
  92. void OnDestroy()
  93. {
  94. if (CommonConfig.bCaptureLog)
  95. {
  96. if (reporter != null) Application.logMessageReceived -= HandleLog;
  97. }
  98. }
  99. void Update()
  100. {
  101. UpdateInfraredCamera();
  102. //UpdateDebugScreenPoint();
  103. if (reporter != null) FPSText.text = "FPS:" + reporter.fps;
  104. }
  105. public void OnClick_See()
  106. {
  107. SetVisiable(!_visiable);
  108. }
  109. //初始化一次 initScreenLocateManual
  110. bool hasCalled = false;
  111. bool _visiable;
  112. void SetVisiable(bool value)
  113. {
  114. _visiable = value;
  115. transform.Find("Background").gameObject.SetActive(value);
  116. transform.Find("InfraredCamera").gameObject.SetActive(value);
  117. //如果是b端,控制这里按钮显示
  118. if (CommonConfig.StandaloneModeOrPlatformB)
  119. {
  120. mBtnSee.gameObject.SetActive(value);
  121. }
  122. updateBtnSee();
  123. Action<Text> onApplyToNext = (t) =>
  124. {
  125. updateBtnSee();
  126. };
  127. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  128. //if (value) InitInfraredCamera();
  129. //刷新翻译的Dropdown
  130. if (value)
  131. {
  132. UpdateLanguage();
  133. updateDropdownResolution2();
  134. }
  135. //if (!hasCalled && value)
  136. //{
  137. // hasCalled = true;
  138. // //如果本地有记录,初始化一次
  139. // StartCoroutine(initScreenLocateManual());
  140. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  141. //}
  142. }
  143. void updateBtnSee()
  144. {
  145. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  146. }
  147. Text _spText;
  148. Vector2 _screenPoint;
  149. void InitDebugScreenPoint()
  150. {
  151. _spText = transform.Find("SPText").GetComponent<Text>();
  152. //_spText.gameObject.SetActive(DebugInEditor);
  153. _spText.gameObject.SetActive(false);
  154. }
  155. //void UpdateDebugScreenPoint()
  156. //{
  157. // if (!DebugInEditor) return;
  158. // if (infraredCameraHelper == null) return;
  159. // _screenPoint.x = Mathf.Clamp(
  160. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  161. // 0, Screen.width);
  162. // _screenPoint.y = Mathf.Clamp(
  163. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  164. // 0, Screen.height);
  165. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  166. // _spText.text = _screenPoint.ToString();
  167. //}
  168. #region 红外摄像
  169. [SerializeField] RawImage _cameraRender;
  170. [SerializeField] RawImage _cameraRender2;
  171. /// <summary>
  172. /// 测试texture
  173. /// </summary>
  174. public RawImage MyCameraRender2
  175. {
  176. get { return _cameraRender2; }
  177. set { _cameraRender2 = value; }
  178. }
  179. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  180. [SerializeField] List<RectTransform> _crosshairsInCamera;
  181. [SerializeField] Slider _sliderShakeFilter;
  182. [SerializeField] Button _btnReset;
  183. [SerializeField] Button _btnScreenLocateManual;
  184. [SerializeField] Button _btnScreenLocateManualAuto;
  185. [SerializeField] Slider _sliderCapture;
  186. [SerializeField] Slider _sliderDelay;
  187. [SerializeField] Dropdown _dropdownResolution;
  188. [SerializeField] Dropdown _dropdownResolution2;
  189. [SerializeField] Slider _sliderLineWidth;
  190. [SerializeField] Slider _fanWidth;
  191. //红外线阈值
  192. [SerializeField] Slider _infraredFilter;
  193. //调试UVC参数
  194. [SerializeField] GameObject _cameraParameterPanel;
  195. [SerializeField] Button _btnAdjusting;
  196. //野鸭选择
  197. [SerializeField] Dropdown _duckLevelDropdown;
  198. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  199. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  200. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  201. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  202. #if UNITY_ANDROID || UNITY_IOS
  203. //初始化纹理-1280*720,index = 0
  204. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  205. //摄像机分辨率 -320*240,index = 10
  206. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  207. //摄像机分辨率 -只处理高低分辨率情况
  208. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  209. //string[] resolutions = { "高分辨率", "低分辨率" };
  210. public ParamFloatValue mirrorIndex = new ParamFloatValue("ic_mirror", 0);
  211. #endif
  212. //抖动过滤值 - 6.0
  213. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  214. //亮度过滤阈值 - 0.8
  215. #if UNITY_IOS
  216. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.6f);
  217. #else
  218. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  219. #endif
  220. //准心的偏移值
  221. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  222. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  223. //线段宽度阈值
  224. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  225. //扇形宽度
  226. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  227. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  228. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  229. //红外准心,默认打开吧
  230. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  231. //野鸭测试存储
  232. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  233. //存储滑块信息。camera
  234. public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  235. public static InfraredCameraHelper infraredCameraHelper;
  236. public static bool running { get => infraredCameraHelper != null; }
  237. private bool _inited;
  238. Camera leftCamera = null;
  239. Camera rightCamera = null;
  240. #region 参数控制
  241. public GameObject togglePrefab; // 拖入一个Toggle预设体
  242. public GameObject sliderPrefab; // 拖入一个Slider预设体
  243. public GameObject spawnPoint;
  244. //自动曝光
  245. bool bAutoAE = false;
  246. Toggle CTRLAEToggle;
  247. Slider CTRLAEABSSlider;
  248. string[] sliderNameArray = new string[]{
  249. "自动曝光模式",
  250. "曝光时间(绝对)",
  251. "亮度", //
  252. "对比度",
  253. "色调",
  254. "饱和度",
  255. "锐度",
  256. "伽玛",
  257. //"白平衡温度",
  258. //"白平衡分量",
  259. "背光补偿",
  260. "增益" };
  261. string[] sliderStrArray = new string[]{
  262. "CTRL_AE",
  263. "CTRL_AE_ABS",
  264. "PU_BRIGHTNESS",
  265. "PU_CONTRAST",
  266. "PU_HUE",
  267. "PU_SATURATION",
  268. "PU_SHARPNESS",
  269. "PU_GAMMA",
  270. //"PU_WB_TEMP",
  271. //"PU_WB_COMPO",
  272. "PU_BACKLIGHT",
  273. "PU_GAIN" };
  274. UVCManager.CameraInfo currentCameraInfo;
  275. //初始化相机参数
  276. public void initSlider(UVCManager.CameraInfo cameraInfo)
  277. {
  278. if (currentCameraInfo != null) return;
  279. currentCameraInfo = cameraInfo;
  280. string[] sliderNameArrayKey = new string[] {
  281. "AutoExposureMode", // "自动曝光模式"
  282. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  283. "Brightness", // "亮度"
  284. "Contrast", // "对比度"
  285. "Hue", // "色调"
  286. "Saturation", // "饱和度"
  287. "Sharpness", // "锐度"
  288. "Gamma", // "伽玛"
  289. "BacklightCompensation", // "背光补偿"
  290. "Gain" // "增益"
  291. };
  292. for (int i = 0; i < sliderStrArray.Length; i++)
  293. {
  294. string typeStr = sliderStrArray[i];
  295. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  296. //不支持的,跳过
  297. bool bContains = cameraInfo.ContainsKey(typeStr);
  298. if (!bContains) continue;
  299. if (typeStr == "CTRL_AE")
  300. {
  301. //曝光Toggle
  302. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  303. toggleObject.SetActive(true);
  304. toggleObject.name = typeStr;
  305. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  306. //labelObj.text = sliderNameArray[i];
  307. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  308. Toggle toggle = toggleObject.GetComponent<Toggle>();
  309. CTRLAEToggle = toggle;
  310. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  311. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  312. int _currentValue = cameraInfo.GetValue(typeStr);
  313. bAutoAE = _currentValue == 8 ? true : false; //如果当前值是 8,则当前摄像机是自动曝光模式
  314. toggle.isOn = bAutoAE;
  315. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  316. toggle.onValueChanged.AddListener((bool bValue) =>
  317. {
  318. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  319. if (typeStr == "CTRL_AE")
  320. {
  321. //开关控制是否自动曝光
  322. bAutoAE = bValue;
  323. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  324. int _value = bValue ? 8 : 1;
  325. //Debug.Log("_value " + _value);
  326. cameraInfo.SetValue(typeStr, _value);
  327. }
  328. });
  329. }
  330. else
  331. {
  332. //其余使用slider
  333. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  334. sliderObject.SetActive(true);
  335. sliderObject.name = typeStr;
  336. Slider slider = sliderObject.GetComponent<Slider>();
  337. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  338. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  339. //titleTextObj.text = sliderNameArray[i];//类型名字
  340. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  341. if (slider != null)
  342. {
  343. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  344. slider.minValue = _UVCCtrlInfo.min;
  345. slider.maxValue = _UVCCtrlInfo.max;
  346. slider.wholeNumbers = true;
  347. int _defValue = _UVCCtrlInfo.def;
  348. //指定默认值
  349. //5、UVC亮度 - 50
  350. //6、UVC对比度 - 50
  351. #if UNITY_ANDROID
  352. if (typeStr == "PU_BRIGHTNESS")
  353. {
  354. _defValue = 50;
  355. }
  356. else if (typeStr == "PU_CONTRAST")
  357. {
  358. _defValue = 50;
  359. }
  360. #endif
  361. //记录一个typeStr类型的数据存储操作对象
  362. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  363. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  364. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  365. {
  366. //获取设置默认存储的值
  367. int _Value = (int)paramFloatValue.Get();
  368. cameraInfo.SetValue(typeStr, _Value);
  369. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  370. slider.value = _Value;
  371. textObj.text = _Value + "";
  372. }
  373. else
  374. {
  375. //获取设置当前值
  376. int _currentValue = cameraInfo.GetValue(typeStr);
  377. slider.value = _currentValue;
  378. textObj.text = _currentValue + "";
  379. }
  380. //如果是曝光slider
  381. if (typeStr == "CTRL_AE_ABS")
  382. {
  383. CTRLAEABSSlider = slider;
  384. slider.interactable = !bAutoAE;
  385. }
  386. slider.onValueChanged.AddListener((newValue) =>
  387. {
  388. var _value = Mathf.FloorToInt(newValue);
  389. textObj.text = _value + "";
  390. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  391. cameraInfo.SetValue(typeStr, _value);
  392. paramFloatValue.Set(_value);
  393. });
  394. }
  395. }
  396. }
  397. }
  398. public void OpenUVCPanel()
  399. {
  400. _cameraParameterPanel.SetActive(true);
  401. }
  402. public void CloseUVCPanel()
  403. {
  404. _cameraParameterPanel.SetActive(false);
  405. }
  406. public void onResetUVCData()
  407. {
  408. #if UNITY_ANDROID || UNITY_IOS
  409. resetUVCData();
  410. #endif
  411. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  412. resetPCData();
  413. #endif
  414. }
  415. void resetUVCData()
  416. {
  417. if (currentCameraInfo == null) return;
  418. for (int i = 0; i < sliderStrArray.Length; i++)
  419. {
  420. string typeStr = sliderStrArray[i];
  421. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  422. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  423. if (!bContains) continue;
  424. if (typeStr == "CTRL_AE")
  425. {
  426. //toggle值不进行重置
  427. Debug.Log("CTRL_AE 不需要重置");
  428. }
  429. else if (typeStr == "CTRL_AE_ABS")
  430. {
  431. if (!bAutoAE)
  432. {
  433. //如果是手动曝光,重置值
  434. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  435. Slider slider = trans.GetComponent<Slider>();
  436. Text textObj = trans.Find("text").GetComponent<Text>();
  437. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  438. //获取当前值
  439. int _currentValue = currentCameraInfo.GetValue(typeStr);
  440. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  441. textObj.text = _AEInfo.def + "";
  442. slider.value = _AEInfo.def;
  443. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  444. }
  445. }
  446. else
  447. {
  448. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  449. Slider slider = trans.GetComponent<Slider>();
  450. Text textObj = trans.Find("text").GetComponent<Text>();
  451. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  452. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  453. //重置的值
  454. int _defValue = _UVCCtrlInfo.def;
  455. if (typeStr == "PU_BRIGHTNESS")
  456. {
  457. _defValue = (int)paramFloatValue.GetDefault();
  458. }
  459. else if (typeStr == "PU_CONTRAST")
  460. {
  461. _defValue = (int)paramFloatValue.GetDefault();
  462. }
  463. textObj.text = _defValue + "";
  464. slider.value = _defValue;
  465. //获取当前值
  466. int _currentValue = currentCameraInfo.GetValue(typeStr);
  467. //重置存储值
  468. paramFloatValue.Reset();
  469. //存储初始值,设置一次到UVC参数
  470. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  471. }
  472. }
  473. }
  474. //windows 相机
  475. string[] sliderNameArrayPC = new string[]{
  476. "亮度",
  477. "对比度",};
  478. string[] sliderNameArrayPCKey = new string[]{
  479. "Brightness",
  480. "Contrast",};
  481. string[] sliderStrArrayPC = new string[]{
  482. "PU_BRIGHTNESS",
  483. "PU_CONTRAST"};
  484. //记录一个typeStr类型的数据存储操作对象
  485. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  486. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  487. public void initSliderPC()
  488. {
  489. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  490. {
  491. string typeStr = sliderStrArrayPC[i];
  492. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  493. sliderObject.SetActive(true);
  494. sliderObject.name = typeStr;
  495. Slider slider = sliderObject.GetComponent<Slider>();
  496. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  497. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  498. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  499. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  500. if (slider != null)
  501. {
  502. slider.minValue = -1;
  503. slider.maxValue = 1;
  504. //记录一个typeStr类型的数据存储操作对象
  505. if (typeStr == "PU_BRIGHTNESS")
  506. {
  507. //获取设置默认存储的值
  508. float _Value = pcBRIGHTNESS.Get();
  509. infraredCameraHelper.SetBrightness(_Value);
  510. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  511. slider.value = _Value;
  512. textObj.text = _Value + "";
  513. slider.onValueChanged.AddListener((newValue) =>
  514. {
  515. var _value = newValue;
  516. textObj.text = _value + "";
  517. infraredCameraHelper.SetBrightness(_value);
  518. pcBRIGHTNESS.Set(_value);
  519. });
  520. }
  521. else if (typeStr == "PU_CONTRAST")
  522. {
  523. //获取设置默认存储的值
  524. float _Value = pcCONTRAST.Get();
  525. infraredCameraHelper.SetContrast(_Value);
  526. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  527. slider.value = _Value;
  528. textObj.text = _Value + "";
  529. slider.onValueChanged.AddListener((newValue) =>
  530. {
  531. var _value = newValue;
  532. textObj.text = _value + "";
  533. infraredCameraHelper.SetContrast(_value);
  534. pcCONTRAST.Set(_value);
  535. });
  536. }
  537. }
  538. }
  539. }
  540. void resetPCData()
  541. {
  542. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  543. {
  544. string typeStr = sliderStrArrayPC[i];
  545. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  546. Slider slider = trans.GetComponent<Slider>();
  547. Text textObj = trans.Find("text").GetComponent<Text>();
  548. //重置的值
  549. int _defValue = 0;
  550. if (typeStr == "PU_BRIGHTNESS")
  551. {
  552. _defValue = 0;
  553. infraredCameraHelper.SetBrightness(_defValue);
  554. }
  555. else if (typeStr == "PU_CONTRAST")
  556. {
  557. _defValue = 0;
  558. infraredCameraHelper.SetContrast(_defValue);
  559. }
  560. textObj.text = _defValue + "";
  561. slider.value = _defValue;
  562. }
  563. }
  564. #endregion
  565. void InitInfraredCamera()
  566. {
  567. if (_inited) return;
  568. _inited = true;
  569. //SDK创建
  570. if (infraredCameraHelper == null)
  571. {
  572. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  573. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  574. infraredCameraHelper.CreateToPc();
  575. #endif
  576. #if UNITY_ANDROID || UNITY_IOS
  577. //开始时候设置一个默认分辨率
  578. Debug.Log("开始时候的分辨率下标:" + resoution.Get() + "开始时候的mirror:"+ mirrorIndex.Get());
  579. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  580. CameraMirror cameraMirror = (CameraMirror)mirrorIndex.Get();
  581. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y, cameraMirror);
  582. #endif
  583. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  584. {
  585. //RomaSDK不处理位置
  586. if (CommonConfig.UseRomaSdk) return ;
  587. //跑九轴时候,不处理这里位置
  588. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  589. if (Camera.main == null) return;
  590. Ray ray = Camera.main.ScreenPointToRay(point);
  591. Vector3 rayEndPoint = ray.GetPoint(200);
  592. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  593. // 挑战场景中其相机的父级有旋转,需要换算
  594. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  595. {
  596. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  597. }
  598. if (GameAssistUI.ins && GameAssistUI.ins.scaleAimOn)
  599. {
  600. if (CameraToLook.ins != null)
  601. {
  602. // 平滑旋转逻辑
  603. float dt = Mathf.Min(Time.deltaTime, 0.05f); // 避免低帧率造成旋转跳跃
  604. float smoothingFactor = GameMgr.gameType == 1 ? 12 : 7f; // 原始未开镜的FOV,可调节,数值越大越“跟手”
  605. CameraToLook.ins.localRotation = Quaternion.Slerp(
  606. CameraToLook.ins.localRotation,
  607. quat,
  608. dt * GameAssistUI.ins.currentSensitivity * smoothingFactor
  609. );
  610. }
  611. }
  612. else {
  613. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  614. }
  615. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  616. //移动目标游戏
  617. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  618. ShowUICrosshairs(cameraLocation, 0);
  619. };
  620. //双点情况下更新
  621. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  622. {
  623. // 获取左右相机
  624. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  625. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  626. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  627. for (int i = 0; i < points.Length; i++)
  628. {
  629. Vector2 point = points[i];
  630. // 判断是否为右屏并调整坐标
  631. //if (i == 1)
  632. //{
  633. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  634. //}
  635. if (i == 0 && leftCamera != null)
  636. {
  637. Ray ray1 = leftCamera.ScreenPointToRay(point);
  638. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  639. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  640. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  641. // ShowUICrosshairs(cameraLocations[0], 0);
  642. }
  643. if (i == 1 && rightCamera != null) //大点算2p
  644. {
  645. Ray ray2 = rightCamera.ScreenPointToRay(point);
  646. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  647. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  648. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  649. // ShowUICrosshairs(cameraLocations[1], 1);
  650. }
  651. ShowUICrosshairs(cameraLocations[i], i);
  652. }
  653. };
  654. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  655. {
  656. //生成控制摄像机的参数滑条
  657. Debug.Log("初始化摄像机!");
  658. //可以操作按钮
  659. mBtnSee.interactable = true;
  660. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  661. updateBtnSee();
  662. //延迟重新设置一次分辨率
  663. StartCoroutine(delayInitOhterInfo(camera));
  664. };
  665. //屏幕变化时候
  666. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  667. {
  668. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  669. SetLocatePointsToCameraRender(list, 1, 1);
  670. //InfraredScreenPositioningView 页面
  671. if (list.Count == 4)
  672. {
  673. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  674. }
  675. else
  676. {
  677. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  678. }
  679. };
  680. //算法准备事件
  681. infraredCameraHelper.OnScreenLocateIsReady += () =>
  682. {
  683. Debug.Log("OnScreenLocateIsReady.");
  684. //b端设置偏移值
  685. if (CommonConfig.StandaloneModeOrPlatformB)
  686. {
  687. InitCenterOffset();
  688. }
  689. //开机默认单点,里面会设置一次数据
  690. SetSinglePoint(true);
  691. //设置双点数据
  692. //InitCenterOffsets(PlayerType.FirstPlayer);
  693. //InitCenterOffsets(PlayerType.SecondPlayer);
  694. };
  695. }
  696. }
  697. private void updateDropdownResolution2()
  698. {
  699. string[] resolutions = {
  700. TextAutoLanguage2.GetTextByKey("HighResolution"),
  701. TextAutoLanguage2.GetTextByKey("LowResolution")
  702. };
  703. // 清除默认选项
  704. _dropdownResolution2.ClearOptions();
  705. // 将分辨率字符串数组转换为 Dropdown 选项
  706. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  707. }
  708. /// <summary>
  709. /// 初始化一些游戏配置
  710. /// </summary>
  711. /// <returns></returns>
  712. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  713. {
  714. //yield return new WaitForSeconds(1f);
  715. yield return new WaitForEndOfFrame();
  716. #if UNITY_ANDROID || UNITY_IOS
  717. initSlider(camera);
  718. camera.GetResolutionsStrs();
  719. // 默认设置
  720. updateDropdownResolution2();
  721. int index = (int)resoution.Get();
  722. _dropdownResolution2.value = index;
  723. _dropdownResolution2.RefreshShownValue();
  724. // 处理 Dropdown 的选择变化
  725. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  726. #endif
  727. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  728. initSliderPC();
  729. //隐藏不需要的设置
  730. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  731. _dropdownResolution.gameObject.SetActive(false);
  732. _dropdownResolution2.gameObject.SetActive(false);
  733. #endif
  734. //震动阈值
  735. SetShakeFilterValue(shakeFilterValue.Get());
  736. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  737. //功能按钮
  738. //重置触发测试
  739. _btnReset.onClick.AddListener(OnClick_Reset);
  740. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  741. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  742. SetCaptureValue(captureValue.Get());
  743. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  744. SetDelayValue(delayValue.Get());
  745. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  746. //绘制线段
  747. SetLineWidth(lineWidth.Get());
  748. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  749. SetFanWidth(fanWidth.Get());
  750. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  751. //检测红外亮度阈值
  752. SetInfraredFilterValue(infraredFileterValue.Get());
  753. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  754. //野鸭设置初始关卡
  755. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  756. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  757. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  758. ////b端设置偏移值
  759. //if (CommonConfig.StandaloneModeOrPlatformB) {
  760. // InitCenterOffset();
  761. //}
  762. }
  763. /// <summary>
  764. /// 初始化时候获取设置和存储来控制显示准心
  765. /// </summary>
  766. /// <returns></returns>
  767. public bool bInitCrosshairShow()
  768. {
  769. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  770. }
  771. /// <summary>
  772. /// 获取弓箭准心存储值
  773. /// </summary>
  774. /// <returns></returns>
  775. public int getCrosshairValue()
  776. {
  777. return (int)crosshairValue.Get();
  778. }
  779. public void setCrosshairValue(bool bshow)
  780. {
  781. crosshairValue.Set(bshow ? 1 : 0);
  782. }
  783. public void onStartPreview()
  784. {
  785. infraredCameraHelper.onStartPreview();
  786. }
  787. public void onStopPreview()
  788. {
  789. infraredCameraHelper.onStopPreview();
  790. }
  791. //水平
  792. public void onFlipHorizontally()
  793. {
  794. #if UNITY_ANDROID || UNITY_IOS
  795. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  796. mirrorIndex.Set((int)cameraMirror);
  797. #endif
  798. infraredCameraHelper.onFlipHorizontally();
  799. }
  800. //垂直
  801. public void onFlipVertically()
  802. {
  803. #if UNITY_ANDROID || UNITY_IOS
  804. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  805. mirrorIndex.Set((int)cameraMirror);
  806. #endif
  807. infraredCameraHelper.onFlipVertically();
  808. }
  809. public void onDoubleFlip()
  810. {
  811. #if UNITY_ANDROID || UNITY_IOS
  812. CameraMirror cameraMirror = CameraMirror.DOUBLE_FLIP;
  813. mirrorIndex.Set((int)cameraMirror);
  814. #endif
  815. infraredCameraHelper.onDoubleFlip();
  816. }
  817. public void onFlipDefault()
  818. {
  819. #if UNITY_ANDROID || UNITY_IOS
  820. CameraMirror cameraMirror = CameraMirror.NONE;
  821. mirrorIndex.Set((int)cameraMirror);
  822. #endif
  823. infraredCameraHelper.onFlipDefault();
  824. }
  825. /// <summary>
  826. /// 获取并且初始化一次记录点的数据
  827. /// </summary>
  828. /// <returns></returns>
  829. IEnumerator initScreenLocateManual()
  830. {
  831. yield return new WaitForSeconds(1f);
  832. infraredCameraHelper.InitScreenLocateManual();
  833. }
  834. IEnumerator RestartOrKillApp()
  835. {
  836. yield return new WaitForSeconds(0.3f);
  837. if (Application.isEditor) yield break;
  838. if (Application.platform == RuntimePlatform.Android)
  839. {
  840. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  841. {
  842. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  843. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  844. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  845. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  846. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  847. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  848. currentActivity.Call("startActivity", intent);
  849. currentActivity.Call("finish");
  850. var process = new AndroidJavaClass("android.os.Process");
  851. int pid = process.CallStatic<int>("myPid");
  852. process.CallStatic("killProcess", pid);
  853. }
  854. }
  855. else
  856. {
  857. // 获取当前应用程序的可执行文件路径
  858. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  859. // 重启应用程序
  860. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  861. {
  862. FileName = executablePath,
  863. UseShellExecute = false
  864. };
  865. System.Diagnostics.Process.Start(startInfo);
  866. // 退出当前应用程序
  867. Application.Quit();
  868. }
  869. ;
  870. }
  871. void UpdateInfraredCamera()
  872. {
  873. if (!_visiable) return;
  874. if (!_inited) return;
  875. if (infraredCameraHelper == null) return;
  876. //渲染相机画面
  877. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  878. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  879. if (ScreenLocate.Main.getUVCTexture)
  880. {
  881. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  882. {
  883. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  884. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  885. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  886. if (!isFullscreen) SetAllToggle(true);
  887. }
  888. else if (ScreenLocate.Main.OutputTextures[4] != null)
  889. {
  890. //缩小的情况下。显示黑白色差的合成图
  891. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  892. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  893. //底图缩小的情况下。不显示适配线段,并且隐藏points
  894. if (!isFullscreen)
  895. {
  896. if (showPoints)
  897. {
  898. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  899. for (int i = 0; i < pointsTF2.childCount; i++)
  900. {
  901. Transform pointTF = pointsTF2.GetChild(i);
  902. pointTF.gameObject.SetActive(false);
  903. showPoints = false;
  904. }
  905. }
  906. SetAllToggle(false);
  907. }
  908. }
  909. //_cameraRender.SetNativeSize();
  910. // _MaintainAspectRatio.AdjustSize();
  911. }
  912. //在相机画面显示准心
  913. if (ScreenLocate.Main)
  914. {
  915. var _sl = ScreenLocate.Main;
  916. //var buffer = _sl.infraredSpotBuffer;
  917. //if (buffer != null)
  918. //{
  919. // for (int i = 0; i < buffer.Length; i++)
  920. // {
  921. // if (buffer[i].CameraLocation != null)
  922. // {
  923. // //添加一个偏移量,使得最后输出的准心是指向正中心
  924. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  925. // // 检测到光点
  926. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  927. // _crosshairsInCamera[i].gameObject.SetActive(true);
  928. // _crosshairsInCamera[i].anchoredPosition = pos;
  929. // }
  930. // else
  931. // _crosshairsInCamera[i].gameObject.SetActive(false);
  932. // }
  933. //}
  934. //渲染固定摄像机分辨率
  935. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  936. //渲染摄像机大小
  937. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  938. //渲染摄像机识别点位置
  939. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  940. }
  941. }
  942. /// <summary>
  943. /// 更新屏幕下的十字准心位置
  944. /// </summary>
  945. /// <param name="value"></param>
  946. void ShowUICrosshairs(Vector2 newPoint2, int index)
  947. {
  948. ////获取一个偏移量,使得最后输出的准心是指向正中心
  949. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  950. // 检测到光点
  951. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  952. //红色为最大值则按顺序赋值,反之最小
  953. int curIndex = index;
  954. //if (bIdentifyRed)
  955. //{
  956. // curIndex = index;
  957. //}
  958. //else
  959. //{
  960. // curIndex = 1 - index;
  961. //}
  962. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  963. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  964. }
  965. bool showPoints = false;
  966. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  967. {
  968. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  969. if (pointsTF2.childCount == points.Count)
  970. {
  971. Vector2 texSize = new Vector2(w, h);
  972. for (int i = 0; i < pointsTF2.childCount; i++)
  973. {
  974. Transform pointTF = pointsTF2.GetChild(i);
  975. Vector2 pos = points[i];
  976. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  977. pointTF.gameObject.SetActive(true);
  978. showPoints = true;
  979. }
  980. }
  981. else
  982. {
  983. for (int i = 0; i < pointsTF2.childCount; i++)
  984. {
  985. Transform pointTF = pointsTF2.GetChild(i);
  986. pointTF.gameObject.SetActive(false);
  987. showPoints = false;
  988. }
  989. }
  990. //绘制数据
  991. DrawTestLine();
  992. }
  993. #region 测试数据绘制
  994. [SerializeField] private Toggle curToggle;
  995. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  996. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  997. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  998. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  999. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  1000. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  1001. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  1002. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  1003. [SerializeField] RawImage _cameraRenderTest5;
  1004. [SerializeField] RawImage _cameraRenderTest6;
  1005. void DrawTestLine()
  1006. {
  1007. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  1008. // 判断 texSize 是否为有效值
  1009. if (texSize == Vector2.zero)
  1010. {
  1011. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  1012. return;
  1013. }
  1014. // 设置三个屏幕四边形和线条生成器
  1015. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  1016. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  1017. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  1018. ScreenLocate.Main.ScreenIdentification?.QuadManual
  1019. };
  1020. LineGenerator[] lineGenerators = new LineGenerator[] {
  1021. AutoUILineGenerator,
  1022. SemiAutoUILineGenerator,
  1023. ManualUILineGenerator
  1024. };
  1025. for (int i = 0; i < screenQuads.Length; i++)
  1026. {
  1027. if (screenQuads[i] == null)
  1028. {
  1029. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  1030. continue;
  1031. }
  1032. if (lineGenerators[i] == null)
  1033. {
  1034. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1035. continue;
  1036. }
  1037. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1038. }
  1039. // 清除旧选项并填充新的选项
  1040. dropdown.ClearOptions();
  1041. List<string> options = new List<string>();
  1042. //for (int i = 0; i < screenQuads.Length; i++)
  1043. //{
  1044. // options.Add($"Quad {i + 1}");
  1045. //}
  1046. //options.Add("自动识别");
  1047. //options.Add("半自动识别");
  1048. //options.Add("手动识别");
  1049. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1050. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1051. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1052. dropdown.AddOptions(options);
  1053. // 添加监听器来处理选择事件
  1054. dropdown.onValueChanged.AddListener((index) =>
  1055. {
  1056. OnDropdownValueChanged(index, screenQuads);
  1057. });
  1058. if (screenQuads[0] != null || screenQuads[1] != null)
  1059. {
  1060. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1061. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1062. }
  1063. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1064. {
  1065. //绘制白色线段
  1066. var lo = new Vector2(-0.5f, -0.5f);
  1067. CurUILineGenerator.Points = new Vector2[4] {
  1068. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1069. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1070. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1071. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1072. }
  1073. }
  1074. // 当下拉框选项更改时调用的方法
  1075. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1076. {
  1077. if (index >= 0 && index < screenQuads.Length)
  1078. {
  1079. if (screenQuads[index] != null)
  1080. {
  1081. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1082. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1083. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1084. }
  1085. else
  1086. {
  1087. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1088. }
  1089. }
  1090. else
  1091. {
  1092. Debug.LogWarning("所选索引超出范围!");
  1093. }
  1094. }
  1095. /// <summary>
  1096. /// 提取转换四边形的方法
  1097. /// </summary>
  1098. /// <param name="quad"></param>
  1099. /// <param name="texSize"></param>
  1100. /// <returns></returns>
  1101. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1102. {
  1103. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1104. {
  1105. Debug.LogWarning("Invalid quadrilateral data provided.");
  1106. return new Vector2[0]; // 返回空数组以避免异常
  1107. }
  1108. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1109. return new Vector2[4] {
  1110. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1111. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1112. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1113. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1114. };
  1115. }
  1116. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1117. {
  1118. if (points == null || points.Length < 1)
  1119. {
  1120. Debug.LogWarning("Invalid point data provided.");
  1121. return new Vector2[0]; // 返回空数组以避免异常
  1122. }
  1123. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1124. List<Vector2> transformedPoints = new List<Vector2>();
  1125. // 遍历所有传入的点进行转换
  1126. foreach (var point in points)
  1127. {
  1128. // 转换每个点,考虑 texSize 和 pivot 偏移
  1129. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1130. transformedPoints.Add(transformedPoint);
  1131. }
  1132. return transformedPoints.ToArray();
  1133. }
  1134. void initToggle()
  1135. {
  1136. // 监听 Toggle 值的变化
  1137. if (curToggle != null)
  1138. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1139. // 监听 Toggle 值的变化
  1140. if (autoToggle != null)
  1141. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1142. if (semiAutoToggle != null)
  1143. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1144. if (manualToggle != null)
  1145. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1146. }
  1147. // 控制 LineGenerator 的启用/禁用
  1148. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1149. {
  1150. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1151. {
  1152. lineGenerator.enabled = isOn;
  1153. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1154. }
  1155. }
  1156. /// <summary>
  1157. /// 设置全部显示
  1158. /// </summary>
  1159. /// <param name="value"></param>
  1160. private void SetAllToggle(bool value)
  1161. {
  1162. ToggleLineGenerator(CurUILineGenerator, value);
  1163. ToggleLineGenerator(AutoUILineGenerator, value);
  1164. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1165. ToggleLineGenerator(ManualUILineGenerator, value);
  1166. }
  1167. /// <summary>
  1168. /// 放大时候同步一次toggle
  1169. /// </summary>
  1170. private void SyncAllToggle()
  1171. {
  1172. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1173. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1174. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1175. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1176. }
  1177. // 下拉菜单用于显示纹理名称
  1178. public Dropdown textureDropdown;
  1179. // 按钮用于导出选中的纹理
  1180. public Button exportSelectedButton;
  1181. // 按钮用于导出所有纹理
  1182. public Button exportAllButton;
  1183. // 定义纹理名称
  1184. string[] textureNames;
  1185. /// <summary>
  1186. /// 更新一下菜单
  1187. /// </summary>
  1188. public void UpdateLanguage()
  1189. {
  1190. string[] _textureNames = {
  1191. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1192. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1193. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1194. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1195. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1196. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1197. };
  1198. textureNames = _textureNames;
  1199. // 设置下拉菜单的选项
  1200. textureDropdown.ClearOptions();
  1201. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1202. }
  1203. void initExport()
  1204. {
  1205. UpdateLanguage();
  1206. // 添加导出选中纹理的按钮点击事件
  1207. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1208. // 添加导出所有纹理的按钮点击事件
  1209. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1210. }
  1211. /// <summary>
  1212. /// 导出所有纹理
  1213. /// </summary>
  1214. public void SaveAllTexturesToLocal()
  1215. {
  1216. for (int i = 0; i < textureNames.Length; i++)
  1217. {
  1218. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1219. }
  1220. }
  1221. /// <summary>
  1222. /// 导出图片
  1223. /// </summary>
  1224. /// <param name="index"></param>
  1225. public void SaveTextureToLocal(int index)
  1226. {
  1227. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1228. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1229. {
  1230. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1231. return;
  1232. }
  1233. // 定义保存路径
  1234. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1235. string baseName = $"{time}_Texture_{index}";
  1236. // 检查索引是否在命名数组内
  1237. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1238. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1239. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1240. #else
  1241. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1242. #endif
  1243. // 编码纹理为 PNG 格式
  1244. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1245. // 将字节写入文件
  1246. System.IO.File.WriteAllBytes(path, bytes);
  1247. Debug.Log($"Texture saved as: {path}");
  1248. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1249. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1250. //});
  1251. }
  1252. //下面是处理对象放大缩小
  1253. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1254. public Button toggleButton; // 缩小时使用的按钮
  1255. private Vector2 originalSize;
  1256. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1257. private Vector2 originalAnchorMin;
  1258. private Vector2 originalAnchorMax;
  1259. private int originalSiblingIndex; // 保存初始的层级索引
  1260. private bool isFullscreen = false;
  1261. /// <summary>
  1262. /// 测试效果屏幕数据初始化
  1263. /// </summary>
  1264. void InitFullScreen()
  1265. {
  1266. if (cameraObj1 != null)
  1267. {
  1268. // 保存初始大小、位置和层级索引
  1269. originalSize = cameraObj1.sizeDelta;
  1270. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1271. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1272. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1273. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1274. // 为 cameraObj1 添加点击事件
  1275. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1276. toggleButton.transform.parent.gameObject.SetActive(false);
  1277. }
  1278. if (toggleButton != null)
  1279. {
  1280. // 为按钮添加点击事件以恢复大小
  1281. toggleButton.onClick.AddListener(RestoreSize);
  1282. }
  1283. }
  1284. void ToggleFullscreen()
  1285. {
  1286. if (cameraObj1 == null) return;
  1287. if (!isFullscreen)
  1288. {
  1289. // 设置锚点为全屏,调整位置和偏移量
  1290. cameraObj1.anchorMin = Vector2.zero;
  1291. cameraObj1.anchorMax = Vector2.one;
  1292. cameraObj1.offsetMin = Vector2.zero;
  1293. cameraObj1.offsetMax = Vector2.zero;
  1294. cameraObj1.anchoredPosition = Vector3.zero;
  1295. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1296. //刷新一次点
  1297. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1298. toggleButton.transform.parent.gameObject.SetActive(true);
  1299. isFullscreen = true;
  1300. //放大情况根据toggle来显示
  1301. SyncAllToggle();
  1302. }
  1303. }
  1304. void RestoreSize()
  1305. {
  1306. if (cameraObj1 == null || !isFullscreen) return;
  1307. // 恢复锚点和偏移量
  1308. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1309. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1310. cameraObj1.sizeDelta = originalSize;
  1311. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1312. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1313. //刷新一次点
  1314. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1315. toggleButton.transform.parent.gameObject.SetActive(false);
  1316. isFullscreen = false;
  1317. }
  1318. #endregion
  1319. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1320. {
  1321. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1322. if (pointsTF2.childCount == points.Count)
  1323. {
  1324. Vector2 texSize = new Vector2(w, h);
  1325. for (int i = 0; i < pointsTF2.childCount; i++)
  1326. {
  1327. Transform pointTF = pointsTF2.GetChild(i);
  1328. Vector2 pos = points[i];
  1329. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1330. pointTF.gameObject.SetActive(true);
  1331. }
  1332. }
  1333. else
  1334. {
  1335. for (int i = 0; i < pointsTF2.childCount; i++)
  1336. {
  1337. Transform pointTF = pointsTF2.GetChild(i);
  1338. pointTF.gameObject.SetActive(false);
  1339. }
  1340. }
  1341. }
  1342. void SetShakeFilterValue(float v)
  1343. {
  1344. shakeFilterValue.Set(v);
  1345. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1346. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1347. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1348. }
  1349. /// <summary>
  1350. /// 重新设置分辨率
  1351. /// </summary>
  1352. /// <param name="index"></param>
  1353. public void resolutionRestartApp(int index)
  1354. {
  1355. #if UNITY_ANDROID || UNITY_IOS
  1356. //StartCoroutine(RestartOrKillApp());
  1357. //获取第一个分辨率设置后设置size
  1358. switch (index)
  1359. {
  1360. case 0:
  1361. infraredCameraHelper.SetHighCameraResolution();
  1362. resoution.Set(index);
  1363. _dropdownResolution2.SetValueWithoutNotify(index);
  1364. break;
  1365. case 1:
  1366. infraredCameraHelper.SetLowCameraResolution();
  1367. resoution.Set(index);
  1368. _dropdownResolution2.SetValueWithoutNotify(index);
  1369. break;
  1370. }
  1371. #endif
  1372. }
  1373. /// <summary>
  1374. /// 初始化时候,设置的值
  1375. /// </summary>
  1376. /// <param name="index"></param>
  1377. public Vector2 SetDefByIndex(int index = 0)
  1378. {
  1379. //SetResolutionNew 里面对应的下标
  1380. Vector2 vec2 = new Vector2(320, 240);
  1381. switch (index)
  1382. {
  1383. case 0:
  1384. vec2 = new Vector2(320, 240);
  1385. break;
  1386. case 1:
  1387. vec2 = new Vector2(160, 120);
  1388. break;
  1389. }
  1390. return vec2;
  1391. }
  1392. /// <summary>
  1393. /// 当 Dropdown 选择变化时的处理方法
  1394. /// </summary>
  1395. /// <param name="OnResolutionChanged">320x240</param>
  1396. private void OnResolutionChanged(int index)
  1397. {
  1398. #if UNITY_ANDROID || UNITY_IOS
  1399. Debug.Log("Selected Resolution: " + index);
  1400. // 将选定的分辨率转换为实际的宽度和高度
  1401. // 并且需要判断是否存在最低分辨率
  1402. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1403. {
  1404. // 在这里你可以根据实际需要设置屏幕分辨率或进行其他操作
  1405. infraredCameraHelper.SetLowCameraResolution();
  1406. // 保存选择的分辨率到 PlayerPrefs
  1407. resoution.Set(index);
  1408. }
  1409. else if (index == 0)
  1410. {
  1411. //如果是0就 使用高分辨率
  1412. infraredCameraHelper.SetHighCameraResolution();
  1413. // 保存选择的分辨率到 PlayerPrefs
  1414. resoution.Set(index);
  1415. }
  1416. #endif
  1417. }
  1418. /// <summary>
  1419. /// 野鸭关卡测试初始值
  1420. /// </summary>
  1421. /// <param name="optionIndex"></param>
  1422. public void SetDuckLevelTest(int optionIndex)
  1423. {
  1424. //选择下标+1
  1425. int v = optionIndex + 1;
  1426. duckHunterLevel.Set(v);
  1427. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1428. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1429. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1430. }
  1431. void OnClick_Reset()
  1432. {
  1433. //SetBrightness(1);
  1434. //SetSaturation(1);
  1435. //SetContrast(1);
  1436. SetShakeFilterValue(6);
  1437. SetLineWidth(4);
  1438. SetFanWidth(90);
  1439. #if UNITY_IOS
  1440. SetInfraredFilterValue(0.6f);
  1441. #else
  1442. SetInfraredFilterValue(0.8f);
  1443. #endif
  1444. SetCaptureValue(30.0f);
  1445. SetDelayValue(30.0f);
  1446. //重置为第一关
  1447. SetDuckLevelTest(0);
  1448. }
  1449. /// <summary>
  1450. /// 清除当前红外存储的所有key
  1451. /// </summary>
  1452. public void OnClickClearInfraredGuider()
  1453. {
  1454. BluetoothAim.ins.ClearAllInfraredGuider();
  1455. }
  1456. public void OnClickClearAll()
  1457. {
  1458. PlayerPrefs.DeleteAll();
  1459. // 保存更改
  1460. PlayerPrefs.Save();
  1461. StartCoroutine(RestartOrKillApp());
  1462. }
  1463. void OnClick_ScreenLocateManual()
  1464. {
  1465. bool bEnter = true;
  1466. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1467. {
  1468. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1469. {
  1470. bEnter = true;
  1471. }
  1472. else
  1473. {
  1474. bEnter = false;
  1475. //只有红外设备才能进行屏幕识别
  1476. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1477. }
  1478. }
  1479. if (bEnter)
  1480. {
  1481. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1482. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1483. }
  1484. }
  1485. void OnClick_ScreenLocateManualAuto()
  1486. {
  1487. bool bEnter = true;
  1488. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1489. {
  1490. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1491. {
  1492. bEnter = true;
  1493. }
  1494. else
  1495. {
  1496. bEnter = false;
  1497. //只有红外设备才能进行屏幕识别
  1498. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1499. }
  1500. }
  1501. if (bEnter)
  1502. {
  1503. ResetCenterOffset();
  1504. ResetPositioningData();
  1505. infraredCameraHelper.EnterScreenLocateManualAuto();
  1506. }
  1507. }
  1508. public void OnClick_SetAdjustPointsOffset()
  1509. {
  1510. //var _sl = ScreenLocate.Main;
  1511. //var buffer = _sl.infraredSpotBuffer;
  1512. //if (buffer != null)
  1513. //{
  1514. // for (int i = 0; i < buffer.Length; i++)
  1515. // {
  1516. // if (buffer[i].CameraLocation != null)
  1517. // {
  1518. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1519. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1520. // Debug.Log("CenterOffset: " + centerOffset);
  1521. // cameraLocationValue.Set(centerOffset);
  1522. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1523. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1524. // screenUVValue.Set(uvCenterOffset);
  1525. // //如果是新手教程场景里面的校准
  1526. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1527. // if (infraredGuiderObj != null)
  1528. // {
  1529. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1530. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1531. // }
  1532. // }
  1533. // }
  1534. //}
  1535. //只能校准第一个
  1536. if (infraredCameraHelper.IsSinglePoint())
  1537. {
  1538. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1539. }
  1540. else
  1541. {
  1542. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1543. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1544. }
  1545. }
  1546. public void OnClick_SetAdjustPointsOffset_full()
  1547. {
  1548. if (infraredCameraHelper.IsSinglePoint())
  1549. {
  1550. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1551. }
  1552. else
  1553. {
  1554. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1555. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1556. }
  1557. }
  1558. /// <summary>
  1559. /// 设置存储的中心偏移位置
  1560. /// </summary>
  1561. public void InitCenterOffset()
  1562. {
  1563. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1564. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1565. }
  1566. /// <summary>
  1567. /// 重置中心点
  1568. /// </summary>
  1569. public void ResetCenterOffset()
  1570. {
  1571. infraredCameraHelper.ResetCenterOffset();
  1572. }
  1573. /// <summary>
  1574. /// 撤销中心点
  1575. /// </summary>
  1576. public void RevokeCenterOffset()
  1577. {
  1578. infraredCameraHelper.RevokeCenterOffset();
  1579. }
  1580. /// <summary>
  1581. /// 重置定位数据
  1582. /// </summary>
  1583. public void ResetPositioningData(bool bSyncLocal = false)
  1584. {
  1585. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1586. }
  1587. void SetCaptureValue(float v)
  1588. {
  1589. captureValue.Set(v);
  1590. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1591. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1592. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1593. }
  1594. void SetDelayValue(float v)
  1595. {
  1596. delayValue.Set(v);
  1597. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1598. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1599. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1600. }
  1601. #endregion
  1602. #region 相机感光度(默认修改对比度)
  1603. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1604. {
  1605. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1606. }
  1607. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1608. {
  1609. onSliderEvent(value, "PU_CONTRAST", min, max);
  1610. }
  1611. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1612. {
  1613. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1614. }
  1615. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1616. {
  1617. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1618. }
  1619. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1620. {
  1621. if (BluetoothWindows.IsWindows())
  1622. {
  1623. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1624. // 目标区间 [0, 10] 的边界值
  1625. double targetMin = min;
  1626. double targetMax = max;
  1627. double originalMin = -1;
  1628. double originalMax = 1;
  1629. // 计算转换后的值
  1630. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1631. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1632. _slider.SetValueWithoutNotify((float)v2);
  1633. return;
  1634. }
  1635. //功能也改为UVC的对比度
  1636. if (running)
  1637. {
  1638. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1639. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1640. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1641. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1642. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1643. // 目标区间 [0, 10] 的边界值
  1644. double targetMin = min;
  1645. double targetMax = max;
  1646. double originalMin = _UVCCtrlInfo.min;
  1647. double originalMax = _UVCCtrlInfo.max;
  1648. // 计算转换后的值
  1649. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1650. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1651. _slider.SetValueWithoutNotify((float)v2);
  1652. }
  1653. else _slider.SetValueWithoutNotify(5);
  1654. }
  1655. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1656. {
  1657. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1658. //pc
  1659. if (BluetoothWindows.IsWindows())
  1660. {
  1661. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1662. Slider slider = trans.GetComponent<Slider>();
  1663. Text textObj = trans.Find("text").GetComponent<Text>();
  1664. // 原始区间和目标区间的边界值
  1665. double originalMin = min;
  1666. double originalMax = max;
  1667. double targetMin = -1;
  1668. double targetMax = 1;
  1669. // 计算转换后的值
  1670. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1671. float _current = (float)result;
  1672. //Debug.Log("_current:" + _current + " , result:" + result);
  1673. textObj.text = _current + "";
  1674. slider.value = _current;
  1675. if (typeStr == "PU_CONTRAST")
  1676. {
  1677. infraredCameraHelper.SetContrast(_current);
  1678. pcCONTRAST.Set(_current);
  1679. }
  1680. else
  1681. {
  1682. infraredCameraHelper.SetBrightness(_current);
  1683. pcBRIGHTNESS.Set(_current);
  1684. }
  1685. return;
  1686. }
  1687. //修改亮度时,调试界面的亮度也应该一起修改
  1688. //功能也改为UVC的对比度
  1689. if (running)
  1690. {
  1691. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1692. // .GetComponent<Slider>();
  1693. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1694. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1695. Slider slider = trans.GetComponent<Slider>();
  1696. Text textObj = trans.Find("text").GetComponent<Text>();
  1697. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1698. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1699. //value 0 ~ 10
  1700. // 原始区间和目标区间的边界值
  1701. double originalMin = min;
  1702. double originalMax = max;
  1703. double targetMin = _UVCCtrlInfo.min;
  1704. double targetMax = _UVCCtrlInfo.max;
  1705. // 计算转换后的值
  1706. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1707. int _current = (int)(result);
  1708. Debug.Log("_current:" + value + " , result:" + result);
  1709. textObj.text = _current + "";
  1710. slider.value = _current;
  1711. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1712. //存储初始值,设置一次到UVC参数
  1713. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1714. }
  1715. }
  1716. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1717. {
  1718. // 线性插值公式
  1719. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1720. }
  1721. #endregion
  1722. #region 绘制线段部分
  1723. public void SetLineWidth(float v)
  1724. {
  1725. lineWidth.Set(v);
  1726. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1727. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1728. }
  1729. public void SetFanWidth(float v)
  1730. {
  1731. fanWidth.Set(v);
  1732. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1733. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1734. }
  1735. #endregion
  1736. #region 双人准心
  1737. //红外准心,默认打开吧
  1738. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1739. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1740. /// <summary>
  1741. /// 初始化时候获取设置和存储来控制显示准心
  1742. /// </summary>
  1743. /// <returns></returns>
  1744. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1745. {
  1746. if (playerType == PlayerType.FirstPlayer)
  1747. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1748. else
  1749. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1750. }
  1751. /// <summary>
  1752. /// 获取弓箭准心存储值
  1753. /// </summary>
  1754. /// <returns></returns>
  1755. public int getDoubleCrosshairValue(PlayerType playerType)
  1756. {
  1757. if (playerType == PlayerType.FirstPlayer)
  1758. return (int)crosshairValue1P.Get();
  1759. else
  1760. return (int)crosshairValue2P.Get();
  1761. }
  1762. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1763. {
  1764. if (playerType == PlayerType.FirstPlayer)
  1765. crosshairValue1P.Set(bshow ? 1 : 0);
  1766. else
  1767. crosshairValue2P.Set(bshow ? 1 : 0);
  1768. }
  1769. #endregion
  1770. #region 双人中心点定位
  1771. [Header("红外点")]
  1772. [SerializeField] Button _infraredOffsetBtn1P;
  1773. [SerializeField] Button _infraredOffsetBtn2P;
  1774. //准心的偏移值
  1775. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1776. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1777. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1778. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1779. //双点模式下的全屏偏移量,相当于两个单点
  1780. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1781. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1782. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1783. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1784. /// <summary>
  1785. /// 设置单点模式
  1786. /// </summary>
  1787. public void onToggleSinglePoint()
  1788. {
  1789. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1790. if (!infraredCameraHelper.IsSinglePoint())
  1791. {
  1792. infraredCameraHelper.SetSinglePoint(true);
  1793. }
  1794. else
  1795. {
  1796. infraredCameraHelper.SetSinglePoint(false);
  1797. }
  1798. }
  1799. /// <summary>
  1800. /// 设置是否是单,双点模式
  1801. /// </summary>
  1802. /// <param name="value"></param>
  1803. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1804. {
  1805. if (!infraredCameraHelper.getScreenLocate()) return;
  1806. infraredCameraHelper.SetSinglePoint(value);
  1807. //重新设置双点数据
  1808. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1809. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1810. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1811. }
  1812. /// <summary>
  1813. /// 偏移点按钮
  1814. /// </summary>
  1815. public void InitOffsetBtns()
  1816. {
  1817. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1818. {
  1819. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1820. });
  1821. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1822. {
  1823. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1824. });
  1825. }
  1826. /// <summary>
  1827. /// 设置存储的中心偏移位置--双点
  1828. /// </summary>
  1829. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1830. {
  1831. if (!infraredCameraHelper.getScreenLocate()) return;
  1832. if (infraredCameraHelper.IsSinglePoint())
  1833. {
  1834. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1835. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1836. }
  1837. else
  1838. {
  1839. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1840. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1841. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1842. }
  1843. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1844. {
  1845. //全屏双点
  1846. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1847. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1848. }
  1849. }
  1850. }
  1851. /// <summary>
  1852. /// 撤销中心点--双点
  1853. /// </summary>
  1854. public void RevokeCenterOffsets()
  1855. {
  1856. if (!infraredCameraHelper.getScreenLocate()) return;
  1857. infraredCameraHelper.RevokeCenterOffsets();
  1858. }
  1859. /// <summary>
  1860. /// 重置中心点--双点
  1861. /// </summary>
  1862. public void ResetCenterOffsets()
  1863. {
  1864. if (!infraredCameraHelper.getScreenLocate()) return;
  1865. infraredCameraHelper.ResetCenterOffsets();
  1866. }
  1867. /// <summary>
  1868. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1869. /// </summary>
  1870. /// <param name="playerType">玩家类型</param>
  1871. public void SetAdjustPointsOffset(PlayerType playerType)
  1872. {
  1873. if (!infraredCameraHelper.getScreenLocate()) return;
  1874. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1875. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1876. if (buffer != null)
  1877. {
  1878. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1879. {
  1880. if (infraredCameraHelper.IsSinglePoint())
  1881. { //单点
  1882. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1883. cameraLocationValue.Set(centerOffset);
  1884. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1885. screenUVValue.Set(uvCenterOffset);
  1886. //如果是新手教程场景里面的校准
  1887. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1888. if (infraredGuiderObj != null)
  1889. {
  1890. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1891. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1892. }
  1893. }
  1894. else
  1895. {
  1896. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1897. cameraLocationValue1P.Set(centerOffset);
  1898. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1899. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1900. screenUVValue1P.Set(uvCenterOffset);
  1901. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1902. }
  1903. }
  1904. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1905. {
  1906. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1907. cameraLocationValue2P.Set(centerOffset);
  1908. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1909. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1910. screenUVValue2P.Set(uvCenterOffset);
  1911. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1912. }
  1913. }
  1914. }
  1915. //记录全屏双点校准
  1916. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1917. {
  1918. if (!infraredCameraHelper.getScreenLocate()) return;
  1919. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1920. if (infraredCameraHelper.IsSinglePoint()) return;
  1921. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1922. if (buffer != null)
  1923. {
  1924. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1925. {
  1926. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1927. cameraLocationValue1P_full.Set(centerOffset);
  1928. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1929. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1930. screenUVValue1P_full.Set(uvCenterOffset);
  1931. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1932. }
  1933. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1934. {
  1935. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1936. cameraLocationValue2P_full.Set(centerOffset);
  1937. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1938. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1939. screenUVValue2P_full.Set(uvCenterOffset);
  1940. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1941. Debug.Log("设置点2");
  1942. }
  1943. }
  1944. }
  1945. #endregion
  1946. #region 亮度检测部分
  1947. public void SetInfraredFilterValue(float v)
  1948. {
  1949. if (!infraredCameraHelper.getScreenLocate()) return;
  1950. infraredFileterValue.Set(v);
  1951. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1952. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1953. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1954. }
  1955. #endregion
  1956. public void resetInfraredPlayerPrefs()
  1957. {
  1958. //测试用
  1959. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1960. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1961. }
  1962. #region 显示Log部分信息
  1963. [SerializeField] Text _calibrationFixedText;
  1964. [SerializeField] Text _cameraSizeText;
  1965. [SerializeField] Text _quadUnityVectorListText;
  1966. /// <summary>
  1967. /// 校准时候的固定值分辨率
  1968. /// </summary>
  1969. /// <param name="v"></param>
  1970. public void SetCalibrationFixedText(Vector2 v)
  1971. {
  1972. _calibrationFixedText.text = v.x + "*" + v.y;
  1973. }
  1974. /// <summary>
  1975. /// 渲染摄像机当前分辨率
  1976. /// </summary>
  1977. /// <param name="v"></param>
  1978. public void SetCameraSizeText(Vector2 v)
  1979. {
  1980. _cameraSizeText.text = v.x + "*" + v.y;
  1981. }
  1982. /// <summary>
  1983. /// 渲染摄像机识别点
  1984. /// </summary>
  1985. /// <param name="v"></param>
  1986. public void SetQuadUnityVectorListText(string v)
  1987. {
  1988. _quadUnityVectorListText.text = v;
  1989. }
  1990. #endregion
  1991. #region 错误日志
  1992. public void HandleLog(string logString, string stackTrace, LogType type)
  1993. {
  1994. if (type == LogType.Exception || type == LogType.Error)
  1995. {
  1996. SaveLogToFile(logString, stackTrace);
  1997. }
  1998. }
  1999. void SaveLogToFile(string message, string stackTrace)
  2000. {
  2001. string path;
  2002. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  2003. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  2004. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  2005. #else
  2006. // 其他平台使用 Application.persistentDataPath
  2007. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  2008. #endif
  2009. // 打印路径确认
  2010. Debug.Log($"Log file saved at: {path}");
  2011. // 将日志写入到指定路径的文件中
  2012. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  2013. }
  2014. #endregion
  2015. }
  2016. public class ParamFloatValue
  2017. {
  2018. private string _saveKey;
  2019. private float _valueDefault;
  2020. private bool _valueLoaded;
  2021. private float _value;
  2022. public ParamFloatValue(string saveKey, float valueDefault)
  2023. {
  2024. _saveKey = saveKey;
  2025. _valueDefault = valueDefault;
  2026. }
  2027. public float Get()
  2028. {
  2029. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  2030. return _value;
  2031. }
  2032. public float GetDefault()
  2033. {
  2034. return _valueDefault;
  2035. }
  2036. public string GetKey()
  2037. {
  2038. return _saveKey;
  2039. }
  2040. public void Set(float value)
  2041. {
  2042. _value = value;
  2043. PlayerPrefs.SetFloat(_saveKey, _value);
  2044. PlayerPrefs.Save();
  2045. }
  2046. /// <summary>
  2047. /// 重置成默认值
  2048. /// </summary>
  2049. public void Reset()
  2050. {
  2051. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2052. PlayerPrefs.Save();
  2053. }
  2054. }
  2055. /// <summary>
  2056. /// 存储Vector2
  2057. /// </summary>
  2058. public class ParamVector2Value
  2059. {
  2060. private string _saveKey;
  2061. private Vector2 _valueDefault;
  2062. private bool _valueLoaded;
  2063. private Vector2 _value;
  2064. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2065. {
  2066. _saveKey = saveKey;
  2067. _valueDefault = valueDefault;
  2068. }
  2069. public Vector2 Get()
  2070. {
  2071. if (!_valueLoaded)
  2072. {
  2073. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2074. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2075. _value = new Vector2(x, y);
  2076. _valueLoaded = true;
  2077. }
  2078. return _value;
  2079. }
  2080. public Vector2 GetDefault()
  2081. {
  2082. return _valueDefault;
  2083. }
  2084. public string GetKey()
  2085. {
  2086. return _saveKey;
  2087. }
  2088. public void Set(Vector2 value)
  2089. {
  2090. _value = value;
  2091. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2092. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2093. PlayerPrefs.Save();
  2094. }
  2095. /// <summary>
  2096. /// 重置成默认值
  2097. /// </summary>
  2098. public void Reset()
  2099. {
  2100. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2101. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2102. PlayerPrefs.Save();
  2103. }
  2104. }