InfraredDemo.cs 79 KB

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