InfraredDemo.cs 65 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. public class InfraredDemo : JCUnityLib.ViewBase
  13. {
  14. public static bool DebugInEditor = true;
  15. public static InfraredDemo _ins;
  16. [SerializeField]
  17. RectTransform canvasRectTransform;
  18. public Button mBtnSee;
  19. public static void Create()
  20. {
  21. if (_ins) return;
  22. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  23. DontDestroyOnLoad(o);
  24. _ins = o.GetComponent<InfraredDemo>();
  25. //添加一个父物体
  26. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  27. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  28. if (canvasScaler != null)
  29. {
  30. Destroy(canvasScaler);
  31. }
  32. RectTransform rectTransform = o.GetComponent<RectTransform>();
  33. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  34. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  35. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  36. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  37. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  38. //直接初始化一次
  39. _ins.InitInfraredCamera();
  40. //生成一个控制台
  41. UserPlayer.InitLogReporter();
  42. }
  43. void Start()
  44. {
  45. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  46. SetVisiable(false);
  47. InitDebugScreenPoint();
  48. gameObject.AddComponent<FPSTester>();
  49. if (CommonConfig.StandaloneModeOrPlatformB)
  50. {
  51. mBtnSee.gameObject.SetActive(false);
  52. }
  53. else {
  54. mBtnSee.interactable = false;
  55. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  56. }
  57. //直接初始化一次
  58. //InitInfraredCamera();
  59. Debug.Log("[InfraredDemo] Start Function!");
  60. initToggle();
  61. initExport();
  62. InitFullScreen();
  63. #if UNITY_STANDALONE_WIN
  64. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  65. #endif
  66. }
  67. void Update()
  68. {
  69. UpdateInfraredCamera();
  70. //UpdateDebugScreenPoint();
  71. }
  72. public void OnClick_See()
  73. {
  74. SetVisiable(!_visiable);
  75. }
  76. //初始化一次 initScreenLocateManual
  77. bool hasCalled = false;
  78. bool _visiable;
  79. void SetVisiable(bool value)
  80. {
  81. _visiable = value;
  82. transform.Find("Background").gameObject.SetActive(value);
  83. transform.Find("InfraredCamera").gameObject.SetActive(value);
  84. //如果是b端,控制这里按钮显示
  85. if (CommonConfig.StandaloneModeOrPlatformB)
  86. {
  87. mBtnSee.gameObject.SetActive(value);
  88. }
  89. updateBtnSee();
  90. Action<Text> onApplyToNext = (t) => {
  91. updateBtnSee();
  92. };
  93. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  94. //if (value) InitInfraredCamera();
  95. //刷新翻译的Dropdown
  96. if (value) {
  97. UpdateLanguage();
  98. updateDropdownResolution2();
  99. }
  100. //if (!hasCalled && value)
  101. //{
  102. // hasCalled = true;
  103. // //如果本地有记录,初始化一次
  104. // StartCoroutine(initScreenLocateManual());
  105. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  106. //}
  107. }
  108. void updateBtnSee() {
  109. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  110. }
  111. Text _spText;
  112. Vector2 _screenPoint;
  113. void InitDebugScreenPoint()
  114. {
  115. _spText = transform.Find("SPText").GetComponent<Text>();
  116. //_spText.gameObject.SetActive(DebugInEditor);
  117. _spText.gameObject.SetActive(false);
  118. }
  119. void UpdateDebugScreenPoint()
  120. {
  121. if (!DebugInEditor) return;
  122. if (infraredCameraHelper == null) return;
  123. _screenPoint.x = Mathf.Clamp(
  124. _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  125. 0, Screen.width);
  126. _screenPoint.y = Mathf.Clamp(
  127. _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  128. 0, Screen.height);
  129. infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  130. _spText.text = _screenPoint.ToString();
  131. }
  132. #region 红外摄像
  133. [SerializeField] RawImage _cameraRender;
  134. [SerializeField] RawImage _cameraRender2;
  135. /// <summary>
  136. /// 测试texture
  137. /// </summary>
  138. public RawImage MyCameraRender2
  139. {
  140. get { return _cameraRender2; }
  141. set { _cameraRender2 = value; }
  142. }
  143. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  144. [SerializeField] List<RectTransform> _crosshairsInCamera;
  145. [SerializeField] Slider _sliderShakeFilter;
  146. [SerializeField] Button _btnReset;
  147. [SerializeField] Button _btnScreenLocateManual;
  148. [SerializeField] Button _btnScreenLocateManualAuto;
  149. [SerializeField] Slider _sliderCapture;
  150. [SerializeField] Slider _sliderDelay;
  151. [SerializeField] Dropdown _dropdownResolution;
  152. [SerializeField] Dropdown _dropdownResolution2;
  153. [SerializeField] Slider _sliderLineWidth;
  154. [SerializeField] Slider _fanWidth;
  155. //红外线阈值
  156. [SerializeField] Slider _infraredFilter;
  157. //调试UVC参数
  158. [SerializeField] GameObject _cameraParameterPanel;
  159. [SerializeField] Button _btnAdjusting;
  160. //野鸭选择
  161. [SerializeField] Dropdown _duckLevelDropdown;
  162. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  163. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  164. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  165. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  166. #if UNITY_ANDROID
  167. //初始化纹理-1280*720,index = 0
  168. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  169. //摄像机分辨率 -320*240,index = 10
  170. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  171. //摄像机分辨率 -只处理高低分辨率情况
  172. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  173. //string[] resolutions = { "高分辨率", "低分辨率" };
  174. #endif
  175. //抖动过滤值 - 6.0
  176. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  177. //亮度过滤阈值 - 0.8
  178. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  179. //线段宽度阈值
  180. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  181. //扇形宽度
  182. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  183. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  184. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  185. //红外准心,默认打开吧
  186. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  187. //野鸭测试存储
  188. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  189. //存储滑块信息。camera
  190. public Dictionary<string ,ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  191. public static InfraredCameraHelper infraredCameraHelper;
  192. public static bool running { get => infraredCameraHelper != null; }
  193. private bool _inited;
  194. #region 参数控制
  195. public GameObject togglePrefab; // 拖入一个Toggle预设体
  196. public GameObject sliderPrefab; // 拖入一个Slider预设体
  197. public GameObject spawnPoint;
  198. //自动曝光
  199. bool bAutoAE = false;
  200. Toggle CTRLAEToggle;
  201. Slider CTRLAEABSSlider;
  202. string[] sliderNameArray = new string[]{
  203. "自动曝光模式",
  204. "曝光时间(绝对)",
  205. "亮度", //
  206. "对比度",
  207. "色调",
  208. "饱和度",
  209. "锐度",
  210. "伽玛",
  211. //"白平衡温度",
  212. //"白平衡分量",
  213. "背光补偿",
  214. "增益" };
  215. string[] sliderStrArray = new string[]{
  216. "CTRL_AE",
  217. "CTRL_AE_ABS",
  218. "PU_BRIGHTNESS",
  219. "PU_CONTRAST",
  220. "PU_HUE",
  221. "PU_SATURATION",
  222. "PU_SHARPNESS",
  223. "PU_GAMMA",
  224. //"PU_WB_TEMP",
  225. //"PU_WB_COMPO",
  226. "PU_BACKLIGHT",
  227. "PU_GAIN" };
  228. UVCManager.CameraInfo currentCameraInfo;
  229. //初始化相机参数
  230. public void initSlider(UVCManager.CameraInfo cameraInfo)
  231. {
  232. if (currentCameraInfo != null) return;
  233. currentCameraInfo = cameraInfo;
  234. string[] sliderNameArrayKey = new string[] {
  235. "AutoExposureMode", // "自动曝光模式"
  236. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  237. "Brightness", // "亮度"
  238. "Contrast", // "对比度"
  239. "Hue", // "色调"
  240. "Saturation", // "饱和度"
  241. "Sharpness", // "锐度"
  242. "Gamma", // "伽玛"
  243. "BacklightCompensation", // "背光补偿"
  244. "Gain" // "增益"
  245. };
  246. for (int i = 0; i < sliderStrArray.Length; i++)
  247. {
  248. string typeStr = sliderStrArray[i];
  249. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  250. //不支持的,跳过
  251. bool bContains = cameraInfo.ContainsKey(typeStr);
  252. if (!bContains) continue;
  253. if (typeStr == "CTRL_AE")
  254. {
  255. //曝光Toggle
  256. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  257. toggleObject.SetActive(true);
  258. toggleObject.name = typeStr;
  259. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  260. //labelObj.text = sliderNameArray[i];
  261. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  262. Toggle toggle = toggleObject.GetComponent<Toggle>();
  263. CTRLAEToggle = toggle;
  264. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  265. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  266. int _currentValue = cameraInfo.GetValue(typeStr);
  267. 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
  268. toggle.isOn = bAutoAE;
  269. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  270. toggle.onValueChanged.AddListener((bool bValue) =>
  271. {
  272. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  273. if (typeStr == "CTRL_AE")
  274. {
  275. //开关控制是否自动曝光
  276. bAutoAE = bValue;
  277. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  278. int _value = bValue ? 8 : 1;
  279. //Debug.Log("_value " + _value);
  280. cameraInfo.SetValue(typeStr, _value);
  281. }
  282. });
  283. }
  284. else
  285. {
  286. //其余使用slider
  287. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  288. sliderObject.SetActive(true);
  289. sliderObject.name = typeStr;
  290. Slider slider = sliderObject.GetComponent<Slider>();
  291. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  292. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  293. //titleTextObj.text = sliderNameArray[i];//类型名字
  294. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  295. if (slider != null)
  296. {
  297. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  298. slider.minValue = _UVCCtrlInfo.min;
  299. slider.maxValue = _UVCCtrlInfo.max;
  300. slider.wholeNumbers = true;
  301. int _defValue = _UVCCtrlInfo.def;
  302. //指定默认值
  303. //5、UVC亮度 - 50
  304. //6、UVC对比度 - 50
  305. if (typeStr == "PU_BRIGHTNESS") {
  306. _defValue = 50;
  307. } else if (typeStr == "PU_CONTRAST") {
  308. _defValue = 50;
  309. }
  310. //记录一个typeStr类型的数据存储操作对象
  311. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  312. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  313. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  314. {
  315. //获取设置默认存储的值
  316. int _Value = (int)paramFloatValue.Get();
  317. cameraInfo.SetValue(typeStr, _Value);
  318. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  319. slider.value = _Value;
  320. textObj.text = _Value + "";
  321. }
  322. else {
  323. //获取设置当前值
  324. int _currentValue = cameraInfo.GetValue(typeStr);
  325. slider.value = _currentValue;
  326. textObj.text = _currentValue + "";
  327. }
  328. //如果是曝光slider
  329. if (typeStr == "CTRL_AE_ABS")
  330. {
  331. CTRLAEABSSlider = slider;
  332. slider.interactable = !bAutoAE;
  333. }
  334. slider.onValueChanged.AddListener((newValue) =>
  335. {
  336. var _value = Mathf.FloorToInt(newValue);
  337. textObj.text = _value + "";
  338. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  339. cameraInfo.SetValue(typeStr, _value);
  340. paramFloatValue.Set(_value);
  341. });
  342. }
  343. }
  344. }
  345. }
  346. public void OpenUVCPanel()
  347. {
  348. _cameraParameterPanel.SetActive(true);
  349. }
  350. public void CloseUVCPanel()
  351. {
  352. _cameraParameterPanel.SetActive(false);
  353. }
  354. public void onResetUVCData()
  355. {
  356. #if UNITY_ANDROID
  357. resetUVCData();
  358. #endif
  359. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  360. resetPCData();
  361. #endif
  362. }
  363. void resetUVCData() {
  364. if (currentCameraInfo == null) return;
  365. for (int i = 0; i < sliderStrArray.Length; i++)
  366. {
  367. string typeStr = sliderStrArray[i];
  368. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  369. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  370. if (!bContains) continue;
  371. if (typeStr == "CTRL_AE")
  372. {
  373. //toggle值不进行重置
  374. Debug.Log("CTRL_AE 不需要重置");
  375. }
  376. else if (typeStr == "CTRL_AE_ABS")
  377. {
  378. if (!bAutoAE)
  379. {
  380. //如果是手动曝光,重置值
  381. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  382. Slider slider = trans.GetComponent<Slider>();
  383. Text textObj = trans.Find("text").GetComponent<Text>();
  384. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  385. //获取当前值
  386. int _currentValue = currentCameraInfo.GetValue(typeStr);
  387. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  388. textObj.text = _AEInfo.def + "";
  389. slider.value = _AEInfo.def;
  390. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  391. }
  392. }
  393. else
  394. {
  395. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  396. Slider slider = trans.GetComponent<Slider>();
  397. Text textObj = trans.Find("text").GetComponent<Text>();
  398. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  399. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  400. //重置的值
  401. int _defValue = _UVCCtrlInfo.def;
  402. if (typeStr == "PU_BRIGHTNESS")
  403. {
  404. _defValue = (int)paramFloatValue.GetDefault();
  405. }
  406. else if (typeStr == "PU_CONTRAST")
  407. {
  408. _defValue = (int)paramFloatValue.GetDefault();
  409. }
  410. textObj.text = _defValue + "";
  411. slider.value = _defValue;
  412. //获取当前值
  413. int _currentValue = currentCameraInfo.GetValue(typeStr);
  414. //重置存储值
  415. paramFloatValue.Reset();
  416. //存储初始值,设置一次到UVC参数
  417. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  418. }
  419. }
  420. }
  421. //windows 相机
  422. string[] sliderNameArrayPC = new string[]{
  423. "亮度",
  424. "对比度",};
  425. string[] sliderNameArrayPCKey = new string[]{
  426. "Brightness",
  427. "Contrast",};
  428. string[] sliderStrArrayPC = new string[]{
  429. "PU_BRIGHTNESS",
  430. "PU_CONTRAST"};
  431. //记录一个typeStr类型的数据存储操作对象
  432. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  433. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  434. public void initSliderPC()
  435. {
  436. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  437. {
  438. string typeStr = sliderStrArrayPC[i];
  439. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  440. sliderObject.SetActive(true);
  441. sliderObject.name = typeStr;
  442. Slider slider = sliderObject.GetComponent<Slider>();
  443. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  444. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  445. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  446. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  447. if (slider != null)
  448. {
  449. slider.minValue = -1;
  450. slider.maxValue = 1;
  451. //记录一个typeStr类型的数据存储操作对象
  452. if (typeStr == "PU_BRIGHTNESS")
  453. {
  454. //获取设置默认存储的值
  455. float _Value = pcBRIGHTNESS.Get();
  456. infraredCameraHelper.SetBrightness(_Value);
  457. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  458. slider.value = _Value;
  459. textObj.text = _Value + "";
  460. slider.onValueChanged.AddListener((newValue) =>
  461. {
  462. var _value = newValue;
  463. textObj.text = _value + "";
  464. infraredCameraHelper.SetBrightness(_value);
  465. pcBRIGHTNESS.Set(_value);
  466. });
  467. }
  468. else if (typeStr == "PU_CONTRAST")
  469. {
  470. //获取设置默认存储的值
  471. float _Value = pcCONTRAST.Get();
  472. infraredCameraHelper.SetContrast(_Value);
  473. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  474. slider.value = _Value;
  475. textObj.text = _Value + "";
  476. slider.onValueChanged.AddListener((newValue) =>
  477. {
  478. var _value = newValue;
  479. textObj.text = _value + "";
  480. infraredCameraHelper.SetContrast(_value);
  481. pcCONTRAST.Set(_value);
  482. });
  483. }
  484. }
  485. }
  486. }
  487. void resetPCData() {
  488. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  489. {
  490. string typeStr = sliderStrArrayPC[i];
  491. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  492. Slider slider = trans.GetComponent<Slider>();
  493. Text textObj = trans.Find("text").GetComponent<Text>();
  494. //重置的值
  495. int _defValue = 0;
  496. if (typeStr == "PU_BRIGHTNESS")
  497. {
  498. _defValue = 0;
  499. infraredCameraHelper.SetBrightness(_defValue);
  500. }
  501. else if (typeStr == "PU_CONTRAST")
  502. {
  503. _defValue = 0;
  504. infraredCameraHelper.SetContrast(_defValue);
  505. }
  506. textObj.text = _defValue + "";
  507. slider.value = _defValue;
  508. }
  509. }
  510. #endregion
  511. void InitInfraredCamera()
  512. {
  513. if (_inited) return;
  514. _inited = true;
  515. //SDK创建
  516. if (infraredCameraHelper == null)
  517. {
  518. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  519. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  520. infraredCameraHelper.CreateToPc();
  521. #endif
  522. #if UNITY_ANDROID
  523. //开始时候设置一个默认分辨率
  524. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  525. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  526. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  527. #endif
  528. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  529. {
  530. //跑九轴时候,不处理这里位置
  531. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  532. if (Camera.main == null) return;
  533. Ray ray = Camera.main.ScreenPointToRay(point);
  534. Vector3 rayEndPoint = ray.GetPoint(200);
  535. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  536. // 挑战场景中其相机的父级有旋转,需要换算
  537. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  538. {
  539. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  540. }
  541. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  542. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  543. //移动目标游戏
  544. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  545. };
  546. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  547. {
  548. //生成控制摄像机的参数滑条
  549. Debug.Log("初始化摄像机!");
  550. //可以操作按钮
  551. mBtnSee.interactable = true;
  552. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  553. updateBtnSee();
  554. //延迟重新设置一次分辨率
  555. StartCoroutine(delayInitOhterInfo(camera));
  556. };
  557. //屏幕变化时候
  558. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  559. {
  560. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  561. SetLocatePointsToCameraRender(list, 1, 1);
  562. //InfraredScreenPositioningView 页面
  563. if (list.Count == 4)
  564. {
  565. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  566. }
  567. else {
  568. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  569. }
  570. };
  571. }
  572. }
  573. private void updateDropdownResolution2()
  574. {
  575. string[] resolutions = {
  576. TextAutoLanguage2.GetTextByKey("HighResolution"),
  577. TextAutoLanguage2.GetTextByKey("LowResolution")
  578. };
  579. // 清除默认选项
  580. _dropdownResolution2.ClearOptions();
  581. // 将分辨率字符串数组转换为 Dropdown 选项
  582. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  583. }
  584. /// <summary>
  585. /// 初始化一些游戏配置
  586. /// </summary>
  587. /// <returns></returns>
  588. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  589. //yield return new WaitForSeconds(1f);
  590. yield return new WaitForEndOfFrame();
  591. #if UNITY_ANDROID
  592. initSlider(camera);
  593. camera.GetResolutionsStrs();
  594. // 默认设置
  595. updateDropdownResolution2();
  596. int index = (int)resoution.Get();
  597. _dropdownResolution2.value = index;
  598. _dropdownResolution2.RefreshShownValue();
  599. // 处理 Dropdown 的选择变化
  600. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  601. #endif
  602. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  603. initSliderPC();
  604. //隐藏不需要的设置
  605. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  606. _dropdownResolution.gameObject.SetActive(false);
  607. _dropdownResolution2.gameObject.SetActive(false);
  608. #endif
  609. //震动阈值
  610. SetShakeFilterValue(shakeFilterValue.Get());
  611. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  612. //功能按钮
  613. //重置触发测试
  614. _btnReset.onClick.AddListener(OnClick_Reset);
  615. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  616. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  617. SetCaptureValue(captureValue.Get());
  618. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  619. SetDelayValue(delayValue.Get());
  620. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  621. //绘制线段
  622. SetLineWidth(lineWidth.Get());
  623. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  624. SetFanWidth(fanWidth.Get());
  625. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  626. //检测红外亮度阈值
  627. SetInfraredFilterValue(infraredFileterValue.Get());
  628. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  629. //野鸭设置初始关卡
  630. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  631. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  632. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  633. }
  634. /// <summary>
  635. /// 初始化时候获取设置和存储来控制显示准心
  636. /// </summary>
  637. /// <returns></returns>
  638. public bool bInitCrosshairShow() {
  639. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  640. }
  641. /// <summary>
  642. /// 获取弓箭准心存储值
  643. /// </summary>
  644. /// <returns></returns>
  645. public int getCrosshairValue() {
  646. return (int)crosshairValue.Get();
  647. }
  648. public void setCrosshairValue(bool bshow) {
  649. crosshairValue.Set(bshow ? 1 : 0);
  650. }
  651. public void onStartPreview()
  652. {
  653. infraredCameraHelper.onStartPreview();
  654. }
  655. public void onStopPreview()
  656. {
  657. infraredCameraHelper.onStopPreview();
  658. }
  659. /// <summary>
  660. /// 获取并且初始化一次记录点的数据
  661. /// </summary>
  662. /// <returns></returns>
  663. IEnumerator initScreenLocateManual()
  664. {
  665. yield return new WaitForSeconds(1f);
  666. infraredCameraHelper.InitScreenLocateManual();
  667. }
  668. IEnumerator RestartOrKillApp()
  669. {
  670. yield return new WaitForSeconds(0.3f);
  671. if (Application.isEditor) yield break;
  672. if (Application.platform == RuntimePlatform.Android)
  673. {
  674. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  675. {
  676. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  677. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  678. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  679. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  680. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  681. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  682. currentActivity.Call("startActivity", intent);
  683. currentActivity.Call("finish");
  684. var process = new AndroidJavaClass("android.os.Process");
  685. int pid = process.CallStatic<int>("myPid");
  686. process.CallStatic("killProcess", pid);
  687. }
  688. }
  689. else {
  690. // 获取当前应用程序的可执行文件路径
  691. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  692. // 重启应用程序
  693. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  694. {
  695. FileName = executablePath,
  696. UseShellExecute = false
  697. };
  698. System.Diagnostics.Process.Start(startInfo);
  699. // 退出当前应用程序
  700. Application.Quit();
  701. };
  702. }
  703. void UpdateInfraredCamera()
  704. {
  705. if (!_visiable) return;
  706. if (!_inited) return;
  707. if (infraredCameraHelper == null) return;
  708. //渲染相机画面
  709. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  710. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  711. if (ScreenLocate.Main.getUVCTexture)
  712. {
  713. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  714. {
  715. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  716. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  717. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  718. if (!isFullscreen) SetAllToggle(true);
  719. }
  720. else if (ScreenLocate.Main.OutputTextures[4] != null)
  721. {
  722. //缩小的情况下。显示黑白色差的合成图
  723. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  724. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  725. //底图缩小的情况下。不显示适配线段,并且隐藏points
  726. if (!isFullscreen) {
  727. if (showPoints) {
  728. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  729. for (int i = 0; i < pointsTF2.childCount; i++)
  730. {
  731. Transform pointTF = pointsTF2.GetChild(i);
  732. pointTF.gameObject.SetActive(false);
  733. showPoints = false;
  734. }
  735. }
  736. SetAllToggle(false);
  737. }
  738. }
  739. //_cameraRender.SetNativeSize();
  740. // _MaintainAspectRatio.AdjustSize();
  741. }
  742. //在相机画面显示准心
  743. if (ScreenLocate.Main)
  744. {
  745. var _sl = ScreenLocate.Main;
  746. var buffer = _sl.infraredSpotBuffer;
  747. if (buffer != null)
  748. {
  749. for (int i = 0; i < buffer.Length; i++)
  750. {
  751. if (buffer[i].CameraLocation != null)
  752. {
  753. //添加一个偏移量,使得最后输出的准心是指向正中心
  754. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  755. // 检测到光点
  756. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  757. _crosshairsInCamera[i].gameObject.SetActive(true);
  758. _crosshairsInCamera[i].anchoredPosition = pos;
  759. }
  760. else
  761. _crosshairsInCamera[i].gameObject.SetActive(false);
  762. }
  763. }
  764. //渲染固定摄像机分辨率
  765. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  766. //渲染摄像机大小
  767. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  768. //渲染摄像机识别点位置
  769. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  770. }
  771. }
  772. bool showPoints = false;
  773. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  774. {
  775. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  776. if (pointsTF2.childCount == points.Count)
  777. {
  778. Vector2 texSize = new Vector2(w, h);
  779. for (int i = 0; i < pointsTF2.childCount; i++)
  780. {
  781. Transform pointTF = pointsTF2.GetChild(i);
  782. Vector2 pos = points[i];
  783. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  784. pointTF.gameObject.SetActive(true);
  785. showPoints = true;
  786. }
  787. }
  788. else {
  789. for (int i = 0; i < pointsTF2.childCount; i++)
  790. {
  791. Transform pointTF = pointsTF2.GetChild(i);
  792. pointTF.gameObject.SetActive(false);
  793. showPoints = false;
  794. }
  795. }
  796. //绘制数据
  797. DrawTestLine();
  798. }
  799. #region 测试数据绘制
  800. [SerializeField] private Toggle curToggle;
  801. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  802. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  803. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  804. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  805. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  806. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  807. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  808. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  809. [SerializeField] RawImage _cameraRenderTest5;
  810. [SerializeField] RawImage _cameraRenderTest6;
  811. void DrawTestLine()
  812. {
  813. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  814. // 判断 texSize 是否为有效值
  815. if (texSize == Vector2.zero)
  816. {
  817. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  818. return;
  819. }
  820. // 设置三个屏幕四边形和线条生成器
  821. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  822. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  823. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  824. ScreenLocate.Main.ScreenIdentification?.QuadManual
  825. };
  826. LineGenerator[] lineGenerators = new LineGenerator[] {
  827. AutoUILineGenerator,
  828. SemiAutoUILineGenerator,
  829. ManualUILineGenerator
  830. };
  831. for (int i = 0; i < screenQuads.Length; i++)
  832. {
  833. if (screenQuads[i] == null)
  834. {
  835. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  836. continue;
  837. }
  838. if (lineGenerators[i] == null)
  839. {
  840. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  841. continue;
  842. }
  843. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  844. }
  845. // 清除旧选项并填充新的选项
  846. dropdown.ClearOptions();
  847. List<string> options = new List<string>();
  848. //for (int i = 0; i < screenQuads.Length; i++)
  849. //{
  850. // options.Add($"Quad {i + 1}");
  851. //}
  852. //options.Add("自动识别");
  853. //options.Add("半自动识别");
  854. //options.Add("手动识别");
  855. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  856. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  857. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  858. dropdown.AddOptions(options);
  859. // 添加监听器来处理选择事件
  860. dropdown.onValueChanged.AddListener((index) => {
  861. OnDropdownValueChanged(index, screenQuads);
  862. });
  863. if (screenQuads[0] != null || screenQuads[1] != null)
  864. {
  865. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  866. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  867. }
  868. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  869. //绘制白色线段
  870. var lo = new Vector2(-0.5f, -0.5f);
  871. CurUILineGenerator.Points = new Vector2[4] {
  872. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  873. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  874. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  875. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  876. }
  877. }
  878. // 当下拉框选项更改时调用的方法
  879. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  880. {
  881. if (index >= 0 && index < screenQuads.Length)
  882. {
  883. if (screenQuads[index] != null)
  884. {
  885. QuadrilateralInCamera selectedQuad = screenQuads[index];
  886. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  887. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  888. }
  889. else
  890. {
  891. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  892. }
  893. }
  894. else
  895. {
  896. Debug.LogWarning("所选索引超出范围!");
  897. }
  898. }
  899. /// <summary>
  900. /// 提取转换四边形的方法
  901. /// </summary>
  902. /// <param name="quad"></param>
  903. /// <param name="texSize"></param>
  904. /// <returns></returns>
  905. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  906. {
  907. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  908. {
  909. Debug.LogWarning("Invalid quadrilateral data provided.");
  910. return new Vector2[0]; // 返回空数组以避免异常
  911. }
  912. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  913. return new Vector2[4] {
  914. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  915. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  916. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  917. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  918. };
  919. }
  920. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  921. {
  922. if (points == null || points.Length < 1)
  923. {
  924. Debug.LogWarning("Invalid point data provided.");
  925. return new Vector2[0]; // 返回空数组以避免异常
  926. }
  927. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  928. List<Vector2> transformedPoints = new List<Vector2>();
  929. // 遍历所有传入的点进行转换
  930. foreach (var point in points)
  931. {
  932. // 转换每个点,考虑 texSize 和 pivot 偏移
  933. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  934. transformedPoints.Add(transformedPoint);
  935. }
  936. return transformedPoints.ToArray();
  937. }
  938. void initToggle()
  939. {
  940. // 监听 Toggle 值的变化
  941. if (curToggle != null)
  942. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  943. // 监听 Toggle 值的变化
  944. if (autoToggle != null)
  945. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  946. if (semiAutoToggle != null)
  947. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  948. if (manualToggle != null)
  949. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  950. }
  951. // 控制 LineGenerator 的启用/禁用
  952. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  953. {
  954. if (lineGenerator != null && lineGenerator.enabled != isOn)
  955. {
  956. lineGenerator.enabled = isOn;
  957. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  958. }
  959. }
  960. /// <summary>
  961. /// 设置全部显示
  962. /// </summary>
  963. /// <param name="value"></param>
  964. private void SetAllToggle(bool value) {
  965. ToggleLineGenerator(CurUILineGenerator, value);
  966. ToggleLineGenerator(AutoUILineGenerator, value);
  967. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  968. ToggleLineGenerator(ManualUILineGenerator, value);
  969. }
  970. /// <summary>
  971. /// 放大时候同步一次toggle
  972. /// </summary>
  973. private void SyncAllToggle()
  974. {
  975. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  976. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  977. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  978. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  979. }
  980. // 下拉菜单用于显示纹理名称
  981. public Dropdown textureDropdown;
  982. // 按钮用于导出选中的纹理
  983. public Button exportSelectedButton;
  984. // 按钮用于导出所有纹理
  985. public Button exportAllButton;
  986. // 定义纹理名称
  987. string[] textureNames;
  988. /// <summary>
  989. /// 更新一下菜单
  990. /// </summary>
  991. public void UpdateLanguage() {
  992. string[] _textureNames = {
  993. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  994. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  995. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  996. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  997. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  998. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  999. };
  1000. textureNames = _textureNames;
  1001. // 设置下拉菜单的选项
  1002. textureDropdown.ClearOptions();
  1003. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1004. }
  1005. void initExport() {
  1006. UpdateLanguage();
  1007. // 添加导出选中纹理的按钮点击事件
  1008. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1009. // 添加导出所有纹理的按钮点击事件
  1010. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1011. }
  1012. /// <summary>
  1013. /// 导出所有纹理
  1014. /// </summary>
  1015. public void SaveAllTexturesToLocal()
  1016. {
  1017. for (int i = 0; i < textureNames.Length; i++)
  1018. {
  1019. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1020. }
  1021. }
  1022. /// <summary>
  1023. /// 导出图片
  1024. /// </summary>
  1025. /// <param name="index"></param>
  1026. public void SaveTextureToLocal(int index)
  1027. {
  1028. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1029. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1030. {
  1031. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  1032. return;
  1033. }
  1034. // 定义保存路径
  1035. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1036. string baseName = $"{time}_Texture_{index}";
  1037. // 检查索引是否在命名数组内
  1038. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1039. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1040. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1041. #else
  1042. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1043. #endif
  1044. // 编码纹理为 PNG 格式
  1045. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1046. // 将字节写入文件
  1047. System.IO.File.WriteAllBytes(path, bytes);
  1048. Debug.Log($"Texture saved as: {path}");
  1049. }
  1050. //下面是处理对象放大缩小
  1051. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1052. public Button toggleButton; // 缩小时使用的按钮
  1053. private Vector2 originalSize;
  1054. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1055. private Vector2 originalAnchorMin;
  1056. private Vector2 originalAnchorMax;
  1057. private int originalSiblingIndex; // 保存初始的层级索引
  1058. private bool isFullscreen = false;
  1059. /// <summary>
  1060. /// 测试效果屏幕数据初始化
  1061. /// </summary>
  1062. void InitFullScreen() {
  1063. if (cameraObj1 != null)
  1064. {
  1065. // 保存初始大小、位置和层级索引
  1066. originalSize = cameraObj1.sizeDelta;
  1067. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1068. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1069. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1070. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1071. // 为 cameraObj1 添加点击事件
  1072. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1073. toggleButton.transform.parent.gameObject.SetActive(false);
  1074. }
  1075. if (toggleButton != null)
  1076. {
  1077. // 为按钮添加点击事件以恢复大小
  1078. toggleButton.onClick.AddListener(RestoreSize);
  1079. }
  1080. }
  1081. void ToggleFullscreen()
  1082. {
  1083. if (cameraObj1 == null) return;
  1084. if (!isFullscreen)
  1085. {
  1086. // 设置锚点为全屏,调整位置和偏移量
  1087. cameraObj1.anchorMin = Vector2.zero;
  1088. cameraObj1.anchorMax = Vector2.one;
  1089. cameraObj1.offsetMin = Vector2.zero;
  1090. cameraObj1.offsetMax = Vector2.zero;
  1091. cameraObj1.anchoredPosition = Vector3.zero;
  1092. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1093. //刷新一次点
  1094. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1095. toggleButton.transform.parent.gameObject.SetActive(true);
  1096. isFullscreen = true;
  1097. //放大情况根据toggle来显示
  1098. SyncAllToggle();
  1099. }
  1100. }
  1101. void RestoreSize()
  1102. {
  1103. if (cameraObj1 == null || !isFullscreen) return;
  1104. // 恢复锚点和偏移量
  1105. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1106. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1107. cameraObj1.sizeDelta = originalSize;
  1108. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1109. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1110. //刷新一次点
  1111. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1112. toggleButton.transform.parent.gameObject.SetActive(false);
  1113. isFullscreen = false;
  1114. }
  1115. #endregion
  1116. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1117. {
  1118. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1119. if (pointsTF2.childCount == points.Count)
  1120. {
  1121. Vector2 texSize = new Vector2(w, h);
  1122. for (int i = 0; i < pointsTF2.childCount; i++)
  1123. {
  1124. Transform pointTF = pointsTF2.GetChild(i);
  1125. Vector2 pos = points[i];
  1126. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1127. pointTF.gameObject.SetActive(true);
  1128. }
  1129. }
  1130. else
  1131. {
  1132. for (int i = 0; i < pointsTF2.childCount; i++)
  1133. {
  1134. Transform pointTF = pointsTF2.GetChild(i);
  1135. pointTF.gameObject.SetActive(false);
  1136. }
  1137. }
  1138. }
  1139. void SetShakeFilterValue(float v)
  1140. {
  1141. shakeFilterValue.Set(v);
  1142. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1143. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1144. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1145. }
  1146. /// <summary>
  1147. /// 重新设置分辨率
  1148. /// </summary>
  1149. /// <param name="index"></param>
  1150. public void resolutionRestartApp(int index)
  1151. {
  1152. #if UNITY_ANDROID
  1153. //StartCoroutine(RestartOrKillApp());
  1154. //获取第一个分辨率设置后设置size
  1155. switch (index)
  1156. {
  1157. case 0:
  1158. infraredCameraHelper.SetHighCameraResolution();
  1159. resoution.Set(index);
  1160. _dropdownResolution2.SetValueWithoutNotify(index);
  1161. break;
  1162. case 1:
  1163. infraredCameraHelper.SetLowCameraResolution();
  1164. resoution.Set(index);
  1165. _dropdownResolution2.SetValueWithoutNotify(index);
  1166. break;
  1167. }
  1168. #endif
  1169. }
  1170. /// <summary>
  1171. /// 初始化时候,设置的值
  1172. /// </summary>
  1173. /// <param name="index"></param>
  1174. public Vector2 SetDefByIndex(int index = 0)
  1175. {
  1176. //SetResolutionNew 里面对应的下标
  1177. Vector2 vec2 = new Vector2(320, 240);
  1178. switch (index)
  1179. {
  1180. case 0:
  1181. vec2 = new Vector2(320, 240);
  1182. break;
  1183. case 1:
  1184. vec2 = new Vector2(160, 120);
  1185. break;
  1186. }
  1187. return vec2;
  1188. }
  1189. /// <summary>
  1190. /// 当 Dropdown 选择变化时的处理方法
  1191. /// </summary>
  1192. /// <param name="OnResolutionChanged">320x240</param>
  1193. private void OnResolutionChanged(int index)
  1194. {
  1195. #if UNITY_ANDROID
  1196. Debug.Log("Selected Resolution: " + index);
  1197. // 将选定的分辨率转换为实际的宽度和高度
  1198. // 并且需要判断是否存在最低分辨率
  1199. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1200. {
  1201. // 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
  1202. infraredCameraHelper.SetLowCameraResolution();
  1203. // 保存选择的分辨率到 PlayerPrefs
  1204. resoution.Set(index);
  1205. }
  1206. else if(index == 0){
  1207. //如果是0就 使用高分辨率
  1208. infraredCameraHelper.SetHighCameraResolution();
  1209. // 保存选择的分辨率到 PlayerPrefs
  1210. resoution.Set(index);
  1211. }
  1212. #endif
  1213. }
  1214. /// <summary>
  1215. /// 野鸭关卡测试初始值
  1216. /// </summary>
  1217. /// <param name="optionIndex"></param>
  1218. public void SetDuckLevelTest(int optionIndex)
  1219. {
  1220. //选择下标+1
  1221. int v = optionIndex + 1;
  1222. duckHunterLevel.Set(v);
  1223. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1224. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1225. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1226. }
  1227. void OnClick_Reset()
  1228. {
  1229. //SetBrightness(1);
  1230. //SetSaturation(1);
  1231. //SetContrast(1);
  1232. SetShakeFilterValue(6);
  1233. SetLineWidth(4);
  1234. SetFanWidth(90);
  1235. SetInfraredFilterValue(0.8f);
  1236. SetCaptureValue(30.0f);
  1237. SetDelayValue(30.0f);
  1238. //重置为第一关
  1239. SetDuckLevelTest(0);
  1240. }
  1241. public void OnClickClearAll() {
  1242. PlayerPrefs.DeleteAll();
  1243. // 保存更改
  1244. PlayerPrefs.Save();
  1245. StartCoroutine(RestartOrKillApp());
  1246. }
  1247. void OnClick_ScreenLocateManual()
  1248. {
  1249. bool bEnter = true;
  1250. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1251. {
  1252. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1253. {
  1254. bEnter = true;
  1255. }
  1256. else
  1257. {
  1258. bEnter = false;
  1259. //只有红外设备才能进行屏幕识别
  1260. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1261. }
  1262. }
  1263. if (bEnter)
  1264. {
  1265. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1266. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1267. }
  1268. }
  1269. void OnClick_ScreenLocateManualAuto()
  1270. {
  1271. bool bEnter = true;
  1272. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1273. {
  1274. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1275. {
  1276. bEnter = true;
  1277. }
  1278. else
  1279. {
  1280. bEnter = false;
  1281. //只有红外设备才能进行屏幕识别
  1282. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1283. }
  1284. }
  1285. if (bEnter) {
  1286. ResetCenterOffset();
  1287. ResetPositioningData();
  1288. infraredCameraHelper.EnterScreenLocateManualAuto();
  1289. }
  1290. }
  1291. public void OnClick_SetAdjustPointsOffset()
  1292. {
  1293. var _sl = ScreenLocate.Main;
  1294. var buffer = _sl.infraredSpotBuffer;
  1295. if (buffer != null)
  1296. {
  1297. for (int i = 0; i < buffer.Length; i++)
  1298. {
  1299. if (buffer[i].CameraLocation != null)
  1300. {
  1301. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1302. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1303. Debug.Log("CenterOffset: " + centerOffset);
  1304. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1305. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1306. //如果是新手教程场景里面的校准
  1307. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1308. if (infraredGuiderObj != null)
  1309. {
  1310. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1311. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1312. }
  1313. }
  1314. }
  1315. }
  1316. }
  1317. /// <summary>
  1318. /// 重置中心点
  1319. /// </summary>
  1320. public void ResetCenterOffset() {
  1321. infraredCameraHelper.ResetCenterOffset();
  1322. }
  1323. /// <summary>
  1324. /// 撤销中心点
  1325. /// </summary>
  1326. public void RevokeCenterOffset()
  1327. {
  1328. infraredCameraHelper.RevokeCenterOffset();
  1329. }
  1330. /// <summary>
  1331. /// 重置定位数据
  1332. /// </summary>
  1333. public void ResetPositioningData(bool bSyncLocal = false) {
  1334. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1335. }
  1336. void SetCaptureValue(float v)
  1337. {
  1338. captureValue.Set(v);
  1339. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1340. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1341. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1342. }
  1343. void SetDelayValue(float v)
  1344. {
  1345. delayValue.Set(v);
  1346. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1347. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1348. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1349. }
  1350. #endregion
  1351. #region 相机感光度(默认修改对比度)
  1352. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1353. {
  1354. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1355. }
  1356. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1357. {
  1358. onSliderEvent(value, "PU_CONTRAST", min, max);
  1359. }
  1360. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1361. {
  1362. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1363. }
  1364. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1365. {
  1366. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1367. }
  1368. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1369. {
  1370. if (BluetoothWindows.IsWindows()) {
  1371. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1372. // 目标区间 [0, 10] 的边界值
  1373. double targetMin = min;
  1374. double targetMax = max;
  1375. double originalMin = -1;
  1376. double originalMax = 1;
  1377. // 计算转换后的值
  1378. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1379. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1380. _slider.SetValueWithoutNotify((float)v2);
  1381. return;
  1382. }
  1383. //功能也改为UVC的对比度
  1384. if (running)
  1385. {
  1386. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1387. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1388. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1389. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1390. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1391. // 目标区间 [0, 10] 的边界值
  1392. double targetMin = min;
  1393. double targetMax = max;
  1394. double originalMin = _UVCCtrlInfo.min;
  1395. double originalMax = _UVCCtrlInfo.max;
  1396. // 计算转换后的值
  1397. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1398. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1399. _slider.SetValueWithoutNotify((float)v2);
  1400. }
  1401. else _slider.SetValueWithoutNotify(5);
  1402. }
  1403. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1404. {
  1405. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1406. //pc
  1407. if (BluetoothWindows.IsWindows())
  1408. {
  1409. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1410. Slider slider = trans.GetComponent<Slider>();
  1411. Text textObj = trans.Find("text").GetComponent<Text>();
  1412. // 原始区间和目标区间的边界值
  1413. double originalMin = min;
  1414. double originalMax = max;
  1415. double targetMin = -1;
  1416. double targetMax = 1;
  1417. // 计算转换后的值
  1418. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1419. float _current = (float)result;
  1420. //Debug.Log("_current:" + _current + " , result:" + result);
  1421. textObj.text = _current + "";
  1422. slider.value = _current;
  1423. if (typeStr == "PU_CONTRAST")
  1424. {
  1425. infraredCameraHelper.SetContrast(_current);
  1426. pcCONTRAST.Set(_current);
  1427. }
  1428. else {
  1429. infraredCameraHelper.SetBrightness(_current);
  1430. pcBRIGHTNESS.Set(_current);
  1431. }
  1432. return;
  1433. }
  1434. //修改亮度时,调试界面的亮度也应该一起修改
  1435. //功能也改为UVC的对比度
  1436. if (running)
  1437. {
  1438. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1439. // .GetComponent<Slider>();
  1440. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1441. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1442. Slider slider = trans.GetComponent<Slider>();
  1443. Text textObj = trans.Find("text").GetComponent<Text>();
  1444. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1445. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1446. //value 0 ~ 10
  1447. // 原始区间和目标区间的边界值
  1448. double originalMin = min;
  1449. double originalMax = max;
  1450. double targetMin = _UVCCtrlInfo.min;
  1451. double targetMax = _UVCCtrlInfo.max;
  1452. // 计算转换后的值
  1453. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1454. int _current = (int)(result);
  1455. Debug.Log("_current:" + value + " , result:" + result);
  1456. textObj.text = _current + "";
  1457. slider.value = _current;
  1458. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1459. //存储初始值,设置一次到UVC参数
  1460. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1461. }
  1462. }
  1463. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1464. {
  1465. // 线性插值公式
  1466. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1467. }
  1468. #endregion
  1469. #region 绘制线段部分
  1470. public void SetLineWidth(float v)
  1471. {
  1472. lineWidth.Set(v);
  1473. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1474. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1475. }
  1476. public void SetFanWidth(float v)
  1477. {
  1478. fanWidth.Set(v);
  1479. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1480. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1481. }
  1482. #endregion
  1483. #region 亮度检测部分
  1484. public void SetInfraredFilterValue(float v)
  1485. {
  1486. infraredFileterValue.Set(v);
  1487. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1488. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1489. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1490. }
  1491. #endregion
  1492. public void resetInfraredPlayerPrefs()
  1493. {
  1494. //测试用
  1495. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1496. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1497. }
  1498. #region 显示Log部分信息
  1499. [SerializeField] Text _calibrationFixedText;
  1500. [SerializeField] Text _cameraSizeText;
  1501. [SerializeField] Text _quadUnityVectorListText;
  1502. /// <summary>
  1503. /// 校准时候的固定值分辨率
  1504. /// </summary>
  1505. /// <param name="v"></param>
  1506. public void SetCalibrationFixedText(Vector2 v)
  1507. {
  1508. _calibrationFixedText.text = v.x + "*" + v.y;
  1509. }
  1510. /// <summary>
  1511. /// 渲染摄像机当前分辨率
  1512. /// </summary>
  1513. /// <param name="v"></param>
  1514. public void SetCameraSizeText(Vector2 v)
  1515. {
  1516. _cameraSizeText.text = v.x + "*" + v.y;
  1517. }
  1518. /// <summary>
  1519. /// 渲染摄像机识别点
  1520. /// </summary>
  1521. /// <param name="v"></param>
  1522. public void SetQuadUnityVectorListText(string v)
  1523. {
  1524. _quadUnityVectorListText.text = v;
  1525. }
  1526. #endregion
  1527. }
  1528. public class ParamFloatValue
  1529. {
  1530. private string _saveKey;
  1531. private float _valueDefault;
  1532. private bool _valueLoaded;
  1533. private float _value;
  1534. public ParamFloatValue(string saveKey, float valueDefault)
  1535. {
  1536. _saveKey = saveKey;
  1537. _valueDefault = valueDefault;
  1538. }
  1539. public float Get()
  1540. {
  1541. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1542. return _value;
  1543. }
  1544. public float GetDefault() {
  1545. return _valueDefault;
  1546. }
  1547. public string GetKey()
  1548. {
  1549. return _saveKey;
  1550. }
  1551. public void Set(float value)
  1552. {
  1553. _value = value;
  1554. PlayerPrefs.SetFloat(_saveKey, _value);
  1555. PlayerPrefs.Save();
  1556. }
  1557. /// <summary>
  1558. /// 重置成默认值
  1559. /// </summary>
  1560. public void Reset() {
  1561. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  1562. PlayerPrefs.Save();
  1563. }
  1564. }