InfraredDemo.cs 84 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. using WildAttack;
  14. public enum ScreenPointTypeEnum
  15. {
  16. None = 0,//没有模式,用于初始化
  17. HalfScreen = 1, // 半屏模式
  18. FullScreen = 2 // 全屏模式
  19. }
  20. public class InfraredDemo : JCUnityLib.ViewBase
  21. {
  22. public static bool DebugInEditor = true;
  23. public static InfraredDemo _ins;
  24. [SerializeField]
  25. RectTransform canvasRectTransform;
  26. public Button mBtnSee;
  27. Reporter reporter;
  28. public Text FPSText;
  29. public static void Create()
  30. {
  31. if (_ins) return;
  32. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  33. DontDestroyOnLoad(o);
  34. _ins = o.GetComponent<InfraredDemo>();
  35. //添加一个父物体
  36. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  37. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  38. if (canvasScaler != null)
  39. {
  40. Destroy(canvasScaler);
  41. }
  42. RectTransform rectTransform = o.GetComponent<RectTransform>();
  43. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  44. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  45. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  46. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  47. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  48. //直接初始化一次
  49. _ins.InitInfraredCamera();
  50. }
  51. void Start()
  52. {
  53. //生成一个控制台
  54. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  55. if (obj != null)
  56. {
  57. reporter = obj.GetComponent<Reporter>();
  58. Application.logMessageReceived += HandleLog;
  59. // 模拟错误日志
  60. // Debug.LogError("Test Error: This is a simulated error message.");
  61. // 模拟异常日志
  62. // Debug.LogException(new System.Exception("Test Exception: This is a simulated exception."));
  63. }
  64. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  65. SetVisiable(false);
  66. InitDebugScreenPoint();
  67. // gameObject.AddComponent<FPSTester>();
  68. if (CommonConfig.StandaloneModeOrPlatformB)
  69. {
  70. mBtnSee.gameObject.SetActive(false);
  71. }
  72. else
  73. {
  74. mBtnSee.interactable = false;
  75. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  76. }
  77. //直接初始化一次
  78. //InitInfraredCamera();
  79. Debug.Log("[InfraredDemo] Start Function!");
  80. initToggle();
  81. initExport();
  82. InitFullScreen();
  83. #if UNITY_STANDALONE_WIN
  84. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  85. #endif
  86. }
  87. void OnDestroy()
  88. {
  89. if (reporter != null) Application.logMessageReceived -= HandleLog;
  90. }
  91. void Update()
  92. {
  93. UpdateInfraredCamera();
  94. //UpdateDebugScreenPoint();
  95. if (reporter != null) FPSText.text = "FPS:" + reporter.fps;
  96. }
  97. public void OnClick_See()
  98. {
  99. SetVisiable(!_visiable);
  100. }
  101. //初始化一次 initScreenLocateManual
  102. bool hasCalled = false;
  103. bool _visiable;
  104. void SetVisiable(bool value)
  105. {
  106. _visiable = value;
  107. transform.Find("Background").gameObject.SetActive(value);
  108. transform.Find("InfraredCamera").gameObject.SetActive(value);
  109. //如果是b端,控制这里按钮显示
  110. if (CommonConfig.StandaloneModeOrPlatformB)
  111. {
  112. mBtnSee.gameObject.SetActive(value);
  113. }
  114. updateBtnSee();
  115. Action<Text> onApplyToNext = (t) =>
  116. {
  117. updateBtnSee();
  118. };
  119. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  120. //if (value) InitInfraredCamera();
  121. //刷新翻译的Dropdown
  122. if (value)
  123. {
  124. UpdateLanguage();
  125. updateDropdownResolution2();
  126. }
  127. //if (!hasCalled && value)
  128. //{
  129. // hasCalled = true;
  130. // //如果本地有记录,初始化一次
  131. // StartCoroutine(initScreenLocateManual());
  132. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  133. //}
  134. }
  135. void updateBtnSee()
  136. {
  137. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  138. }
  139. Text _spText;
  140. Vector2 _screenPoint;
  141. void InitDebugScreenPoint()
  142. {
  143. _spText = transform.Find("SPText").GetComponent<Text>();
  144. //_spText.gameObject.SetActive(DebugInEditor);
  145. _spText.gameObject.SetActive(false);
  146. }
  147. //void UpdateDebugScreenPoint()
  148. //{
  149. // if (!DebugInEditor) return;
  150. // if (infraredCameraHelper == null) return;
  151. // _screenPoint.x = Mathf.Clamp(
  152. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  153. // 0, Screen.width);
  154. // _screenPoint.y = Mathf.Clamp(
  155. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  156. // 0, Screen.height);
  157. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  158. // _spText.text = _screenPoint.ToString();
  159. //}
  160. #region 红外摄像
  161. [SerializeField] RawImage _cameraRender;
  162. [SerializeField] RawImage _cameraRender2;
  163. /// <summary>
  164. /// 测试texture
  165. /// </summary>
  166. public RawImage MyCameraRender2
  167. {
  168. get { return _cameraRender2; }
  169. set { _cameraRender2 = value; }
  170. }
  171. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  172. [SerializeField] List<RectTransform> _crosshairsInCamera;
  173. [SerializeField] Slider _sliderShakeFilter;
  174. [SerializeField] Button _btnReset;
  175. [SerializeField] Button _btnScreenLocateManual;
  176. [SerializeField] Button _btnScreenLocateManualAuto;
  177. [SerializeField] Slider _sliderCapture;
  178. [SerializeField] Slider _sliderDelay;
  179. [SerializeField] Dropdown _dropdownResolution;
  180. [SerializeField] Dropdown _dropdownResolution2;
  181. [SerializeField] Slider _sliderLineWidth;
  182. [SerializeField] Slider _fanWidth;
  183. //红外线阈值
  184. [SerializeField] Slider _infraredFilter;
  185. //调试UVC参数
  186. [SerializeField] GameObject _cameraParameterPanel;
  187. [SerializeField] Button _btnAdjusting;
  188. //野鸭选择
  189. [SerializeField] Dropdown _duckLevelDropdown;
  190. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  191. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  192. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  193. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  194. #if UNITY_ANDROID || UNITY_IOS
  195. //初始化纹理-1280*720,index = 0
  196. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  197. //摄像机分辨率 -320*240,index = 10
  198. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  199. //摄像机分辨率 -只处理高低分辨率情况
  200. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  201. //string[] resolutions = { "高分辨率", "低分辨率" };
  202. public ParamFloatValue mirrorIndex = new ParamFloatValue("ic_mirror", 0);
  203. #endif
  204. //抖动过滤值 - 6.0
  205. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  206. //亮度过滤阈值 - 0.8
  207. #if UNITY_IOS
  208. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.6f);
  209. #else
  210. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  211. #endif
  212. //准心的偏移值
  213. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  214. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  215. //线段宽度阈值
  216. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  217. //扇形宽度
  218. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  219. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  220. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  221. //红外准心,默认打开吧
  222. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  223. //野鸭测试存储
  224. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  225. //存储滑块信息。camera
  226. public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  227. public static InfraredCameraHelper infraredCameraHelper;
  228. public static bool running { get => infraredCameraHelper != null; }
  229. private bool _inited;
  230. Camera leftCamera = null;
  231. Camera rightCamera = null;
  232. #region 参数控制
  233. public GameObject togglePrefab; // 拖入一个Toggle预设体
  234. public GameObject sliderPrefab; // 拖入一个Slider预设体
  235. public GameObject spawnPoint;
  236. //自动曝光
  237. bool bAutoAE = false;
  238. Toggle CTRLAEToggle;
  239. Slider CTRLAEABSSlider;
  240. string[] sliderNameArray = new string[]{
  241. "自动曝光模式",
  242. "曝光时间(绝对)",
  243. "亮度", //
  244. "对比度",
  245. "色调",
  246. "饱和度",
  247. "锐度",
  248. "伽玛",
  249. //"白平衡温度",
  250. //"白平衡分量",
  251. "背光补偿",
  252. "增益" };
  253. string[] sliderStrArray = new string[]{
  254. "CTRL_AE",
  255. "CTRL_AE_ABS",
  256. "PU_BRIGHTNESS",
  257. "PU_CONTRAST",
  258. "PU_HUE",
  259. "PU_SATURATION",
  260. "PU_SHARPNESS",
  261. "PU_GAMMA",
  262. //"PU_WB_TEMP",
  263. //"PU_WB_COMPO",
  264. "PU_BACKLIGHT",
  265. "PU_GAIN" };
  266. UVCManager.CameraInfo currentCameraInfo;
  267. //初始化相机参数
  268. public void initSlider(UVCManager.CameraInfo cameraInfo)
  269. {
  270. if (currentCameraInfo != null) return;
  271. currentCameraInfo = cameraInfo;
  272. string[] sliderNameArrayKey = new string[] {
  273. "AutoExposureMode", // "自动曝光模式"
  274. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  275. "Brightness", // "亮度"
  276. "Contrast", // "对比度"
  277. "Hue", // "色调"
  278. "Saturation", // "饱和度"
  279. "Sharpness", // "锐度"
  280. "Gamma", // "伽玛"
  281. "BacklightCompensation", // "背光补偿"
  282. "Gain" // "增益"
  283. };
  284. for (int i = 0; i < sliderStrArray.Length; i++)
  285. {
  286. string typeStr = sliderStrArray[i];
  287. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  288. //不支持的,跳过
  289. bool bContains = cameraInfo.ContainsKey(typeStr);
  290. if (!bContains) continue;
  291. if (typeStr == "CTRL_AE")
  292. {
  293. //曝光Toggle
  294. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  295. toggleObject.SetActive(true);
  296. toggleObject.name = typeStr;
  297. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  298. //labelObj.text = sliderNameArray[i];
  299. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  300. Toggle toggle = toggleObject.GetComponent<Toggle>();
  301. CTRLAEToggle = toggle;
  302. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  303. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  304. int _currentValue = cameraInfo.GetValue(typeStr);
  305. 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
  306. toggle.isOn = bAutoAE;
  307. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  308. toggle.onValueChanged.AddListener((bool bValue) =>
  309. {
  310. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  311. if (typeStr == "CTRL_AE")
  312. {
  313. //开关控制是否自动曝光
  314. bAutoAE = bValue;
  315. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  316. int _value = bValue ? 8 : 1;
  317. //Debug.Log("_value " + _value);
  318. cameraInfo.SetValue(typeStr, _value);
  319. }
  320. });
  321. }
  322. else
  323. {
  324. //其余使用slider
  325. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  326. sliderObject.SetActive(true);
  327. sliderObject.name = typeStr;
  328. Slider slider = sliderObject.GetComponent<Slider>();
  329. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  330. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  331. //titleTextObj.text = sliderNameArray[i];//类型名字
  332. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  333. if (slider != null)
  334. {
  335. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  336. slider.minValue = _UVCCtrlInfo.min;
  337. slider.maxValue = _UVCCtrlInfo.max;
  338. slider.wholeNumbers = true;
  339. int _defValue = _UVCCtrlInfo.def;
  340. //指定默认值
  341. //5、UVC亮度 - 50
  342. //6、UVC对比度 - 50
  343. #if UNITY_ANDROID
  344. if (typeStr == "PU_BRIGHTNESS")
  345. {
  346. _defValue = 50;
  347. }
  348. else if (typeStr == "PU_CONTRAST")
  349. {
  350. _defValue = 50;
  351. }
  352. #endif
  353. //记录一个typeStr类型的数据存储操作对象
  354. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  355. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  356. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  357. {
  358. //获取设置默认存储的值
  359. int _Value = (int)paramFloatValue.Get();
  360. cameraInfo.SetValue(typeStr, _Value);
  361. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  362. slider.value = _Value;
  363. textObj.text = _Value + "";
  364. }
  365. else
  366. {
  367. //获取设置当前值
  368. int _currentValue = cameraInfo.GetValue(typeStr);
  369. slider.value = _currentValue;
  370. textObj.text = _currentValue + "";
  371. }
  372. //如果是曝光slider
  373. if (typeStr == "CTRL_AE_ABS")
  374. {
  375. CTRLAEABSSlider = slider;
  376. slider.interactable = !bAutoAE;
  377. }
  378. slider.onValueChanged.AddListener((newValue) =>
  379. {
  380. var _value = Mathf.FloorToInt(newValue);
  381. textObj.text = _value + "";
  382. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  383. cameraInfo.SetValue(typeStr, _value);
  384. paramFloatValue.Set(_value);
  385. });
  386. }
  387. }
  388. }
  389. }
  390. public void OpenUVCPanel()
  391. {
  392. _cameraParameterPanel.SetActive(true);
  393. }
  394. public void CloseUVCPanel()
  395. {
  396. _cameraParameterPanel.SetActive(false);
  397. }
  398. public void onResetUVCData()
  399. {
  400. #if UNITY_ANDROID || UNITY_IOS
  401. resetUVCData();
  402. #endif
  403. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  404. resetPCData();
  405. #endif
  406. }
  407. void resetUVCData()
  408. {
  409. if (currentCameraInfo == null) return;
  410. for (int i = 0; i < sliderStrArray.Length; i++)
  411. {
  412. string typeStr = sliderStrArray[i];
  413. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  414. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  415. if (!bContains) continue;
  416. if (typeStr == "CTRL_AE")
  417. {
  418. //toggle值不进行重置
  419. Debug.Log("CTRL_AE 不需要重置");
  420. }
  421. else if (typeStr == "CTRL_AE_ABS")
  422. {
  423. if (!bAutoAE)
  424. {
  425. //如果是手动曝光,重置值
  426. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  427. Slider slider = trans.GetComponent<Slider>();
  428. Text textObj = trans.Find("text").GetComponent<Text>();
  429. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  430. //获取当前值
  431. int _currentValue = currentCameraInfo.GetValue(typeStr);
  432. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  433. textObj.text = _AEInfo.def + "";
  434. slider.value = _AEInfo.def;
  435. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  436. }
  437. }
  438. else
  439. {
  440. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  441. Slider slider = trans.GetComponent<Slider>();
  442. Text textObj = trans.Find("text").GetComponent<Text>();
  443. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  444. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  445. //重置的值
  446. int _defValue = _UVCCtrlInfo.def;
  447. if (typeStr == "PU_BRIGHTNESS")
  448. {
  449. _defValue = (int)paramFloatValue.GetDefault();
  450. }
  451. else if (typeStr == "PU_CONTRAST")
  452. {
  453. _defValue = (int)paramFloatValue.GetDefault();
  454. }
  455. textObj.text = _defValue + "";
  456. slider.value = _defValue;
  457. //获取当前值
  458. int _currentValue = currentCameraInfo.GetValue(typeStr);
  459. //重置存储值
  460. paramFloatValue.Reset();
  461. //存储初始值,设置一次到UVC参数
  462. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  463. }
  464. }
  465. }
  466. //windows 相机
  467. string[] sliderNameArrayPC = new string[]{
  468. "亮度",
  469. "对比度",};
  470. string[] sliderNameArrayPCKey = new string[]{
  471. "Brightness",
  472. "Contrast",};
  473. string[] sliderStrArrayPC = new string[]{
  474. "PU_BRIGHTNESS",
  475. "PU_CONTRAST"};
  476. //记录一个typeStr类型的数据存储操作对象
  477. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  478. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  479. public void initSliderPC()
  480. {
  481. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  482. {
  483. string typeStr = sliderStrArrayPC[i];
  484. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  485. sliderObject.SetActive(true);
  486. sliderObject.name = typeStr;
  487. Slider slider = sliderObject.GetComponent<Slider>();
  488. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  489. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  490. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  491. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  492. if (slider != null)
  493. {
  494. slider.minValue = -1;
  495. slider.maxValue = 1;
  496. //记录一个typeStr类型的数据存储操作对象
  497. if (typeStr == "PU_BRIGHTNESS")
  498. {
  499. //获取设置默认存储的值
  500. float _Value = pcBRIGHTNESS.Get();
  501. infraredCameraHelper.SetBrightness(_Value);
  502. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  503. slider.value = _Value;
  504. textObj.text = _Value + "";
  505. slider.onValueChanged.AddListener((newValue) =>
  506. {
  507. var _value = newValue;
  508. textObj.text = _value + "";
  509. infraredCameraHelper.SetBrightness(_value);
  510. pcBRIGHTNESS.Set(_value);
  511. });
  512. }
  513. else if (typeStr == "PU_CONTRAST")
  514. {
  515. //获取设置默认存储的值
  516. float _Value = pcCONTRAST.Get();
  517. infraredCameraHelper.SetContrast(_Value);
  518. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  519. slider.value = _Value;
  520. textObj.text = _Value + "";
  521. slider.onValueChanged.AddListener((newValue) =>
  522. {
  523. var _value = newValue;
  524. textObj.text = _value + "";
  525. infraredCameraHelper.SetContrast(_value);
  526. pcCONTRAST.Set(_value);
  527. });
  528. }
  529. }
  530. }
  531. }
  532. void resetPCData()
  533. {
  534. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  535. {
  536. string typeStr = sliderStrArrayPC[i];
  537. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  538. Slider slider = trans.GetComponent<Slider>();
  539. Text textObj = trans.Find("text").GetComponent<Text>();
  540. //重置的值
  541. int _defValue = 0;
  542. if (typeStr == "PU_BRIGHTNESS")
  543. {
  544. _defValue = 0;
  545. infraredCameraHelper.SetBrightness(_defValue);
  546. }
  547. else if (typeStr == "PU_CONTRAST")
  548. {
  549. _defValue = 0;
  550. infraredCameraHelper.SetContrast(_defValue);
  551. }
  552. textObj.text = _defValue + "";
  553. slider.value = _defValue;
  554. }
  555. }
  556. #endregion
  557. void InitInfraredCamera()
  558. {
  559. if (_inited) return;
  560. _inited = true;
  561. //SDK创建
  562. if (infraredCameraHelper == null)
  563. {
  564. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  565. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  566. infraredCameraHelper.CreateToPc();
  567. #endif
  568. #if UNITY_ANDROID || UNITY_IOS
  569. //开始时候设置一个默认分辨率
  570. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  571. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  572. CameraMirror cameraMirror = (CameraMirror)mirrorIndex.Get();
  573. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y, cameraMirror);
  574. #endif
  575. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  576. {
  577. if (Camera.main == null) return;
  578. Ray ray = Camera.main.ScreenPointToRay(point);
  579. Vector3 rayEndPoint = ray.GetPoint(200);
  580. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  581. // 挑战场景中其相机的父级有旋转,需要换算
  582. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  583. {
  584. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  585. }
  586. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  587. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  588. //移动目标游戏
  589. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  590. ShowUICrosshairs(cameraLocation, 0);
  591. };
  592. //双点情况下更新
  593. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  594. {
  595. // 获取左右相机
  596. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  597. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  598. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  599. for (int i = 0; i < points.Length; i++)
  600. {
  601. Vector2 point = points[i];
  602. // 判断是否为右屏并调整坐标
  603. //if (i == 1)
  604. //{
  605. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  606. //}
  607. if (i == 0 && leftCamera != null)
  608. {
  609. Ray ray1 = leftCamera.ScreenPointToRay(point);
  610. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  611. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  612. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  613. // ShowUICrosshairs(cameraLocations[0], 0);
  614. }
  615. if (i == 1 && rightCamera != null) //大点算2p
  616. {
  617. Ray ray2 = rightCamera.ScreenPointToRay(point);
  618. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  619. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  620. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  621. // ShowUICrosshairs(cameraLocations[1], 1);
  622. }
  623. ShowUICrosshairs(cameraLocations[i], i);
  624. }
  625. };
  626. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  627. {
  628. //生成控制摄像机的参数滑条
  629. Debug.Log("初始化摄像机!");
  630. //可以操作按钮
  631. mBtnSee.interactable = true;
  632. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  633. updateBtnSee();
  634. //延迟重新设置一次分辨率
  635. StartCoroutine(delayInitOhterInfo(camera));
  636. };
  637. //屏幕变化时候
  638. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  639. {
  640. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  641. SetLocatePointsToCameraRender(list, 1, 1);
  642. //InfraredScreenPositioningView 页面
  643. if (list.Count == 4)
  644. {
  645. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  646. }
  647. else
  648. {
  649. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  650. }
  651. };
  652. //算法准备事件
  653. infraredCameraHelper.OnScreenLocateIsReady += () =>
  654. {
  655. Debug.Log("OnScreenLocateIsReady.");
  656. //b端设置偏移值
  657. if (CommonConfig.StandaloneModeOrPlatformB)
  658. {
  659. InitCenterOffset();
  660. }
  661. //开机默认单点,里面会设置一次数据
  662. SetSinglePoint(true);
  663. //设置双点数据
  664. //InitCenterOffsets(PlayerType.FirstPlayer);
  665. //InitCenterOffsets(PlayerType.SecondPlayer);
  666. };
  667. }
  668. }
  669. private void updateDropdownResolution2()
  670. {
  671. string[] resolutions = {
  672. TextAutoLanguage2.GetTextByKey("HighResolution"),
  673. TextAutoLanguage2.GetTextByKey("LowResolution")
  674. };
  675. // 清除默认选项
  676. _dropdownResolution2.ClearOptions();
  677. // 将分辨率字符串数组转换为 Dropdown 选项
  678. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  679. }
  680. /// <summary>
  681. /// 初始化一些游戏配置
  682. /// </summary>
  683. /// <returns></returns>
  684. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  685. {
  686. //yield return new WaitForSeconds(1f);
  687. yield return new WaitForEndOfFrame();
  688. #if UNITY_ANDROID || UNITY_IOS
  689. initSlider(camera);
  690. camera.GetResolutionsStrs();
  691. // 默认设置
  692. updateDropdownResolution2();
  693. int index = (int)resoution.Get();
  694. _dropdownResolution2.value = index;
  695. _dropdownResolution2.RefreshShownValue();
  696. // 处理 Dropdown 的选择变化
  697. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  698. #endif
  699. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  700. initSliderPC();
  701. //隐藏不需要的设置
  702. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  703. _dropdownResolution.gameObject.SetActive(false);
  704. _dropdownResolution2.gameObject.SetActive(false);
  705. #endif
  706. //震动阈值
  707. SetShakeFilterValue(shakeFilterValue.Get());
  708. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  709. //功能按钮
  710. //重置触发测试
  711. _btnReset.onClick.AddListener(OnClick_Reset);
  712. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  713. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  714. SetCaptureValue(captureValue.Get());
  715. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  716. SetDelayValue(delayValue.Get());
  717. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  718. //绘制线段
  719. SetLineWidth(lineWidth.Get());
  720. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  721. SetFanWidth(fanWidth.Get());
  722. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  723. //检测红外亮度阈值
  724. SetInfraredFilterValue(infraredFileterValue.Get());
  725. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  726. //野鸭设置初始关卡
  727. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  728. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  729. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  730. ////b端设置偏移值
  731. //if (CommonConfig.StandaloneModeOrPlatformB) {
  732. // InitCenterOffset();
  733. //}
  734. }
  735. /// <summary>
  736. /// 初始化时候获取设置和存储来控制显示准心
  737. /// </summary>
  738. /// <returns></returns>
  739. public bool bInitCrosshairShow()
  740. {
  741. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  742. }
  743. /// <summary>
  744. /// 获取弓箭准心存储值
  745. /// </summary>
  746. /// <returns></returns>
  747. public int getCrosshairValue()
  748. {
  749. return (int)crosshairValue.Get();
  750. }
  751. public void setCrosshairValue(bool bshow)
  752. {
  753. crosshairValue.Set(bshow ? 1 : 0);
  754. }
  755. public void onStartPreview()
  756. {
  757. infraredCameraHelper.onStartPreview();
  758. }
  759. public void onStopPreview()
  760. {
  761. infraredCameraHelper.onStopPreview();
  762. }
  763. //水平
  764. public void onFlipHorizontally()
  765. {
  766. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  767. mirrorIndex.Set((int)cameraMirror);
  768. infraredCameraHelper.onFlipHorizontally();
  769. }
  770. //垂直
  771. public void onFlipVertically()
  772. {
  773. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  774. mirrorIndex.Set((int)cameraMirror);
  775. infraredCameraHelper.onFlipVertically();
  776. }
  777. /// <summary>
  778. /// 获取并且初始化一次记录点的数据
  779. /// </summary>
  780. /// <returns></returns>
  781. IEnumerator initScreenLocateManual()
  782. {
  783. yield return new WaitForSeconds(1f);
  784. infraredCameraHelper.InitScreenLocateManual();
  785. }
  786. IEnumerator RestartOrKillApp()
  787. {
  788. yield return new WaitForSeconds(0.3f);
  789. if (Application.isEditor) yield break;
  790. if (Application.platform == RuntimePlatform.Android)
  791. {
  792. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  793. {
  794. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  795. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  796. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  797. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  798. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  799. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  800. currentActivity.Call("startActivity", intent);
  801. currentActivity.Call("finish");
  802. var process = new AndroidJavaClass("android.os.Process");
  803. int pid = process.CallStatic<int>("myPid");
  804. process.CallStatic("killProcess", pid);
  805. }
  806. }
  807. else
  808. {
  809. // 获取当前应用程序的可执行文件路径
  810. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  811. // 重启应用程序
  812. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  813. {
  814. FileName = executablePath,
  815. UseShellExecute = false
  816. };
  817. System.Diagnostics.Process.Start(startInfo);
  818. // 退出当前应用程序
  819. Application.Quit();
  820. }
  821. ;
  822. }
  823. void UpdateInfraredCamera()
  824. {
  825. if (!_visiable) return;
  826. if (!_inited) return;
  827. if (infraredCameraHelper == null) return;
  828. //渲染相机画面
  829. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  830. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  831. if (ScreenLocate.Main.getUVCTexture)
  832. {
  833. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  834. {
  835. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  836. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  837. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  838. if (!isFullscreen) SetAllToggle(true);
  839. }
  840. else if (ScreenLocate.Main.OutputTextures[4] != null)
  841. {
  842. //缩小的情况下。显示黑白色差的合成图
  843. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  844. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  845. //底图缩小的情况下。不显示适配线段,并且隐藏points
  846. if (!isFullscreen)
  847. {
  848. if (showPoints)
  849. {
  850. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  851. for (int i = 0; i < pointsTF2.childCount; i++)
  852. {
  853. Transform pointTF = pointsTF2.GetChild(i);
  854. pointTF.gameObject.SetActive(false);
  855. showPoints = false;
  856. }
  857. }
  858. SetAllToggle(false);
  859. }
  860. }
  861. //_cameraRender.SetNativeSize();
  862. // _MaintainAspectRatio.AdjustSize();
  863. }
  864. //在相机画面显示准心
  865. if (ScreenLocate.Main)
  866. {
  867. var _sl = ScreenLocate.Main;
  868. //var buffer = _sl.infraredSpotBuffer;
  869. //if (buffer != null)
  870. //{
  871. // for (int i = 0; i < buffer.Length; i++)
  872. // {
  873. // if (buffer[i].CameraLocation != null)
  874. // {
  875. // //添加一个偏移量,使得最后输出的准心是指向正中心
  876. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  877. // // 检测到光点
  878. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  879. // _crosshairsInCamera[i].gameObject.SetActive(true);
  880. // _crosshairsInCamera[i].anchoredPosition = pos;
  881. // }
  882. // else
  883. // _crosshairsInCamera[i].gameObject.SetActive(false);
  884. // }
  885. //}
  886. //渲染固定摄像机分辨率
  887. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  888. //渲染摄像机大小
  889. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  890. //渲染摄像机识别点位置
  891. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  892. }
  893. }
  894. /// <summary>
  895. /// 更新屏幕下的十字准心位置
  896. /// </summary>
  897. /// <param name="value"></param>
  898. void ShowUICrosshairs(Vector2 newPoint2, int index)
  899. {
  900. ////获取一个偏移量,使得最后输出的准心是指向正中心
  901. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  902. // 检测到光点
  903. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  904. //红色为最大值则按顺序赋值,反之最小
  905. int curIndex = index;
  906. //if (bIdentifyRed)
  907. //{
  908. // curIndex = index;
  909. //}
  910. //else
  911. //{
  912. // curIndex = 1 - index;
  913. //}
  914. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  915. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  916. }
  917. bool showPoints = false;
  918. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  919. {
  920. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  921. if (pointsTF2.childCount == points.Count)
  922. {
  923. Vector2 texSize = new Vector2(w, h);
  924. for (int i = 0; i < pointsTF2.childCount; i++)
  925. {
  926. Transform pointTF = pointsTF2.GetChild(i);
  927. Vector2 pos = points[i];
  928. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  929. pointTF.gameObject.SetActive(true);
  930. showPoints = true;
  931. }
  932. }
  933. else
  934. {
  935. for (int i = 0; i < pointsTF2.childCount; i++)
  936. {
  937. Transform pointTF = pointsTF2.GetChild(i);
  938. pointTF.gameObject.SetActive(false);
  939. showPoints = false;
  940. }
  941. }
  942. //绘制数据
  943. DrawTestLine();
  944. }
  945. #region 测试数据绘制
  946. [SerializeField] private Toggle curToggle;
  947. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  948. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  949. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  950. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  951. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  952. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  953. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  954. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  955. [SerializeField] RawImage _cameraRenderTest5;
  956. [SerializeField] RawImage _cameraRenderTest6;
  957. public RawImage MyCameraRender6
  958. {
  959. get { return _cameraRenderTest6; }
  960. set { _cameraRenderTest6 = value; }
  961. }
  962. void DrawTestLine()
  963. {
  964. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  965. // 判断 texSize 是否为有效值
  966. if (texSize == Vector2.zero)
  967. {
  968. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  969. return;
  970. }
  971. // 设置三个屏幕四边形和线条生成器
  972. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  973. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  974. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  975. ScreenLocate.Main.ScreenIdentification?.QuadManual
  976. };
  977. LineGenerator[] lineGenerators = new LineGenerator[] {
  978. AutoUILineGenerator,
  979. SemiAutoUILineGenerator,
  980. ManualUILineGenerator
  981. };
  982. for (int i = 0; i < screenQuads.Length; i++)
  983. {
  984. if (screenQuads[i] == null)
  985. {
  986. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  987. continue;
  988. }
  989. if (lineGenerators[i] == null)
  990. {
  991. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  992. continue;
  993. }
  994. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  995. }
  996. // 清除旧选项并填充新的选项
  997. dropdown.ClearOptions();
  998. List<string> options = new List<string>();
  999. //for (int i = 0; i < screenQuads.Length; i++)
  1000. //{
  1001. // options.Add($"Quad {i + 1}");
  1002. //}
  1003. //options.Add("自动识别");
  1004. //options.Add("半自动识别");
  1005. //options.Add("手动识别");
  1006. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1007. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1008. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1009. dropdown.AddOptions(options);
  1010. // 添加监听器来处理选择事件
  1011. dropdown.onValueChanged.AddListener((index) =>
  1012. {
  1013. OnDropdownValueChanged(index, screenQuads);
  1014. });
  1015. //if (screenQuads[0] != null || screenQuads[1] != null)
  1016. //{
  1017. // Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1018. // if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1019. //}
  1020. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1021. {
  1022. //绘制白色线段
  1023. var lo = new Vector2(-0.5f, -0.5f);
  1024. CurUILineGenerator.Points = new Vector2[4] {
  1025. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1026. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1027. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1028. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1029. }
  1030. }
  1031. // 当下拉框选项更改时调用的方法
  1032. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1033. {
  1034. if (index >= 0 && index < screenQuads.Length)
  1035. {
  1036. if (screenQuads[index] != null)
  1037. {
  1038. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1039. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1040. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1041. }
  1042. else
  1043. {
  1044. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1045. }
  1046. }
  1047. else
  1048. {
  1049. Debug.LogWarning("所选索引超出范围!");
  1050. }
  1051. }
  1052. /// <summary>
  1053. /// 提取转换四边形的方法
  1054. /// </summary>
  1055. /// <param name="quad"></param>
  1056. /// <param name="texSize"></param>
  1057. /// <returns></returns>
  1058. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1059. {
  1060. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1061. {
  1062. Debug.LogWarning("Invalid quadrilateral data provided.");
  1063. return new Vector2[0]; // 返回空数组以避免异常
  1064. }
  1065. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1066. return new Vector2[4] {
  1067. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1068. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1069. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1070. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1071. };
  1072. }
  1073. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1074. {
  1075. if (points == null || points.Length < 1)
  1076. {
  1077. Debug.LogWarning("Invalid point data provided.");
  1078. return new Vector2[0]; // 返回空数组以避免异常
  1079. }
  1080. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1081. List<Vector2> transformedPoints = new List<Vector2>();
  1082. // 遍历所有传入的点进行转换
  1083. foreach (var point in points)
  1084. {
  1085. // 转换每个点,考虑 texSize 和 pivot 偏移
  1086. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1087. transformedPoints.Add(transformedPoint);
  1088. }
  1089. return transformedPoints.ToArray();
  1090. }
  1091. void initToggle()
  1092. {
  1093. // 监听 Toggle 值的变化
  1094. if (curToggle != null)
  1095. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1096. // 监听 Toggle 值的变化
  1097. if (autoToggle != null)
  1098. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1099. if (semiAutoToggle != null)
  1100. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1101. if (manualToggle != null)
  1102. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1103. }
  1104. // 控制 LineGenerator 的启用/禁用
  1105. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1106. {
  1107. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1108. {
  1109. lineGenerator.enabled = isOn;
  1110. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1111. }
  1112. }
  1113. /// <summary>
  1114. /// 设置全部显示
  1115. /// </summary>
  1116. /// <param name="value"></param>
  1117. private void SetAllToggle(bool value)
  1118. {
  1119. ToggleLineGenerator(CurUILineGenerator, value);
  1120. ToggleLineGenerator(AutoUILineGenerator, value);
  1121. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1122. ToggleLineGenerator(ManualUILineGenerator, value);
  1123. }
  1124. /// <summary>
  1125. /// 放大时候同步一次toggle
  1126. /// </summary>
  1127. private void SyncAllToggle()
  1128. {
  1129. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1130. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1131. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1132. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1133. }
  1134. // 下拉菜单用于显示纹理名称
  1135. public Dropdown textureDropdown;
  1136. // 按钮用于导出选中的纹理
  1137. public Button exportSelectedButton;
  1138. // 按钮用于导出所有纹理
  1139. public Button exportAllButton;
  1140. // 定义纹理名称
  1141. string[] textureNames;
  1142. /// <summary>
  1143. /// 更新一下菜单
  1144. /// </summary>
  1145. public void UpdateLanguage()
  1146. {
  1147. string[] _textureNames = {
  1148. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1149. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1150. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1151. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1152. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1153. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1154. };
  1155. textureNames = _textureNames;
  1156. // 设置下拉菜单的选项
  1157. textureDropdown.ClearOptions();
  1158. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1159. }
  1160. void initExport()
  1161. {
  1162. UpdateLanguage();
  1163. // 添加导出选中纹理的按钮点击事件
  1164. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1165. // 添加导出所有纹理的按钮点击事件
  1166. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1167. }
  1168. /// <summary>
  1169. /// 导出所有纹理
  1170. /// </summary>
  1171. public void SaveAllTexturesToLocal()
  1172. {
  1173. for (int i = 0; i < textureNames.Length; i++)
  1174. {
  1175. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1176. }
  1177. }
  1178. /// <summary>
  1179. /// 导出图片
  1180. /// </summary>
  1181. /// <param name="index"></param>
  1182. public void SaveTextureToLocal(int index)
  1183. {
  1184. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1185. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1186. {
  1187. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1188. return;
  1189. }
  1190. // 定义保存路径
  1191. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1192. string baseName = $"{time}_Texture_{index}";
  1193. // 检查索引是否在命名数组内
  1194. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1195. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1196. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1197. #else
  1198. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1199. #endif
  1200. // 编码纹理为 PNG 格式
  1201. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1202. // 将字节写入文件
  1203. System.IO.File.WriteAllBytes(path, bytes);
  1204. Debug.Log($"Texture saved as: {path}");
  1205. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1206. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1207. //});
  1208. }
  1209. //下面是处理对象放大缩小
  1210. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1211. public Button toggleButton; // 缩小时使用的按钮
  1212. private Vector2 originalSize;
  1213. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1214. private Vector2 originalAnchorMin;
  1215. private Vector2 originalAnchorMax;
  1216. private int originalSiblingIndex; // 保存初始的层级索引
  1217. private bool isFullscreen = false;
  1218. /// <summary>
  1219. /// 测试效果屏幕数据初始化
  1220. /// </summary>
  1221. void InitFullScreen()
  1222. {
  1223. if (cameraObj1 != null)
  1224. {
  1225. // 保存初始大小、位置和层级索引
  1226. originalSize = cameraObj1.sizeDelta;
  1227. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1228. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1229. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1230. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1231. // 为 cameraObj1 添加点击事件
  1232. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1233. toggleButton.transform.parent.gameObject.SetActive(false);
  1234. }
  1235. if (toggleButton != null)
  1236. {
  1237. // 为按钮添加点击事件以恢复大小
  1238. toggleButton.onClick.AddListener(RestoreSize);
  1239. }
  1240. }
  1241. void ToggleFullscreen()
  1242. {
  1243. if (cameraObj1 == null) return;
  1244. if (!isFullscreen)
  1245. {
  1246. // 设置锚点为全屏,调整位置和偏移量
  1247. cameraObj1.anchorMin = Vector2.zero;
  1248. cameraObj1.anchorMax = Vector2.one;
  1249. cameraObj1.offsetMin = Vector2.zero;
  1250. cameraObj1.offsetMax = Vector2.zero;
  1251. cameraObj1.anchoredPosition = Vector3.zero;
  1252. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1253. //刷新一次点
  1254. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1255. toggleButton.transform.parent.gameObject.SetActive(true);
  1256. isFullscreen = true;
  1257. //放大情况根据toggle来显示
  1258. SyncAllToggle();
  1259. }
  1260. }
  1261. void RestoreSize()
  1262. {
  1263. if (cameraObj1 == null || !isFullscreen) return;
  1264. // 恢复锚点和偏移量
  1265. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1266. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1267. cameraObj1.sizeDelta = originalSize;
  1268. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1269. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1270. //刷新一次点
  1271. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1272. toggleButton.transform.parent.gameObject.SetActive(false);
  1273. isFullscreen = false;
  1274. }
  1275. #endregion
  1276. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1277. {
  1278. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1279. if (pointsTF2.childCount == points.Count)
  1280. {
  1281. Vector2 texSize = new Vector2(w, h);
  1282. for (int i = 0; i < pointsTF2.childCount; i++)
  1283. {
  1284. Transform pointTF = pointsTF2.GetChild(i);
  1285. Vector2 pos = points[i];
  1286. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1287. pointTF.gameObject.SetActive(true);
  1288. }
  1289. }
  1290. else
  1291. {
  1292. for (int i = 0; i < pointsTF2.childCount; i++)
  1293. {
  1294. Transform pointTF = pointsTF2.GetChild(i);
  1295. pointTF.gameObject.SetActive(false);
  1296. }
  1297. }
  1298. }
  1299. void SetShakeFilterValue(float v)
  1300. {
  1301. shakeFilterValue.Set(v);
  1302. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1303. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1304. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1305. }
  1306. /// <summary>
  1307. /// 重新设置分辨率
  1308. /// </summary>
  1309. /// <param name="index"></param>
  1310. public void resolutionRestartApp(int index)
  1311. {
  1312. #if UNITY_ANDROID || UNITY_IOS
  1313. //StartCoroutine(RestartOrKillApp());
  1314. //获取第一个分辨率设置后设置size
  1315. switch (index)
  1316. {
  1317. case 0:
  1318. infraredCameraHelper.SetHighCameraResolution();
  1319. resoution.Set(index);
  1320. _dropdownResolution2.SetValueWithoutNotify(index);
  1321. break;
  1322. case 1:
  1323. infraredCameraHelper.SetLowCameraResolution();
  1324. resoution.Set(index);
  1325. _dropdownResolution2.SetValueWithoutNotify(index);
  1326. break;
  1327. }
  1328. #endif
  1329. }
  1330. /// <summary>
  1331. /// 初始化时候,设置的值
  1332. /// </summary>
  1333. /// <param name="index"></param>
  1334. public Vector2 SetDefByIndex(int index = 0)
  1335. {
  1336. //SetResolutionNew 里面对应的下标
  1337. Vector2 vec2 = new Vector2(320, 240);
  1338. switch (index)
  1339. {
  1340. case 0:
  1341. vec2 = new Vector2(320, 240);
  1342. break;
  1343. case 1:
  1344. vec2 = new Vector2(160, 120);
  1345. break;
  1346. }
  1347. return vec2;
  1348. }
  1349. /// <summary>
  1350. /// 当 Dropdown 选择变化时的处理方法
  1351. /// </summary>
  1352. /// <param name="OnResolutionChanged">320x240</param>
  1353. private void OnResolutionChanged(int index)
  1354. {
  1355. #if UNITY_ANDROID || UNITY_IOS
  1356. Debug.Log("Selected Resolution: " + index);
  1357. // 将选定的分辨率转换为实际的宽度和高度
  1358. // 并且需要判断是否存在最低分辨率
  1359. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1360. {
  1361. // 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
  1362. infraredCameraHelper.SetLowCameraResolution();
  1363. // 保存选择的分辨率到 PlayerPrefs
  1364. resoution.Set(index);
  1365. }
  1366. else if (index == 0)
  1367. {
  1368. //如果是0就 使用高分辨率
  1369. infraredCameraHelper.SetHighCameraResolution();
  1370. // 保存选择的分辨率到 PlayerPrefs
  1371. resoution.Set(index);
  1372. }
  1373. #endif
  1374. }
  1375. /// <summary>
  1376. /// 野鸭关卡测试初始值
  1377. /// </summary>
  1378. /// <param name="optionIndex"></param>
  1379. public void SetDuckLevelTest(int optionIndex)
  1380. {
  1381. //选择下标+1
  1382. int v = optionIndex + 1;
  1383. duckHunterLevel.Set(v);
  1384. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1385. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1386. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1387. }
  1388. void OnClick_Reset()
  1389. {
  1390. //SetBrightness(1);
  1391. //SetSaturation(1);
  1392. //SetContrast(1);
  1393. SetShakeFilterValue(6);
  1394. SetLineWidth(4);
  1395. SetFanWidth(90);
  1396. #if UNITY_IOS
  1397. SetInfraredFilterValue(0.6f);
  1398. #else
  1399. SetInfraredFilterValue(0.8f);
  1400. #endif
  1401. SetCaptureValue(30.0f);
  1402. SetDelayValue(30.0f);
  1403. //重置为第一关
  1404. SetDuckLevelTest(0);
  1405. }
  1406. public void OnClickClearAll()
  1407. {
  1408. PlayerPrefs.DeleteAll();
  1409. // 保存更改
  1410. PlayerPrefs.Save();
  1411. StartCoroutine(RestartOrKillApp());
  1412. }
  1413. void OnClick_ScreenLocateManual()
  1414. {
  1415. bool bEnter = true;
  1416. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1417. {
  1418. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1419. {
  1420. bEnter = true;
  1421. }
  1422. else
  1423. {
  1424. bEnter = false;
  1425. //只有红外设备才能进行屏幕识别
  1426. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1427. }
  1428. }
  1429. if (bEnter)
  1430. {
  1431. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1432. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1433. }
  1434. }
  1435. void OnClick_ScreenLocateManualAuto()
  1436. {
  1437. bool bEnter = true;
  1438. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1439. {
  1440. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1441. {
  1442. bEnter = true;
  1443. }
  1444. else
  1445. {
  1446. bEnter = false;
  1447. //只有红外设备才能进行屏幕识别
  1448. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1449. }
  1450. }
  1451. if (bEnter)
  1452. {
  1453. ResetCenterOffset();
  1454. ResetPositioningData();
  1455. infraredCameraHelper.EnterScreenLocateManualAuto();
  1456. }
  1457. }
  1458. public void OnClick_SetAdjustPointsOffset()
  1459. {
  1460. //var _sl = ScreenLocate.Main;
  1461. //var buffer = _sl.infraredSpotBuffer;
  1462. //if (buffer != null)
  1463. //{
  1464. // for (int i = 0; i < buffer.Length; i++)
  1465. // {
  1466. // if (buffer[i].CameraLocation != null)
  1467. // {
  1468. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1469. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1470. // Debug.Log("CenterOffset: " + centerOffset);
  1471. // cameraLocationValue.Set(centerOffset);
  1472. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1473. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1474. // screenUVValue.Set(uvCenterOffset);
  1475. // //如果是新手教程场景里面的校准
  1476. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1477. // if (infraredGuiderObj != null)
  1478. // {
  1479. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1480. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1481. // }
  1482. // }
  1483. // }
  1484. //}
  1485. //只能校准第一个
  1486. if (infraredCameraHelper.IsSinglePoint())
  1487. {
  1488. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1489. }
  1490. else
  1491. {
  1492. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1493. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1494. }
  1495. }
  1496. public void OnClick_SetAdjustPointsOffset_full()
  1497. {
  1498. if (infraredCameraHelper.IsSinglePoint())
  1499. {
  1500. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1501. }
  1502. else
  1503. {
  1504. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1505. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1506. }
  1507. }
  1508. /// <summary>
  1509. /// 设置存储的中心偏移位置
  1510. /// </summary>
  1511. public void InitCenterOffset()
  1512. {
  1513. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1514. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1515. }
  1516. /// <summary>
  1517. /// 重置中心点
  1518. /// </summary>
  1519. public void ResetCenterOffset()
  1520. {
  1521. infraredCameraHelper.ResetCenterOffset();
  1522. }
  1523. /// <summary>
  1524. /// 撤销中心点
  1525. /// </summary>
  1526. public void RevokeCenterOffset()
  1527. {
  1528. infraredCameraHelper.RevokeCenterOffset();
  1529. }
  1530. /// <summary>
  1531. /// 重置定位数据
  1532. /// </summary>
  1533. public void ResetPositioningData(bool bSyncLocal = false)
  1534. {
  1535. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1536. }
  1537. void SetCaptureValue(float v)
  1538. {
  1539. captureValue.Set(v);
  1540. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1541. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1542. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1543. }
  1544. void SetDelayValue(float v)
  1545. {
  1546. delayValue.Set(v);
  1547. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1548. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1549. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1550. }
  1551. #endregion
  1552. #region 相机感光度(默认修改对比度)
  1553. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1554. {
  1555. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1556. }
  1557. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1558. {
  1559. onSliderEvent(value, "PU_CONTRAST", min, max);
  1560. }
  1561. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1562. {
  1563. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1564. }
  1565. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1566. {
  1567. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1568. }
  1569. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1570. {
  1571. if (BluetoothWindows.IsWindows())
  1572. {
  1573. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1574. // 目标区间 [0, 10] 的边界值
  1575. double targetMin = min;
  1576. double targetMax = max;
  1577. double originalMin = -1;
  1578. double originalMax = 1;
  1579. // 计算转换后的值
  1580. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1581. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1582. _slider.SetValueWithoutNotify((float)v2);
  1583. return;
  1584. }
  1585. //功能也改为UVC的对比度
  1586. if (running)
  1587. {
  1588. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1589. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1590. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1591. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1592. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1593. // 目标区间 [0, 10] 的边界值
  1594. double targetMin = min;
  1595. double targetMax = max;
  1596. double originalMin = _UVCCtrlInfo.min;
  1597. double originalMax = _UVCCtrlInfo.max;
  1598. // 计算转换后的值
  1599. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1600. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1601. _slider.SetValueWithoutNotify((float)v2);
  1602. }
  1603. else _slider.SetValueWithoutNotify(5);
  1604. }
  1605. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1606. {
  1607. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1608. //pc
  1609. if (BluetoothWindows.IsWindows())
  1610. {
  1611. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1612. Slider slider = trans.GetComponent<Slider>();
  1613. Text textObj = trans.Find("text").GetComponent<Text>();
  1614. // 原始区间和目标区间的边界值
  1615. double originalMin = min;
  1616. double originalMax = max;
  1617. double targetMin = -1;
  1618. double targetMax = 1;
  1619. // 计算转换后的值
  1620. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1621. float _current = (float)result;
  1622. //Debug.Log("_current:" + _current + " , result:" + result);
  1623. textObj.text = _current + "";
  1624. slider.value = _current;
  1625. if (typeStr == "PU_CONTRAST")
  1626. {
  1627. infraredCameraHelper.SetContrast(_current);
  1628. pcCONTRAST.Set(_current);
  1629. }
  1630. else
  1631. {
  1632. infraredCameraHelper.SetBrightness(_current);
  1633. pcBRIGHTNESS.Set(_current);
  1634. }
  1635. return;
  1636. }
  1637. //修改亮度时,调试界面的亮度也应该一起修改
  1638. //功能也改为UVC的对比度
  1639. if (running)
  1640. {
  1641. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1642. // .GetComponent<Slider>();
  1643. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1644. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1645. Slider slider = trans.GetComponent<Slider>();
  1646. Text textObj = trans.Find("text").GetComponent<Text>();
  1647. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1648. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1649. //value 0 ~ 10
  1650. // 原始区间和目标区间的边界值
  1651. double originalMin = min;
  1652. double originalMax = max;
  1653. double targetMin = _UVCCtrlInfo.min;
  1654. double targetMax = _UVCCtrlInfo.max;
  1655. // 计算转换后的值
  1656. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1657. int _current = (int)(result);
  1658. Debug.Log("_current:" + value + " , result:" + result);
  1659. textObj.text = _current + "";
  1660. slider.value = _current;
  1661. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1662. //存储初始值,设置一次到UVC参数
  1663. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1664. }
  1665. }
  1666. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1667. {
  1668. // 线性插值公式
  1669. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1670. }
  1671. #endregion
  1672. #region 绘制线段部分
  1673. public void SetLineWidth(float v)
  1674. {
  1675. lineWidth.Set(v);
  1676. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1677. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1678. }
  1679. public void SetFanWidth(float v)
  1680. {
  1681. fanWidth.Set(v);
  1682. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1683. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1684. }
  1685. #endregion
  1686. #region 双人准心
  1687. //红外准心,默认打开吧
  1688. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1689. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1690. /// <summary>
  1691. /// 初始化时候获取设置和存储来控制显示准心
  1692. /// </summary>
  1693. /// <returns></returns>
  1694. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1695. {
  1696. if (playerType == PlayerType.FirstPlayer)
  1697. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1698. else
  1699. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1700. }
  1701. /// <summary>
  1702. /// 获取弓箭准心存储值
  1703. /// </summary>
  1704. /// <returns></returns>
  1705. public int getDoubleCrosshairValue(PlayerType playerType)
  1706. {
  1707. if (playerType == PlayerType.FirstPlayer)
  1708. return (int)crosshairValue1P.Get();
  1709. else
  1710. return (int)crosshairValue2P.Get();
  1711. }
  1712. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1713. {
  1714. if (playerType == PlayerType.FirstPlayer)
  1715. crosshairValue1P.Set(bshow ? 1 : 0);
  1716. else
  1717. crosshairValue2P.Set(bshow ? 1 : 0);
  1718. }
  1719. #endregion
  1720. #region 双人中心点定位
  1721. [Header("红外点")]
  1722. [SerializeField] Button _infraredOffsetBtn1P;
  1723. [SerializeField] Button _infraredOffsetBtn2P;
  1724. //准心的偏移值
  1725. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1726. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1727. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1728. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1729. //双点模式下的全屏偏移量,相当于两个单点
  1730. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1731. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1732. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1733. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1734. /// <summary>
  1735. /// 设置单点模式
  1736. /// </summary>
  1737. public void onToggleSinglePoint()
  1738. {
  1739. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1740. if (!infraredCameraHelper.IsSinglePoint())
  1741. {
  1742. infraredCameraHelper.SetSinglePoint(true);
  1743. }
  1744. else
  1745. {
  1746. infraredCameraHelper.SetSinglePoint(false);
  1747. }
  1748. }
  1749. /// <summary>
  1750. /// 设置是否是单,双点模式
  1751. /// </summary>
  1752. /// <param name="value"></param>
  1753. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1754. {
  1755. infraredCameraHelper.SetSinglePoint(value);
  1756. //重新设置双点数据
  1757. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1758. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1759. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1760. }
  1761. /// <summary>
  1762. /// 偏移点按钮
  1763. /// </summary>
  1764. public void InitOffsetBtns()
  1765. {
  1766. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1767. {
  1768. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1769. });
  1770. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1771. {
  1772. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1773. });
  1774. }
  1775. /// <summary>
  1776. /// 设置存储的中心偏移位置--双点
  1777. /// </summary>
  1778. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1779. {
  1780. if (infraredCameraHelper.IsSinglePoint())
  1781. {
  1782. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1783. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1784. }
  1785. else
  1786. {
  1787. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1788. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1789. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1790. }
  1791. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1792. {
  1793. //全屏双点
  1794. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1795. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1796. }
  1797. }
  1798. }
  1799. /// <summary>
  1800. /// 撤销中心点--双点
  1801. /// </summary>
  1802. public void RevokeCenterOffsets()
  1803. {
  1804. infraredCameraHelper.RevokeCenterOffsets();
  1805. }
  1806. /// <summary>
  1807. /// 重置中心点--双点
  1808. /// </summary>
  1809. public void ResetCenterOffsets()
  1810. {
  1811. infraredCameraHelper.ResetCenterOffsets();
  1812. }
  1813. /// <summary>
  1814. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1815. /// </summary>
  1816. /// <param name="playerType">玩家类型</param>
  1817. public void SetAdjustPointsOffset(PlayerType playerType)
  1818. {
  1819. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1820. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1821. if (buffer != null)
  1822. {
  1823. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1824. {
  1825. if (infraredCameraHelper.IsSinglePoint())
  1826. { //单点
  1827. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1828. cameraLocationValue.Set(centerOffset);
  1829. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1830. screenUVValue.Set(uvCenterOffset);
  1831. //如果是新手教程场景里面的校准
  1832. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1833. if (infraredGuiderObj != null)
  1834. {
  1835. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1836. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1837. }
  1838. }
  1839. else
  1840. {
  1841. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1842. cameraLocationValue1P.Set(centerOffset);
  1843. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1844. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1845. screenUVValue1P.Set(uvCenterOffset);
  1846. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1847. }
  1848. }
  1849. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1850. {
  1851. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1852. cameraLocationValue2P.Set(centerOffset);
  1853. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1854. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1855. screenUVValue2P.Set(uvCenterOffset);
  1856. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1857. }
  1858. }
  1859. }
  1860. //记录全屏双点校准
  1861. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1862. {
  1863. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1864. if (infraredCameraHelper.IsSinglePoint()) return;
  1865. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1866. if (buffer != null)
  1867. {
  1868. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1869. {
  1870. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1871. cameraLocationValue1P_full.Set(centerOffset);
  1872. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1873. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1874. screenUVValue1P_full.Set(uvCenterOffset);
  1875. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1876. }
  1877. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1878. {
  1879. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1880. cameraLocationValue2P_full.Set(centerOffset);
  1881. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1882. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1883. screenUVValue2P_full.Set(uvCenterOffset);
  1884. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1885. Debug.Log("设置点2");
  1886. }
  1887. }
  1888. }
  1889. #endregion
  1890. #region 亮度检测部分
  1891. public void SetInfraredFilterValue(float v)
  1892. {
  1893. infraredFileterValue.Set(v);
  1894. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1895. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1896. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1897. }
  1898. #endregion
  1899. public void resetInfraredPlayerPrefs()
  1900. {
  1901. //测试用
  1902. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1903. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1904. }
  1905. #region 显示Log部分信息
  1906. [SerializeField] Text _calibrationFixedText;
  1907. [SerializeField] Text _cameraSizeText;
  1908. [SerializeField] Text _quadUnityVectorListText;
  1909. /// <summary>
  1910. /// 校准时候的固定值分辨率
  1911. /// </summary>
  1912. /// <param name="v"></param>
  1913. public void SetCalibrationFixedText(Vector2 v)
  1914. {
  1915. _calibrationFixedText.text = v.x + "*" + v.y;
  1916. }
  1917. /// <summary>
  1918. /// 渲染摄像机当前分辨率
  1919. /// </summary>
  1920. /// <param name="v"></param>
  1921. public void SetCameraSizeText(Vector2 v)
  1922. {
  1923. _cameraSizeText.text = v.x + "*" + v.y;
  1924. }
  1925. /// <summary>
  1926. /// 渲染摄像机识别点
  1927. /// </summary>
  1928. /// <param name="v"></param>
  1929. public void SetQuadUnityVectorListText(string v)
  1930. {
  1931. _quadUnityVectorListText.text = v;
  1932. }
  1933. #endregion
  1934. #region 错误日志
  1935. public void HandleLog(string logString, string stackTrace, LogType type)
  1936. {
  1937. if (type == LogType.Exception || type == LogType.Error)
  1938. {
  1939. SaveLogToFile(logString, stackTrace);
  1940. }
  1941. }
  1942. void SaveLogToFile(string message, string stackTrace)
  1943. {
  1944. string path;
  1945. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1946. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1947. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1948. #else
  1949. // 其他平台使用 Application.persistentDataPath
  1950. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1951. #endif
  1952. // 打印路径确认
  1953. Debug.Log($"Log file saved at: {path}");
  1954. // 将日志写入到指定路径的文件中
  1955. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  1956. }
  1957. #endregion
  1958. }
  1959. public class ParamFloatValue
  1960. {
  1961. private string _saveKey;
  1962. private float _valueDefault;
  1963. private bool _valueLoaded;
  1964. private float _value;
  1965. public ParamFloatValue(string saveKey, float valueDefault)
  1966. {
  1967. _saveKey = saveKey;
  1968. _valueDefault = valueDefault;
  1969. }
  1970. public float Get()
  1971. {
  1972. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1973. return _value;
  1974. }
  1975. public float GetDefault()
  1976. {
  1977. return _valueDefault;
  1978. }
  1979. public string GetKey()
  1980. {
  1981. return _saveKey;
  1982. }
  1983. public void Set(float value)
  1984. {
  1985. _value = value;
  1986. PlayerPrefs.SetFloat(_saveKey, _value);
  1987. PlayerPrefs.Save();
  1988. }
  1989. /// <summary>
  1990. /// 重置成默认值
  1991. /// </summary>
  1992. public void Reset()
  1993. {
  1994. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  1995. PlayerPrefs.Save();
  1996. }
  1997. }
  1998. /// <summary>
  1999. /// 存储Vector2
  2000. /// </summary>
  2001. public class ParamVector2Value
  2002. {
  2003. private string _saveKey;
  2004. private Vector2 _valueDefault;
  2005. private bool _valueLoaded;
  2006. private Vector2 _value;
  2007. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2008. {
  2009. _saveKey = saveKey;
  2010. _valueDefault = valueDefault;
  2011. }
  2012. public Vector2 Get()
  2013. {
  2014. if (!_valueLoaded)
  2015. {
  2016. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2017. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2018. _value = new Vector2(x, y);
  2019. _valueLoaded = true;
  2020. }
  2021. return _value;
  2022. }
  2023. public Vector2 GetDefault()
  2024. {
  2025. return _valueDefault;
  2026. }
  2027. public string GetKey()
  2028. {
  2029. return _saveKey;
  2030. }
  2031. public void Set(Vector2 value)
  2032. {
  2033. _value = value;
  2034. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2035. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2036. PlayerPrefs.Save();
  2037. }
  2038. /// <summary>
  2039. /// 重置成默认值
  2040. /// </summary>
  2041. public void Reset()
  2042. {
  2043. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2044. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2045. PlayerPrefs.Save();
  2046. }
  2047. }