InfraredScreenPositioningView.cs 30 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using LineUI;
  5. using UnityEngine.UI;
  6. using System.Linq;
  7. using ZIM;
  8. using o0;
  9. using Color = UnityEngine.Color;
  10. using InfraredManager;
  11. using Org.BouncyCastle.Asn1.Crmf;
  12. using ZIM.Unity;
  13. using o0.Project;
  14. public class LinePosition
  15. {
  16. public int index;
  17. public List<Vector3> pos;
  18. }
  19. public class InfraredScreenPositioningView : JCUnityLib.ViewBase
  20. {
  21. [SerializeField]
  22. RectTransform canvasRectTransform;
  23. [SerializeField]
  24. RectTransform draggableParent;
  25. [SerializeField]
  26. GameObject mask;
  27. [SerializeField]
  28. GameObject cameraLight;
  29. [SerializeField]
  30. RectTransform pointsParent;
  31. [SerializeField]
  32. RectTransform pos1;
  33. [SerializeField]
  34. RectTransform pos2;
  35. [SerializeField]
  36. RectTransform pos3;
  37. [SerializeField]
  38. RectTransform pos4;
  39. //画线时候的点偏移量
  40. float offset = 10;
  41. [SerializeField]
  42. Line line;
  43. List<LinePosition> oldLinePosition;
  44. Vector3 beginPos;
  45. Vector3 endPos;
  46. //相机感光部分
  47. [SerializeField]
  48. Slider slider;
  49. [SerializeField]
  50. RawImage rawImage;
  51. [SerializeField]
  52. RectTransform crosshair;
  53. [SerializeField]
  54. GameObject textTip1;
  55. [SerializeField]
  56. GameObject textTip2;
  57. [SerializeField]
  58. Button btnAuto;
  59. [SerializeField]
  60. Button btnHandMovement;
  61. [SerializeField]
  62. BtnRecordInfrared btnRecordInfrared;
  63. bool bAuto = true;
  64. [SerializeField] Color normalColor = Color.white;
  65. [SerializeField] Color highlightedColor = Color.green;
  66. [SerializeField] Color normalTextColor = Color.black;
  67. [SerializeField] Color highlightedTextColor = Color.white;
  68. bool doLocateAuto;
  69. int DefaultResolutionIndex;
  70. private void Awake()
  71. {
  72. offset = line.MyThickness;
  73. }
  74. void Start()
  75. {
  76. doLocateAuto = false;
  77. textTip1.SetActive(true);
  78. //设置btnAuto 高亮
  79. OnButtonClick(btnAuto);
  80. textTip2.SetActive(false);
  81. //手动不高亮
  82. //ResetButton(btnHandMovement);
  83. //quadUnityVectorList.Clear();
  84. //quadUnityVectorList.Add(new Vector2(16.39f, 35.91f));
  85. //quadUnityVectorList.Add(new Vector2(233.35f, 51.08f));
  86. //quadUnityVectorList.Add(new Vector2(94.15f, 219.11f));
  87. //quadUnityVectorList.Add(new Vector2(243.12f, 237.40f));
  88. Debug.Log("quadUnityVectorList count:" + ScreenLocate.quadUnityVectorList.Count);
  89. if (ScreenLocate.quadUnityVectorList.Count == 0)
  90. {
  91. Debug.Log("GetLocalPos");
  92. GetLocalPos();
  93. }
  94. else
  95. {
  96. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  97. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  98. //自动识别时候四个点
  99. SyncQuadUnityVectorListToPos();
  100. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  101. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  102. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  103. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  104. }
  105. //记录操作的位置信息
  106. oldLinePosition = new List<LinePosition>();
  107. SetLinePos();
  108. //相机感光度
  109. if (InfraredDemo._ins)
  110. {
  111. //重置偏移量
  112. InfraredDemo._ins.ResetCenterOffset();
  113. //重置识别点
  114. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  115. //清除一下记录的点
  116. ScreenLocate.quadUnityVectorList.Clear();
  117. slider.onValueChanged.AddListener((value) =>
  118. {
  119. InfraredDemo._ins.onSliderEvent(value);
  120. });
  121. InfraredDemo._ins.onSetSliderValue(slider);
  122. offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
  123. }
  124. else {
  125. //编辑器使用
  126. if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) {
  127. slider.onValueChanged.AddListener((value) =>
  128. {
  129. double originalMin = 0.0;
  130. double originalMax = 10.0;
  131. double targetMin = -1;
  132. double targetMax = 1;
  133. // 计算转换后的值
  134. double result = InfraredDemo.MapValue(value, originalMin, originalMax, targetMin, targetMax);
  135. //int _current = (int)(result);
  136. Debug.Log("_current:" + value + " , result:" + result);
  137. ScreenLocate.Main.pcContrast = (float)result;
  138. });
  139. float v = ScreenLocate.Main.pcContrast;
  140. // 目标区间 [0, 10] 的边界值
  141. double targetMin = 0.0;
  142. double targetMax = 10.0;
  143. double originalMin = -1;
  144. double originalMax = 1;
  145. // 计算转换后的值
  146. double v2 = InfraredDemo.MapValue(v, originalMin, originalMax, targetMin, targetMax);
  147. Debug.Log("PC获取相机的感光度:" + v + " = " + v2);
  148. slider.SetValueWithoutNotify((float)v2);
  149. }
  150. }
  151. //if (ScreenLocate.Main.getUVCTexture)
  152. //{
  153. // //渲染相机画面
  154. // rawImage.texture = ScreenLocate.Main.getUVCTexture;
  155. // //Debug.Log("rawImage.texture:" + rawImage.texture.name);
  156. //}
  157. //slider.onValueChanged.AddListener((value) => {
  158. // //onSliderEvent(value);
  159. // InfraredDemo._ins.SetBrightness(value);
  160. //});
  161. //slider.value = InfraredDemo._ins.brightness.Get();
  162. //修改分辨率。是否清晰一点?
  163. //DefaultResolutionIndex = InfraredDemo._ins?.ResolutionIndex ?? 0;
  164. //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
  165. //InfraredDemo._ins?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
  166. }
  167. private void OnDestroy()
  168. {
  169. //修改回进入手动调节页面时候的分辨率
  170. //InfraredDemo._ins?.SetResolutionNew(DefaultResolutionIndex);
  171. }
  172. public RawImage Bg => rawImage;
  173. void Update()
  174. {
  175. if (enterFromZimWebCamera && ScreenLocate.Main.DebugOnZIMDemo) {
  176. // ZimWebCamera场景测试
  177. rawImage.texture = ScreenLocate.Main.outputRawImages[7].texture;
  178. if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
  179. {
  180. // 检测到光点
  181. var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
  182. crosshair.gameObject.SetActive(true);
  183. crosshair.anchoredPosition = posInCanvas;
  184. }
  185. else
  186. crosshair.gameObject.SetActive(false);
  187. }
  188. else if (InfraredDemo.running)
  189. {
  190. //渲染相机画面
  191. Texture texture = InfraredDemo.infraredCameraHelper.GetCameraTexture();
  192. if (rawImage.texture == null || texture.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
  193. rawImage.texture = texture;
  194. //rawImage.material = InfraredDemo.infraredCameraHelper.GetCameraMaterial();
  195. }
  196. }
  197. public void OnClick_Back()
  198. {
  199. AudioMgr.ins.PlayBtn();
  200. ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
  201. }
  202. /// <summary>
  203. /// 自动识别
  204. /// </summary>
  205. public void OnClick_Auto()
  206. {
  207. bAuto = true;
  208. doLocateAuto = true;
  209. textTip1.SetActive(false);
  210. textTip2.SetActive(true);
  211. ResetButton(btnAuto);
  212. if (enterFromZimWebCamera)
  213. {
  214. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  215. _screenLocate.EnterScreenLocateManualAuto();
  216. return;
  217. }
  218. if (InfraredDemo.running)
  219. {
  220. InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
  221. }
  222. }
  223. /// <summary>
  224. /// 切换成手动方式
  225. /// </summary>
  226. public void onHandMovement()
  227. {
  228. bAuto = false;
  229. doLocateAuto = false;
  230. draggableParent.gameObject.SetActive(true);
  231. pointsParent.gameObject.SetActive(false);
  232. mask.SetActive(false);
  233. cameraLight.SetActive(true);
  234. }
  235. /// <summary>
  236. /// 自动识别后同步
  237. /// </summary>
  238. public void SyncScreenPosition()
  239. {
  240. //Debug.Log("quadUnityVectorList[i]:" + quadUnityVectorList[i]);
  241. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  242. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  243. //自动识别时候四个点
  244. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  245. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  246. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  247. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  248. SyncQuadUnityVectorListToPos();
  249. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  250. //自动识别后隐藏手动按钮
  251. draggableParent.gameObject.SetActive(false);
  252. pointsParent.gameObject.SetActive(true);
  253. if (ScreenLocate.Main) {
  254. ZIM.Unity.QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
  255. //设置points点
  256. for (int i = 0; i < 4; i++)
  257. {
  258. RectTransform t = pointsParent.GetChild(i) as RectTransform;
  259. t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, pointsParent.rect);
  260. }
  261. }
  262. }
  263. #region 绘制线段部分
  264. //点击拖拽的开始位置
  265. public void onBeginPos(int index, Vector3 pos)
  266. {
  267. Debug.Log("pos begin: " + pos);
  268. beginPos = pos;
  269. }
  270. public void onDragPos(int index, Vector3 pos)
  271. {
  272. //设置线段的点
  273. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  274. }
  275. //点击拖拽的结束位置
  276. public void onEndPos(int index, Vector3 pos)
  277. {
  278. Debug.Log("pos end: " + pos);
  279. endPos = pos;
  280. if (beginPos == endPos) return;
  281. //Debug.Log(index+",最后的点:" + pos);
  282. //再记录一次最后的点
  283. SetLinePos();
  284. }
  285. //同步设置图片对应的位置到line
  286. public void SetLinePos()
  287. {
  288. //记录一个操作点的操作位置
  289. AddOldLinePosition();
  290. //设置线段的点
  291. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  292. }
  293. void AddOldLinePosition()
  294. {
  295. Vector3[] v = new Vector3[4];
  296. pos1.GetWorldCorners(v);
  297. Vector3[] v1 = new Vector3[4];
  298. pos1.GetLocalCorners(v1);
  299. //for (int i = 0; i < 4; i++)
  300. //{
  301. // Debug.Log(i + " =1= " + v[i]);
  302. // Debug.Log(i + " =2= " + v1[i]);
  303. //}
  304. //记录一个操作点的操作位置
  305. List<Vector3> screenPositions = new List<Vector3>();
  306. screenPositions.Add(pos1.localPosition);
  307. screenPositions.Add(pos2.localPosition);
  308. screenPositions.Add(pos3.localPosition);
  309. screenPositions.Add(pos4.localPosition);
  310. LinePosition linePosition = new LinePosition();
  311. linePosition.index = oldLinePosition.Count;
  312. linePosition.pos = screenPositions;
  313. oldLinePosition.Add(linePosition);
  314. }
  315. //转换绘制线段的点
  316. List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
  317. {
  318. List<Vector2> _screenPositions = new List<Vector2>();
  319. //点为负数的增大 offset,正数减少 offset
  320. //Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
  321. //Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
  322. //Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
  323. //Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
  324. Vector2 startPos1 = new Vector2(_pos1.x + offset, _pos1.y + offset);
  325. Vector2 startPos2 = new Vector2(_pos2.x - offset, _pos2.y + offset);
  326. Vector2 startPos3 = new Vector2(_pos3.x - offset, _pos3.y - offset);
  327. Vector2 startPos4 = new Vector2(_pos4.x + offset, _pos4.y - offset);
  328. _screenPositions.Add(startPos1);
  329. _screenPositions.Add(startPos2);
  330. _screenPositions.Add(startPos3);
  331. _screenPositions.Add(startPos4);
  332. return _screenPositions;
  333. }
  334. void SetRectanglePoints(List<Vector2> screenPositions)
  335. {
  336. line.SetLine(screenPositions);
  337. }
  338. //撤回上一个元素
  339. public void onRecall()
  340. {
  341. // 获取并删除最后一个元素,并且保留一个元素
  342. if (oldLinePosition.Count > 1) // 确保列表不为空
  343. {
  344. // 获取回退的那个元素点
  345. LinePosition lastElement_second = oldLinePosition[oldLinePosition.Count - 2];
  346. // 获取最后一个元素
  347. //LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  348. //Debug.Log(JsonUtility.ToJson(lastElement) + " = " + oldLinePosition.Count);
  349. oldLinePosition.RemoveAt(oldLinePosition.Count - 1); // 删除最后一个元素
  350. pos1.localPosition = lastElement_second.pos[0];
  351. pos2.localPosition = lastElement_second.pos[1];
  352. pos3.localPosition = lastElement_second.pos[2];
  353. pos4.localPosition = lastElement_second.pos[3];
  354. //设置线段的点
  355. SetRectanglePoints(linePosConversion(lastElement_second.pos[0], lastElement_second.pos[1], lastElement_second.pos[2], lastElement_second.pos[3]));
  356. }
  357. }
  358. //是不是从Demo界面进入该页面的
  359. public bool enterFromInfraredDemo { get; set; } = false;
  360. //是否从测试场景进入
  361. public bool enterFromZimWebCamera { get; set; } = false;
  362. //确认修改
  363. public void onConfirmation()
  364. {
  365. if (enterFromZimWebCamera)
  366. {
  367. ConfirmScreenLocateManualTest();
  368. if (oldLinePosition.Count > 1) // 确保列表不为空
  369. {
  370. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  371. oldLinePosition.Clear();
  372. oldLinePosition.Add(lastElement);
  373. }
  374. SaveLocalPos();
  375. AudioMgr.ins.PlayBtn();
  376. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  377. return;
  378. }
  379. if (!ConfirmScreenLocateManual()) return;
  380. if (oldLinePosition.Count > 1) // 确保列表不为空
  381. {
  382. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  383. oldLinePosition.Clear();
  384. oldLinePosition.Add(lastElement);
  385. }
  386. if (InfraredDemo.running)
  387. {
  388. //跳转入界面
  389. AudioMgr.ins.PlayBtn();
  390. if (!enterFromInfraredDemo)
  391. {
  392. //每次初始化重置一下引导
  393. InfraredDemo._ins.resetInfraredPlayerPrefs();
  394. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  395. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  396. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  397. {
  398. //如果是红外连接成功,记录一个tag
  399. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  400. }
  401. onEnterInfrared();
  402. }
  403. else {
  404. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  405. }
  406. }
  407. //存储一次节点
  408. SaveLocalPos();
  409. }
  410. //重置位置
  411. public void onReset()
  412. {
  413. oldLinePosition.Clear();
  414. // 获取屏幕的四个角的像素坐标
  415. Vector2 bottomLeft = new Vector2(0, 0);
  416. // 将屏幕像素坐标转换为 Canvas 的局部坐标
  417. Vector2 localBottomLeft;
  418. RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRectTransform, bottomLeft, null, out localBottomLeft);
  419. // 打印结果
  420. Debug.Log("Local Bottom Left: " + localBottomLeft);
  421. //int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x) - 120), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y) - 77);
  422. int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
  423. pos1.anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
  424. pos2.anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
  425. pos3.anchoredPosition = new Vector3(_x, _y, 0); //Top Right
  426. pos4.anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
  427. //pos1.anchoredPosition = new Vector3(_x, _y, 0);
  428. //pos2.anchoredPosition = new Vector3(-_x, _y, 0);
  429. //pos3.anchoredPosition = new Vector3(-_x, -_y, 0);
  430. //pos4.anchoredPosition = new Vector3(_x, -_y, 0);
  431. //设置一次位置
  432. SetLinePos();
  433. btnRecordInfrared.Reset();
  434. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  435. if (enterFromZimWebCamera)
  436. {
  437. ScreenLocate.Main.ScreenQuad.gameObject.SetActive(false);
  438. ScreenLocate.Main.UILineGenerator.Points = new Vector2[0];
  439. }
  440. }
  441. #endregion
  442. List<Vector2> _locatePointList = new();
  443. float _texWidth;
  444. float _texHeight;
  445. void RecordLocatePoint(RectTransform p, Vector2 pivot)
  446. {
  447. Vector2 pos = JCUnityLib.RectTransformUtils.GetPositionByPivot(p, pivot);
  448. pos.x = Mathf.Clamp01(pos.x / Screen.width);
  449. pos.y = Mathf.Clamp01(pos.y / Screen.height);
  450. _locatePointList.Add(pos);
  451. }
  452. bool ConfirmScreenLocateManual()
  453. {
  454. if (InfraredDemo.running)
  455. {
  456. //渲染截图
  457. Texture2D texture2D = InfraredDemo.infraredCameraHelper.EnterScreenLocateManual();
  458. if (texture2D == null)
  459. {
  460. Debug.Log("EnterScreenLocateManual = null");
  461. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(null);
  462. return false;
  463. }
  464. _locatePointList.Clear();
  465. _texWidth = texture2D.width;
  466. _texHeight = texture2D.height;
  467. RecordLocatePoint(pos1, new Vector2(0, 0));
  468. RecordLocatePoint(pos2, new Vector2(1, 0));
  469. RecordLocatePoint(pos3, new Vector2(1, 1));
  470. RecordLocatePoint(pos4, new Vector2(0, 1));
  471. //RecordLocatePoint(pos1, new Vector2(0.5f, 0.5f));
  472. //RecordLocatePoint(pos2, new Vector2(0.5f, 0.5f));
  473. //RecordLocatePoint(pos3, new Vector2(0.5f, 0.5f));
  474. //RecordLocatePoint(pos4, new Vector2(0.5f, 0.5f));
  475. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
  476. FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, 1, 1);
  477. //setPointsLocation(_locatePointList, pointsParent.gameObject, !bAuto);
  478. //同步数据
  479. ScreenLocate.quadUnityVectorList.Clear();
  480. ScreenLocate.quadUnityVectorList.Add(_locatePointList[0]);
  481. ScreenLocate.quadUnityVectorList.Add(_locatePointList[1]);
  482. //两个点切换,顺序不一样
  483. ScreenLocate.quadUnityVectorList.Add(_locatePointList[3]);
  484. ScreenLocate.quadUnityVectorList.Add(_locatePointList[2]);
  485. ScreenLocate.SaveScreenLocateVectorList();
  486. return true;
  487. }
  488. return false;
  489. }
  490. void ConfirmScreenLocateManualTest()
  491. {
  492. //渲染截图
  493. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  494. Texture2D texture2D = _screenLocate.EnterScreenLocateManual();
  495. if (texture2D == null)
  496. {
  497. _screenLocate.QuitScreenLocateManual(null);
  498. return;
  499. }
  500. _locatePointList.Clear();
  501. _texWidth = texture2D.width;
  502. _texHeight = texture2D.height;
  503. RecordLocatePoint(pos1, new Vector2(0, 0));
  504. RecordLocatePoint(pos2, new Vector2(1, 0));
  505. RecordLocatePoint(pos3, new Vector2(1, 1));
  506. RecordLocatePoint(pos4, new Vector2(0, 1));
  507. _screenLocate.QuitScreenLocateManual(_locatePointList);
  508. //FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, _texWidth, _texHeight);
  509. setPointsLocation(_locatePointList,pointsParent.gameObject,!bAuto);
  510. if (!doLocateAuto) // 设置手动定位数据
  511. setPointsManual(_locatePointList, GameObject.Find("WebCameraView/CameraImage0/ScreenQuad"));
  512. //同步数据
  513. ScreenLocate.quadUnityVectorList.Clear();
  514. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[0].x, _locatePointList[0].y));
  515. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[1].x, _locatePointList[1].y));
  516. //两个点切换,顺序不一样
  517. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[3].x, _locatePointList[3].y));
  518. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[2].x, _locatePointList[2].y));
  519. ScreenLocate.SaveScreenLocateVectorList();
  520. }
  521. void setPointsLocation(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  522. {
  523. //GameObject pointsTF2 = GameObject.Find("WebCameraView/CameraImage0/ScreenQuad");
  524. pointsTF2.SetActive(active);
  525. if (pointsTF2.transform.childCount == targetList.Count)
  526. {
  527. for (int i = 0; i < pointsTF2.transform.childCount; i++)
  528. {
  529. Transform pointTF = pointsTF2.transform.GetChild(i);
  530. Vector2 pos = targetList[i];
  531. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(Vector2.one, pointsTF2.GetComponent<RectTransform>().rect);
  532. pointTF.gameObject.SetActive(true);
  533. }
  534. }
  535. }
  536. void setPointsManual(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  537. {
  538. setPointsLocation(targetList, pointsTF2, active);
  539. var lo = new Vector2(-0.5f, -0.5f);
  540. ScreenLocate.Main.UILineGenerator.Points = new Vector2[4] {
  541. 2 * (targetList[0] + lo),
  542. 2 * (targetList[1] + lo),
  543. 2 * (targetList[2] + lo),
  544. 2 * (targetList[3] + lo) };
  545. }
  546. void SaveLocalPos()
  547. {
  548. List<Vector3> screenPositions = new List<Vector3>();
  549. screenPositions.Add(pos1.anchoredPosition);
  550. screenPositions.Add(pos2.anchoredPosition);
  551. screenPositions.Add(pos3.anchoredPosition);
  552. screenPositions.Add(pos4.anchoredPosition);
  553. string saveStr = string.Join(';', screenPositions.Select(v => $"{v.x},{v.y}")); //,{v.z}
  554. Debug.Log("Local UI Position: " + saveStr);
  555. PlayerPrefs.SetString("ScreenPositioningView", saveStr);
  556. }
  557. void GetLocalPos()
  558. {
  559. string posListStr = PlayerPrefs.GetString("ScreenPositioningView", "");
  560. if (!string.IsNullOrWhiteSpace(posListStr))
  561. {
  562. List<Vector2> posList = posListStr.Split(';')
  563. .Select(s =>
  564. {
  565. string[] parts = s.Split(',');
  566. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  567. })
  568. .ToList();
  569. pos1.anchoredPosition = posList[0];
  570. pos2.anchoredPosition = posList[1];
  571. pos3.anchoredPosition = posList[2];
  572. pos4.anchoredPosition = posList[3];
  573. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  574. }
  575. }
  576. #region 按钮颜色切换
  577. private void OnButtonClick(Button button)
  578. {
  579. // 切换按钮颜色
  580. ColorBlock colors = button.colors;
  581. colors.normalColor = highlightedColor;
  582. colors.highlightedColor = highlightedColor;
  583. button.colors = colors;
  584. // 切换字体颜色
  585. Text buttonText = button.GetComponentInChildren<Text>();
  586. buttonText.color = highlightedTextColor;
  587. }
  588. private void ResetButton(Button button)
  589. {
  590. // 重置按钮颜色
  591. ColorBlock colors = button.colors;
  592. colors.normalColor = normalColor;
  593. colors.highlightedColor = normalColor;
  594. button.colors = colors;
  595. // 重置字体颜色
  596. Text buttonText = button.GetComponentInChildren<Text>();
  597. buttonText.color = normalTextColor;
  598. }
  599. #endregion
  600. #region 标定完成之后进入游戏界面
  601. void onEnterInfrared()
  602. {
  603. //添加进入射箭场景
  604. if (PlayerPrefs.GetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 0) == 0)
  605. {
  606. Debug.Log("-----进入射箭场景!");
  607. NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
  608. newUserGuiderManager.curConfigKey = "开始-红外调整";
  609. newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.HOUYIPRO || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMISPRO;
  610. //进入射箭场景
  611. GlobalData.pkMatchType = PKMatchType.None;
  612. GameMgr.gameType = 1;
  613. //射一箭回到连接页面,Device.view
  614. GameMgr.bNavBack = true;
  615. GameMgr.bShowDistance = false;
  616. AimHandler.ins.bInitOne = false;//true
  617. //关闭计时器
  618. GameMgr.turnOffTimer = true;
  619. //关闭左边靶子和底部速度栏
  620. GameMgr.HideTargetView = true;
  621. GameMgr.HideBillboard = true;
  622. GameMgr.ButtonCount = 0;
  623. UnityEngine.SceneManagement.SceneManager.LoadScene(
  624. "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);
  625. PlayerPrefs.SetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 1);
  626. }
  627. else
  628. {
  629. Debug.Log("-----跳转回连接界面!");
  630. //如不是第一次,则应该跳转回连接界面
  631. ViewMgr.Instance.DestroyView<SmartArcheryView>();
  632. ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
  633. }
  634. }
  635. #endregion
  636. #region 最后选择算法处理UI
  637. //选择全自动结果后进入游戏
  638. void OnFirstResult()
  639. {
  640. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.Auto);
  641. UpdateQuadUnityVectorList();
  642. onCompelete();
  643. }
  644. //选择半自动结果
  645. void OnSecondResult()
  646. {
  647. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.SemiAuto);
  648. UpdateQuadUnityVectorList();
  649. onCompelete();
  650. }
  651. public void onCompelete()
  652. {
  653. if (enterFromZimWebCamera)
  654. {
  655. SaveLocalPos();
  656. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  657. return;
  658. }
  659. if (InfraredDemo.running)
  660. {
  661. //跳转入界面
  662. AudioMgr.ins.PlayBtn();
  663. if (!enterFromInfraredDemo)
  664. {
  665. //每次初始化重置一下引导
  666. InfraredDemo._ins.resetInfraredPlayerPrefs();
  667. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  668. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  669. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  670. {
  671. //如果是红外连接成功,记录一个tag
  672. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  673. }
  674. onEnterInfrared();
  675. }
  676. else
  677. {
  678. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  679. }
  680. }
  681. //存储一次节点
  682. SaveLocalPos();
  683. }
  684. /// <summary>
  685. /// 选择模式后更新 quadUnityVectorList
  686. /// </summary>
  687. void UpdateQuadUnityVectorList() {
  688. ScreenLocate.Main.UpdateQuadUnityVectorList();
  689. SyncQuadUnityVectorListToPos();
  690. InfraredDemo._ins?.SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  691. _locatePointList.Clear();
  692. }
  693. void SyncQuadUnityVectorListToPos() {
  694. Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
  695. pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  696. pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  697. pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  698. pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  699. }
  700. #endregion
  701. }