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							- #define ENABLE_LOG
 
- using InfraredManager;
 
- using o0;
 
- using SLAMUVC;
 
- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using UnityEngine;
 
- using UnityEngine.Experimental.AI;
 
- using UnityEngine.UI;
 
- using ZIM;
 
- using ZIM.Unity;
 
- using static SLAMUVC.UVCManager;
 
- using Color = UnityEngine.Color;
 
- using Time = UnityEngine.Time;
 
- [RequireComponent(typeof(Canvas))]
 
- public partial class ScreenLocate : MonoBehaviour
 
- {
 
-     public InfraredCameraHelper InfraredCameraHelper;
 
-     private const string TAG = "ScreenLocate#";
 
-     public enum InfraredCount : int
 
-     {
 
-         Single = 1,
 
-         Double = 2
 
-     }
 
-     enum Mode
 
-     {
 
-         InfraredLocate,
 
-         ScreenMap,
 
-         ScreenLocateManual
 
-     }
 
-     enum Platform
 
-     {
 
-         Window,
 
-         Android
 
-     }
 
-     Platform mPlatform = Platform.Android;
 
-     // 2个灯,顺序根据红外灯的大小 由大到小, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
 
-     public InfraredSpot[] InfraredSpots
 
-     {
 
-         get
 
-         {
 
-             infraredCount = InfraredCount.Double;
 
-             return infraredSpotBuffer;
 
-         }
 
-     }
 
-     // 1个灯, 坐标通过 InfraredSpot.ScreenUV 和 InfraredSpot.CameraLocation 获得
 
-     public InfraredSpot InfraredSpotSingle
 
-     {
 
-         get
 
-         {
 
-             infraredCount = InfraredCount.Single;
 
-             return infraredSpotBuffer[0];
 
-         }
 
-     }
 
-     public InfraredSpot[] infraredSpotBuffer;
 
-     public string GetInfraredCount() { return infraredCount.ToString(); }
 
-     /// <summary>
 
-     /// CameraLocation 的偏移量
 
-     /// </summary>
 
-     public Vector2 CameraLocationOffset { get; set; } = new Vector2(0, 0);
 
-     public Vector2 UVOffset { get; set; } = new Vector2(0, 0);
 
-     // public InfraredDemo InfraredDemoMain => FindObjectOfType<InfraredDemo>();
 
-     #region UVC 处理的对象
 
-     //public UVCManager mUVCManager;
 
-     public CameraInfo mUVCCameraInfo;
 
-     public bool getUVCCameraInfo => mUVCCameraInfo != null ? true : false;
 
-     public Vector2 getUVCCameraInfoSize => getUVCCameraInfo ? mUVCCameraInfo.Size : new Vector2(320, 240);
 
-     private Texture mUVCTexture;
 
-     public Texture getUVCTexture => mUVCTexture;
 
-     public Texture setUVCTexture { 
 
-         set {
 
-             mUVCTexture = value;
 
-         }
 
-     }
 
-     private Texture2D mUVCTexture2D;
 
-     // [SerializeField] Texture2DArray mUVCOutArray;
 
-     #endregion
 
-     public Text Info;
 
-     public List<RectTransform> CrosshairInCamera;
 
-     public List<RectTransform> CrosshairInScreen;
 
-     public RectTransform ScreenQuad;
 
-     public Toggle SaveToggle;
 
-     public Toggle FullScreenToggle;
 
-     public LineGenerator UILineGenerator;
 
-     public bool ShowScreenQuad = false;
 
-     // output的图像
 
-     // 图0是摄像机原图,图1是屏幕识别的全部可选线段,图2是识别出的屏幕画面,图3是识别出的屏幕四条边,图4是图2和图3的叠加,图5显示3种不同颜色的算法识别线段
 
-     public List<RawImage> outputRawImages;
 
-     [NonSerialized] public Texture[] outputTexture2D = new Texture[8];
 
-     public RawImage FullScreenImage;
 
-     public PixelCheaker ScreenPixelCheaker;
 
-     public InfraredSpotSettings InfraredSpotSettings;
 
-     public o0.Geometry2D.Vector<int> CameraSize { get; set; }
 
-     public List<Texture2D> DebugScreenImages = new List<Texture2D>();
 
-     public bool DebugOnZIMDemo = false;
 
-     // private SynchronizationContext mainContext;
 
-     //是否单点显示
 
-     public bool bSinglePoint = true;//默认单点识别
 
-     [NonSerialized] public float ReDoLocateCalibrationRatio = 0.04f;  // 重复定位时校准的距离比例,例如先手动定位,再自动定位,会以手动的结果来校准
 
-     [NonSerialized] public InfraredCount infraredCount = InfraredCount.Single;
 
-     bool bIdentifyRed = true;//默认设备红色
 
-     bool bIdentifyGreen = true;
 
-     #region 性能检测相关
 
-     public Text m_UITime;
 
-     const float m_UIUpdateInterval = 0.1f;
 
-     float m_UIUpdateTimer = 0.0f;
 
-     List<float> m_History = new List<float>(100);
 
-     int m_ValidHistoryFrames = 0;
 
-     float m_AverageTime = float.NaN;
 
-     float m_MedianTime = float.NaN;
 
-     float m_MinTime = float.NaN;
 
-     float m_MaxTime = float.NaN;
 
-     public float updateInterval = 0.5F;
 
-     private double lastInterval;
 
-     private int frames = 0;
 
-     private float fps;
 
-     public Text m_FPS;
 
-     #endregion
 
-     #region PC部分参数
 
-     //亮度
 
-     public float pcBrightness { get; set; } = 0.0f;
 
-     //对比度
 
-     public float pcContrast { get; set; } = 0.0f;
 
-     #endregion
 
-     InfraredLocate infraredLocate;
 
-     RectTransform canvas;
 
-     Mode mode;
 
-     List<(Vector2 pos, GameObject go)> pointManual = new List<(Vector2, GameObject)>();
 
-     //o0.Project.WebCam o0WebCam = null;
 
-     o0.Project.ScreenIdentification screenIdentification;
 
-     public o0.Project.ScreenIdentification ScreenIdentification => screenIdentification;
 
-     /// <summary>
 
-     /// 正在识别的状态,自动识别时候记录
 
-     /// </summary>
 
-     bool bAutomaticRecognition { get; set; } = false;//进行捕获时
 
-     bool bAutomaticRecognitionStart { get; set; } = false;//是否进行捕获
 
-     bool bAutomaticRecognitionEnd { get; set; } = false;//是否结束捕获
 
-     [NonSerialized] public RectTransform BackQuad = null;
 
-     static public ScreenLocate Main;
 
-     static public void AutoLightPixels(Color[] pixels, int width, int height)
 
-     {
 
-         var newTex = pixels.zimAutoLightSimple(width, height);
 
-         DebugTexture(7, newTex);
 
-         try
 
-         {
 
-             Main.FullScreenImage.texture = newTex;
 
-         }
 
-         catch { }
 
-     }
 
-     static public void DebugTexture(int index, Texture texture)
 
-     {
 
-         LateDestory(Main.outputTexture2D[index]);
 
-         Main.outputTexture2D[index] = texture;
 
-         try
 
-         {
 
-             Main.outputRawImages[index].texture = texture;
 
-         }
 
-         catch { }
 
-     }
 
-     static void LateDestory(UnityEngine.Object o) => Main.StartCoroutine(Main.LateDestoryIEnum(o));
 
-     static public void SetScreen(UnityEngine.Color? color = null)
 
-     {
 
-         if (Main.BackQuad == null)
 
-         {
 
-             var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
 
-             var background = canvas.Find("Background");
 
-             Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
 
-         }
 
-         Main.BackQuad.parent.gameObject.SetActive(color != null);
 
-         Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
 
-         //Debug.Log("Set Screen " + color.GetColorName());
 
-     }
 
-     static public void SetScreen(Rect rect, UnityEngine.Color? color = null)
 
-     {
 
-         if (Main.BackQuad == null)
 
-         {
 
-             var canvas = GameObject.Find("WebCameraView").GetComponent<RectTransform>();
 
-             var background = canvas.Find("Background");
 
-             Main.BackQuad = background.GetChild(0).GetComponent<RectTransform>();
 
-         }
 
-         Main.BackQuad.parent.gameObject.SetActive(color != null);
 
-         Main.BackQuad.anchorMin = rect.min;
 
-         Main.BackQuad.anchorMax = rect.max;
 
-         Main.BackQuad.GetComponent<RawImage>().color = color ?? Color.black;
 
-         //Debug.Log("Set Screen " + color.GetColorName());
 
-     }
 
-     static void DebugBackQuad(Rect? rect = null)
 
-     {
 
-         if (Main.BackQuad)
 
-         {
 
-             Main.BackQuad.parent.GetComponent<RawImage>().enabled = false;
 
-             Main.BackQuad.GetComponent<RawImage>().color = Color.white;
 
-             Main.BackQuad.parent.gameObject.SetActive(!Main.BackQuad.parent.gameObject.activeSelf);
 
-             if (rect.HasValue)
 
-             {
 
-                 Main.BackQuad.anchorMin = rect.Value.min;
 
-                 Main.BackQuad.anchorMax = rect.Value.max;
 
-             }
 
-         }
 
-     }
 
-     public void ReSizeTexture(int width, int height)
 
-     {
 
-         Debug.Log("Cur mUVCTexture Size: [" + mUVCTexture.width + "," + mUVCTexture.height + "]");
 
-         return;
 
-         if (mUVCTexture.width < width || mUVCTexture.height < height)       // 如果当前分辨率太小,则重新new一个texture
 
-         {
 
-             Texture2D tex = new Texture2D(
 
-                             width, height,
 
-                             TextureFormat.ARGB32,
 
-                             false, /* mipmap */
 
-                             true /* linear */);
 
-             tex.filterMode = FilterMode.Point;
 
-             tex.Apply();
 
-             mUVCTexture = tex;
 
-             mUVCCameraInfo.previewTexture = tex;
 
-             var nativeTexPtr = mUVCCameraInfo.previewTexture.GetNativeTexturePtr();
 
-         }
 
-     }
 
-     void Awake()
 
-     {
 
-         Main = this;
 
- #if !UNITY_EDITOR_WIN
 
-         DebugOnZIMDemo = false;
 
- #endif
 
-         //if (mUVCDrawer)
 
-         //    mUVCDrawer.StartPreviewAction += UVCIsReady;
 
-     }
 
-     void OnDestroy()
 
-     {
 
-         //if (mUVCDrawer)
 
-         //    mUVCDrawer.StartPreviewAction -= UVCIsReady;
 
-     }
 
-     void Start()
 
-     {
 
-         //mainContext = SynchronizationContext.Current;
 
-         // 设置目标帧率为60
 
-         Application.targetFrameRate = 60;
 
-         canvas = transform.GetComponent<RectTransform>();
 
-         mode = Mode.InfraredLocate;
 
-         if (DebugScreenImages.Count != 0 && DebugOnZIMDemo)
 
-         {
 
-             screenIdentification = new o0.Project.ScreenIdentification();
 
-             screenIdentification.LocateScreen();
 
-         }
 
-         if (DebugOnZIMDemo) {
 
-             FullScreenToggle.onValueChanged.AddListener((i) =>
 
-             {
 
-                 Screen.fullScreen = i;
 
-             });
 
-         }
 
-         infraredCount = InfraredCount.Single;
 
-         #region 性能检测相关
 
-         for (var i = 0; i < m_History.Capacity; ++i)
 
-         {
 
-             m_History.Add(0.0f);
 
-         }
 
-         lastInterval = Time.realtimeSinceStartup;
 
-         frames = 0;
 
-         #endregion
 
-     }
 
-     IEnumerator LateDestoryIEnum(UnityEngine.Object o)
 
-     {
 
-         if (o)
 
-         {
 
-             yield return new WaitForEndOfFrame();
 
-             Destroy(o);
 
-         }
 
-     }
 
-     //ZIMWebCamera场景使用
 
-     public void WebCamIsReady(Texture texture)
 
-     {
 
-         mPlatform = Platform.Window;
 
-         mUVCTexture = texture;
 
-         mUVCCameraInfo = new CameraInfo(mUVCTexture);
 
-         brightness = 0;
 
-         //UVC准备好
 
-         InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
 
-     }
 
-     /// <summary>
 
-     /// UVCManager 创建初始化时候,更新此函数
 
-     /// </summary>
 
-     /// <param name="cameraInfo"></param>
 
-     public void UVCIsReady(CameraInfo cameraInfo)
 
-     {
 
-         mPlatform = Platform.Android;
 
-         mUVCTexture = cameraInfo.previewTexture;
 
-         mUVCCameraInfo = cameraInfo;
 
-         Debug.Log("UVCIsReady:" + mUVCCameraInfo);
 
-         //UVC准备好
 
-         InfraredCameraHelper?.InvokeOnUVCIsReady(mUVCCameraInfo);
 
-     }
 
-     /// <summary>
 
-     /// 获取新的 previewTexture
 
-     /// </summary>
 
-     public void UVCUpdate(bool bChange)
 
-     {
 
-         mUVCTexture = mUVCCameraInfo.previewTexture;
 
-         Debug.Log("[ScreenLocate] UVCUpdate:" + mUVCCameraInfo + ",bChange:"+bChange);
 
-         InfraredCameraHelper?.InvokeOnUVCIsUpdate();
 
-         //这里判断是否进入自动识别?
 
-         if (bAutomaticRecognitionStart) {
 
-             bAutomaticRecognitionStart = false;
 
-             Debug.Log("[ScreenLocate] UVCUpdate 开始自动识别 Capture:" + Capture + " ,Delay: " + Delay);
 
-             screenIdentification.LocateScreen(Capture, Delay);
 
-         }
 
-         if (bAutomaticRecognitionEnd) {
 
-             bAutomaticRecognitionEnd = false;
 
-             Debug.Log("[ScreenLocate] UVCUpdate 结束捕获,当前摄像机分辨率为: " + mUVCCameraInfo.Size);
 
-             bAutomaticRecognition = false;
 
-         }
 
-     }
 
-     int brightness = 0;
 
-     /// <summary>
 
-     /// 设置算法红外灯的亮度值
 
-     /// </summary>
 
-     /// <param name="value"></param>
 
-     public void SetInfraredLocateBrightnessThreshold(float value)
 
-     {
 
-         if (infraredLocate != null)
 
-         {
 
-             if (value >= 0 && value <= 1)
 
-                 infraredLocate.SetBrightnessThreshold(value);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
 
-         }
 
-     }
 
-     void Update()
 
-     {
 
-         //++frames;
 
-         //float timeNow = Time.realtimeSinceStartup;
 
-         //if (timeNow > lastInterval + updateInterval)
 
-         //{
 
-         //    fps = (float)(frames / (timeNow - lastInterval));
 
-         //    frames = 0;
 
-         //    lastInterval = timeNow;
 
-         //}
 
-         //if (m_FPS != null)
 
-         //    m_FPS.text = "FPS:" + fps.ToString("f2");
 
-         if (mUVCCameraInfo == null) return;
 
-         if (screenIdentification == null)
 
-         {
 
-             screenIdentification = new o0.Project.ScreenIdentification();
 
-             //pc 不切换分辨率了
 
- #if UNITY_ANDROID
 
-             //screenIdentification.OnLocateScreenEnter += OnLocateScreenEnter;
 
-             screenIdentification.OnLocateScreenEnd += OnLocateScreenEnd;
 
- #endif
 
-         }
 
-         if (infraredLocate == null)
 
-         {
 
-             infraredLocate = new InfraredLocate(mUVCCameraInfo, screenIdentification, InfraredSpotSettings, ScreenPixelCheaker);
 
-             //InfraredDemo 初始化
 
-             //float redfilterValue = PlayerPrefs.GetFloat("Init redFilterSliderValue", 0.8f);
 
-             //Debug.Log("Init Red filterValue:" + redfilterValue);
 
-             //infraredLocate.SetBrightnessThreshold(redfilterValue);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
 
-         }
 
-         if (screenIdentification.Screen.RefreshCameraSize(getUVCCameraInfoSize))       // 同步分辨率, 分辨率变化后还需同步到InfraredDemo
 
-         {
 
-             quadUnityVectorList = screenIdentification.Screen.QuadInCamera.GetUnityVertexNormalizedList();
 
-             if (!ContainsNaN(quadUnityVectorList))
 
-             {
 
-                 SaveScreenLocateVectorList();
 
-                 //SyncInfraredDemo();
 
-                 //SyncInfraredScreenPositioningView();
 
-                 InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
 
-                 Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变:[" + (int)getUVCCameraInfoSize.x + "," + (int)getUVCCameraInfoSize.y + "]");
 
-                 Debug.Log("[ScreenLocate] RefreshCameraSize 屏幕size改变,刷新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
 
-             }
 
-             else {
 
-                 Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
 
-             }
 
-          
 
-             if (DebugOnZIMDemo)
 
-                 Main.ShowScreen(Main.ScreenQuad, screenIdentification.Screen.QuadInCamera);
 
-         }
 
-         //var t0 = Time.realtimeSinceStartup;
 
-         /* New*/
 
-         //Debug.Log((mUVCCameraInfo != null) +" = "+ mUVCCameraInfo.IsPreviewing + " = "+ screenIdentification.Screen.Active);
 
-         if (mUVCCameraInfo != null && mUVCCameraInfo.IsPreviewing)     // 成功定位屏幕后才做红外识别
 
-         {
 
-             //if (bAutomaticRecognition)
 
-             //{
 
-             //    //识别的过程使用的分辨率
 
-             //    //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
 
-             //    if (log1)
 
-             //    {
 
-             //        log1 = false;
 
-             //        Debug.Log("[ScreenLocate] log1:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
 
-             //    }
 
-             //}
 
-             //else
 
-             //{
 
-             //    //自动识别完成后使用相机分辨率大小 getUVCCameraInfoSize 
 
-             //    //CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
 
-             //    if (log2)
 
-             //    {
 
-             //        log2 = false;
 
-             //        Debug.Log("[ScreenLocate] log2:[" + (int)getUVCCameraInfoSize.x + ", " + (int)getUVCCameraInfoSize.y + "]");
 
-             //    }
 
-             //}
 
-             //如果是连接了蓝牙设备,并且不是9轴设备。不进行识别算法处理
 
-             if (BluetoothAim.ins?.status == BluetoothStatusEnum.ConnectSuccess && AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
 
-             //根据getUVCCameraInfoSize 分辨率渲染
 
-             CreateUVCTexture2DIfNeeded((int)getUVCCameraInfoSize.x, (int)getUVCCameraInfoSize.y);
 
-             if (!screenIdentification.Update(mUVCTexture2D))
 
-             {
 
-                 CameraSize = new o0.Geometry2D.Vector<int>(mUVCTexture2D.width, mUVCTexture2D.height);
 
-                 var pixels = mUVCTexture2D.GetPixels();       // 从左往右、从下往上
 
-                 AutoLightPixels(pixels, CameraSize.x, CameraSize.y);
 
-                 //return;
 
-                 //InfraredSpots = infraredLocate.Update(pixels);
 
-                 if (bSinglePoint)
 
-                     infraredSpotBuffer = infraredLocate.UpdateSingle(pixels);
 
-                 else
 
-                     infraredSpotBuffer = infraredLocate.Update(pixels);
 
-                 if (mode == Mode.ScreenLocateManual)
 
-                 {
 
-                     for (int i = 0; i < infraredSpotBuffer.Length; i++)
 
-                     {
 
-                         if (infraredSpotBuffer[i].CameraLocation != null)
 
-                         {
 
-                             // 检测到光点
 
-                             var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, FullScreenImage.rectTransform.rect);
 
-                             CrosshairInCamera[i].gameObject.SetActive(true);
 
-                             CrosshairInCamera[i].anchoredPosition = posInCanvas;
 
-                         }
 
-                         else
 
-                             CrosshairInCamera[i].gameObject.SetActive(false);
 
-                     }
 
-                 }
 
-                 else if(mode == Mode.InfraredLocate)
 
-                 {
 
-                     if (mPlatform == Platform.Window) //渲染ui上面的点。进入游戏可以隐藏
 
-                     {
 
-                         for (int i = 0; i < infraredSpotBuffer.Length; i++)
 
-                         {
 
-                             if (infraredSpotBuffer[i].CameraLocation != null)
 
-                             {
 
-                                 // 检测到光点
 
-                                 var posInCanvas = infraredSpotBuffer[i].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(CameraSize, outputRawImages[0].rectTransform.rect);
 
-                                 CrosshairInCamera[i].gameObject.SetActive(true);
 
-                                 CrosshairInCamera[i].anchoredPosition = posInCanvas;
 
-                             }
 
-                             else
 
-                                 CrosshairInCamera[i].gameObject.SetActive(false);
 
-                         }
 
-                     }
 
-                     //手机端使用 mPlatform == Platform.Android &&
 
-                     //通用,手机 和 PC
 
-                     if (infraredSpotBuffer.Length > 0)
 
-                     {
 
-                         int redIndex = 0;
 
-                         int greenIndex = 1;
 
-                         //仅仅第一个点显示(如果最大点出界了会闪烁)
 
-                         if (bSinglePoint)
 
-                         {
 
-                             redIndex = 0; //单点识别是,可以选择切换颜色
 
-                             if (infraredSpotBuffer[redIndex].ScreenUV != null)
 
-                             {
 
-                                 string str = "Single:";
 
-                                 Info.text = str + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
 
-                                 //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
 
-                                 onFilterPos(infraredSpotBuffer[redIndex].ScreenUV.Value);
 
-                             }
 
-                         }
 
-                         else
 
-                         {
 
-                             //雙點模式下選擇第一個點
 
-                             if (bIdentifyRed && !bIdentifyGreen)
 
-                             {
 
-                                 if (infraredSpotBuffer[redIndex].ScreenUV != null)
 
-                                 {
 
-                                     Info.text = "Red" + redIndex + ":" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
 
-                                     //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
 
-                                     onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
 
-                                 }
 
-                                 else
 
-                                 {
 
-                                     Info.text = "未检测到红色最大点!";
 
-                                 }
 
-                             }
 
-                             else if (!bIdentifyRed && bIdentifyGreen)
 
-                             {
 
-                                 if (infraredSpotBuffer[greenIndex].ScreenUV != null)
 
-                                 {
 
-                                     Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
 
-                                     //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
 
-                                     onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
 
-                                 }
 
-                                 else
 
-                                 {
 
-                                     Info.text = "未检测到绿色点!";
 
-                                 }
 
-                             }
 
-                             else
 
-                             {
 
-                                 //两个不选择和两个全选都跑识别两个点
 
-                                 //自動切換 检测到光点
 
-                                 if (infraredSpotBuffer[redIndex].ScreenUV != null)
 
-                                 {
 
-                                     Info.text = "Red:" + infraredSpotBuffer[redIndex].ScreenUV.Value.ToString("F4");
 
-                                     //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[redIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[redIndex].ScreenUV.Value.y * Screen.height, 0));
 
-                                     onFilterPos2(infraredSpotBuffer[redIndex].ScreenUV.Value, redIndex);
 
-                                 }
 
-                                 else if (infraredSpotBuffer[greenIndex].ScreenUV != null)
 
-                                 {
 
-                                     Info.text = "Green:" + infraredSpotBuffer[greenIndex].ScreenUV.Value.ToString("F4");
 
-                                     //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(infraredSpotBuffer[greenIndex].ScreenUV.Value.x * Screen.width, infraredSpotBuffer[greenIndex].ScreenUV.Value.y * Screen.height, 0));
 
-                                     onFilterPos2(infraredSpotBuffer[greenIndex].ScreenUV.Value, greenIndex);
 
-                                 }
 
-                                 else
 
-                                 {
 
-                                     Info.text = "未检测到点!";
 
-                                 }
 
-                             }
 
-                         }
 
-                     }
 
-                 }
 
-                 else if (mode == Mode.ScreenMap && DebugOnZIMDemo)
 
-                 {
 
-                     for (int i = 0; i < infraredSpotBuffer.Length; i++)
 
-                     {
 
-                         if (infraredSpotBuffer[i].ScreenUV != null)
 
-                         {
 
-                             // 检测到光点
 
-                             var posInCanvas = infraredSpotBuffer[i].ScreenUV.Value.pixelToLocalPosition_AnchorCenter(new Vector2(1, 1), canvas.rect);
 
-                             CrosshairInScreen[i].gameObject.SetActive(true);
 
-                             CrosshairInScreen[i].anchoredPosition = posInCanvas;
 
-                         }
 
-                         else
 
-                             CrosshairInScreen[i].gameObject.SetActive(false);
 
-                     }
 
-                     if (Input.GetKeyDown(KeyCode.Escape))
 
-                         ToMode(Mode.InfraredLocate);
 
-                 }
 
-             }
 
-         }
 
-         //var t1 = Time.realtimeSinceStartup;
 
-         //var dt = t1 - t0;
 
-         //m_History[m_ValidHistoryFrames % m_History.Count] = dt;
 
-         //++m_ValidHistoryFrames;
 
-         //m_UIUpdateTimer += Time.deltaTime;
 
-         //if (m_UIUpdateTimer >= m_UIUpdateInterval)
 
-         //{
 
-         //    m_UIUpdateTimer = 0.0f;
 
-         //    if (m_ValidHistoryFrames >= m_History.Count)
 
-         //    {
 
-         //        m_ValidHistoryFrames = 0;
 
-         //        m_AverageTime = 0.0f;
 
-         //        m_MinTime = float.PositiveInfinity;
 
-         //        m_MaxTime = float.NegativeInfinity;
 
-         //        {
 
-         //            for (var i = 0; i < m_History.Count; i++)
 
-         //            {
 
-         //                var time = m_History[i];
 
-         //                m_AverageTime += time;
 
-         //                m_MinTime = Mathf.Min(m_MinTime, time);
 
-         //                m_MaxTime = Mathf.Max(m_MaxTime, time);
 
-         //            }
 
-         //            m_AverageTime /= m_History.Count;
 
-         //        }
 
-         //        {
 
-         //            m_History.Sort();
 
-         //            // Odd-length history?
 
-         //            if ((m_History.Count & 1) != 0)
 
-         //            {
 
-         //                m_MedianTime = m_History[m_History.Count / 2];
 
-         //            }
 
-         //            else
 
-         //            {
 
-         //                m_MedianTime = (m_History[m_History.Count / 2] + m_History[m_History.Count / 2 - 1]) / 2.0f;
 
-         //            }
 
-         //        }
 
-         //    }
 
-         //    var statistics = $"{m_History.Count} 帧样本:\naverage: {m_AverageTime * 1000.0f:F2}ms\nmedian: {m_MedianTime * 1000.0f:F2}ms\nmin: {m_MinTime * 1000.0f:F2}ms\nmax: {m_MaxTime * 1000.0f:F2}ms\n";
 
-         //    //Method: {m_Method} {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name} |
 
-         //    if (m_UITime != null)
 
-         //        m_UITime.text = $"Cam: {mUVCCameraInfo.CurrentWidth}x{mUVCCameraInfo.CurrentHeight}{(mUVCTexture2D? ",T2D:" : "")}{(mUVCTexture2D? mUVCTexture2D.width+ "x" : "")}{(mUVCTexture2D ? mUVCTexture2D.height:"")} \nLast Frame: {dt * 1000.0f:F2}ms \n{statistics}";
 
-         //}
 
-         //UpdateInputs();
 
-     }
 
-     Vector2 targetPos = Vector2.zero;
 
-     Vector2 movePos = Vector2.zero;
 
-     int moveSpeed = 20;
 
-     public float filterDis = 3.0f;
 
-     void onFilterPos(Vector2 _vector2Pos)
 
-     {
 
-         //主要用于模拟九轴时候的
 
-         //添加一个偏移量,使得最后输出的准心是指向正中心
 
-         Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height); //_vector2Pos.pixelToLocalPosition_AnchorCenter(Vector2.one, (transform as RectTransform).rect);
 
-         if (Vector2.Distance(np, targetPos) >= filterDis)
 
-         {
 
-             targetPos = np;
 
-             //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(targetPos.x, targetPos.y, 0));
 
-             //Vector2 np = new Vector2(uvCenterOffset.x * Screen.width, uvCenterOffset.y * Screen.height);
 
-             //point -= np;
 
-             InfraredCameraHelper?.InvokeOnPositionUpdate(targetPos);
 
-         }
 
-         //movePos = Vector3.Lerp(movePos, targetPos, Time.deltaTime * moveSpeed);
 
-         //InfraredManager.ConnetDevicesSingle.ins.posAction?.Invoke(new Vector3(movePos.x, movePos.y, 0));
 
-     }
 
-     Vector2[] _targetPoints2 = new Vector2[] { Vector2.zero, Vector2.zero };
 
-     void onFilterPos2(Vector2 _vector2Pos, int index)
 
-     {
 
-         Vector2 np = new Vector2((_vector2Pos.x - UVOffset.x) * Screen.width, (_vector2Pos.y - UVOffset.y) * Screen.height);
 
-         if (Vector2.Distance(np, _targetPoints2[index]) >= filterDis)
 
-         {
 
-             _targetPoints2[index] = np;
 
-             InfraredCameraHelper.InvokeOnPositionUpdate2(_targetPoints2[index], index);
 
-         }
 
-     }
 
-     #region 自动识别 
 
-     int Capture = 30;
 
-     int Delay = 30;
 
-     Vector2 EnterResolution;
 
-    // int DefaultResolutionIndex;
 
-     // readonly public int HighScreenLocateResolutionIndex = 2;       // 自动识别时,摄像机分辨率固定为1280 * 720 ( 对应索引是2 )
 
-     public void BtnScreenLocate()
 
-     {
 
-         if (DebugScreenImages.Count != 0)
 
-         {
 
-             screenIdentification = new o0.Project.ScreenIdentification();
 
-             CameraSize = new o0.Geometry2D.Vector<int>(DebugScreenImages[0].width, DebugScreenImages[0].height);
 
-             WebCamIsReady(DebugScreenImages[0]);
 
-             CreateUVCTexture2DIfNeeded();
 
-         }
 
-         //Debug.Log("BtnScreenLocate Capture:" + Capture + " ,Delay: " + Delay);
 
-         //screenIdentification.LocateScreen(Capture, Delay);
 
-         OnLocateScreenEnter();
 
-     }
 
-    // bool log1 = false, log2 = false;
 
-     public void OnLocateScreenEnter()
 
-     {
 
-         bAutomaticRecognition = true;
 
-         bAutomaticRecognitionStart = true;
 
-         ResetScreenIdentification();
 
-         //DefaultResolutionIndex = InfraredDemoMain?.ResolutionIndex ?? 0;        // 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低)
 
-         //HighScreenLocateResolutionIndex = InfraredDemoMain.getTextureToResolutionNewIndex(); //  index = 0
 
-         // Debug.Log("[ScreenLocate] 开始捕获 DefaultResolutionIndex:" + DefaultResolutionIndex + " ,HighScreenLocateResolutionIndex:" + HighScreenLocateResolutionIndex);
 
-         // InfraredDemoMain?.SetResolutionNew(HighScreenLocateResolutionIndex);
 
-         EnterResolution = mUVCCameraInfo.Size;// 记录一下进入前的分辨率(游戏场景的分辨率,比识别时更低)
 
-         Vector2 _HighResolution = mUVCCameraInfo.CurrentCalibrationResolution; //最高的分辨率
 
-         Resize((int)_HighResolution.x, (int)_HighResolution.y);
 
-         if (DebugOnZIMDemo)
 
-             screenIdentification.LocateScreen();
 
-         //CreateUVCTexture2DIfNeeded();
 
-         // log1 = true;
 
-         // log2 = true;
 
-     }
 
-     public void OnLocateScreenEnd()
 
-     {
 
-         bAutomaticRecognitionEnd = true;
 
-         // 记录本次屏幕识别的分辨率(目前采用高分辨率做识别,识别结束后调回低分辨率)
 
-         //InfraredDemoMain?.SetResolutionNew(DefaultResolutionIndex);
 
-         Resize((int)EnterResolution.x, (int)EnterResolution.y);
 
-     }
 
-     /**
 
-       * 修改相机的实际分辨率
 
-       */
 
-     public void Resize(int width, int height)
 
-     {
 
-         if (mUVCCameraInfo == null) return;
 
- #if UNITY_ANDROID
 
-         //发送修改指令给相机实际分辨率
 
-         mUVCCameraInfo.SetCameraSize(width, height);
 
- #endif
 
- #if UNITY_STANDALONE_WIN
 
-        // pc todo 看看怎么处理
 
-        // ResizePC(width, height);
 
- #endif
 
-         //mUVCCameraInfo.SetSize(width, height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
 
-         Debug.Log($"[ScreenLocate] 开始修改分辨率 mUVCCameraInfo origin:[{ mUVCCameraInfo.CurrentWidth },{ mUVCCameraInfo.CurrentHeight }]=>target:[{ width },{ height }]");
 
-        // if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
 
-     }
 
-     /// <summary>
 
-     /// pc修改分辨率
 
-     /// </summary>
 
-     /// <param name="width"></param>
 
-     /// <param name="height"></param>
 
-     public void ResizePC(int width, int height)
 
-     {
 
-         if (mUVCCameraInfo == null) return;
 
-         //if (screenIdentification.isInitLocateScreen()) screenIdentification.bStartLocateScreen = true;
 
-         // PcWebCamera pcWebCamera = GetComponent<PcWebCamera>();
 
-         // if(pcWebCamera.webCamTexture == null || !pcWebCamera.webCamTexture.isPlaying) return;
 
-         //StartCoroutine(ResetWebCam(pcWebCamera, width, height));
 
-         mUVCCameraInfo.SetSize(width, height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
 
-         Debug.Log("[ScreenLocate] Resize mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
 
-     }
 
-     private System.Collections.IEnumerator ResetWebCam(PcWebCamera pcWebCamera, int newWidth, int newHeight)
 
-     {
 
-         WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
 
-         // Stop the current WebCamTexture
 
-         _webCamTexture.Stop();
 
-         // Trigger OnWebCamStopped event
 
-        // OnWebCamStopped?.Invoke();
 
-         // Wait for a short time to ensure resources are released
 
-         yield return new WaitForSeconds(0.5f);
 
-         // Create a new WebCamTexture with the new dimensions
 
-         _webCamTexture = new WebCamTexture(newWidth, newHeight);
 
-         pcWebCamera.webCamTexture = _webCamTexture;
 
-         mUVCTexture = _webCamTexture;
 
-         // Restart the camera
 
-         yield return StartCoroutine(StartWebCam(pcWebCamera));
 
-     }
 
-     private System.Collections.IEnumerator StartWebCam(PcWebCamera pcWebCamera)
 
-     {
 
-         WebCamTexture _webCamTexture = pcWebCamera.webCamTexture;
 
-         _webCamTexture.Play();
 
-         // Wait until the WebCamTexture is playing
 
-         while (!_webCamTexture.isPlaying)
 
-         {
 
-             yield return null;
 
-         }
 
-         // Trigger OnWebCamStarted event
 
-         //OnWebCamStarted?.Invoke();
 
-         mUVCCameraInfo.SetSize(_webCamTexture.width, _webCamTexture.height);      // 手动记录分辨率,这里可能会有问题 width和height是期望的分辨率而不是当前摄像机实际分辨率
 
-         Debug.Log("[ScreenLocate] ResizePc mUVCCameraInfo.SetSize: [" + mUVCCameraInfo.CurrentWidth + "," + mUVCCameraInfo.CurrentHeight + "]");
 
-        // if(screenIdentification.isInitLocateScreen())screenIdentification.bStartLocateScreen = true;
 
-     }
 
-     #endregion
 
-     public void BtnScreenMap()
 
-     {
 
-         ToMode(Mode.ScreenMap);
 
-     }
 
-     //进入手动定位屏幕
 
-     public void BtnScreenLocateManual()
 
-     {
 
-         ToMode(Mode.ScreenLocateManual);
 
-     }
 
-     // 重置屏幕识别的数据
 
-     public void ResetScreenIdentification()
 
-     {
 
-         screenIdentification.Screen.Active = false;
 
-     }
 
-     /// <summary>
 
-     /// 固定的顶点顺序: 左下,右下,左上,右上
 
-     /// </summary>
 
-     public static List<Vector2> quadUnityVectorList = new();
 
-     /// <summary>
 
-     /// 打印信息
 
-     /// </summary>
 
-     /// <param name="list">左下,右下,左上,右上</param>
 
-     /// <returns></returns>
 
-     public string PrintVector2List(List<Vector2> list)
 
-     {
 
-         if (screenIdentification == null || !screenIdentification.Screen.Active) return "[]";
 
-         string result = "";
 
-         if (list.Count == 4)
 
-         {
 
-             result = "左下" + list[0].ToString() + ",右下" + list[1].ToString() + ",左上" + list[2].ToString() + ",右上" + list[3].ToString();
 
-         }
 
-         else
 
-         {
 
-             result = "count != 4 error";
 
-         }
 
-         //foreach (Vector2 vector in list)
 
-         //{
 
-         //    result += vector.ToString() + " ";
 
-         //}
 
-         //Debug.Log(result);
 
-         return result;
 
-     }
 
-     /// <summary>
 
-     /// 判断是否存在NaN
 
-     /// </summary>
 
-     /// <param name="vectors"></param>
 
-     /// <returns></returns>
 
-     public bool ContainsNaN(List<Vector2> vectors)
 
-     {
 
-         foreach (var v in vectors)
 
-         {
 
-             if (float.IsNaN(v.x) || float.IsNaN(v.y))
 
-             {
 
-                 return true;
 
-             }
 
-         }
 
-         return false;
 
-     }
 
-     // 标记屏幕的四个角, ScreenQuadObject 下挂了4个子节点用于标记
 
-     public void ShowScreen(RectTransform ScreenQuadObject, QuadrilateralInCamera screen)
 
-     {
 
-         if (screen == null)
 
-         {
 
-             Info.text = "识别屏幕失败";
 
-             return;
 
-         }
 
-         Info.text = "已识别到屏幕";
 
-         if (ScreenQuadObject && ScreenQuadObject.childCount >= 4)
 
-         {
 
-             ScreenQuadObject.gameObject.SetActive(true);
 
-             for (int i = 0; i < 4; i++)
 
-             {
 
-                 if (DebugOnZIMDemo)
 
-                 {
 
-                     RectTransform t = ScreenQuadObject.GetChild(i) as RectTransform;
 
-                     t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, ScreenQuadObject.rect);
 
-                 }
 
-             }
 
-         }
 
-         quadUnityVectorList = screen.GetUnityVertexNormalizedList();      // 记录四个点
 
-         if (!ContainsNaN(quadUnityVectorList))
 
-         {
 
-             SaveScreenLocateVectorList();
 
-             //SyncInfraredDemo();
 
-             if (DebugOnZIMDemo)
 
-                 SyncInfraredScreenPositioningView();
 
-             InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
 
-             Debug.Log("[ScreenLocate] ShowScreen 已识别到屏幕,更新quadUnityVectorList:" + PrintVector2List(quadUnityVectorList));
 
-         }
 
-         else
 
-         {
 
-             Debug.LogError("[ScreenLocate] RefreshCameraSize 屏幕size改变,存在NaN值,重新校准:" + PrintVector2List(quadUnityVectorList));
 
-         }
 
-     }
 
-     public void ShowScreen(QuadrilateralInCamera screen) => ShowScreen(ScreenQuad, screen);
 
-     /// <summary>
 
-     /// 校准点位置存储到本地
 
-     /// </summary>
 
-     static public void SaveScreenLocateVectorList()
 
-     {
 
-         string saveStr = string.Join(";", quadUnityVectorList.Select(v => $"{v.x},{v.y}")); //,{v.z}
 
-         Debug.Log("SaveScreenLocateVectorList:  " + saveStr);
 
-         PlayerPrefs.SetString("ScreenLocateVectorList", saveStr);
 
-     }
 
-     /// <summary>
 
-     /// 获取本地存储校准点位置
 
-     /// </summary>
 
-     static public bool GetScreenLocateVectorList()
 
-     {
 
-         string posListStr = PlayerPrefs.GetString("ScreenLocateVectorList", "");
 
-         Debug.Log("GetScreenLocateVectorList:"+ posListStr);
 
-         if (!string.IsNullOrWhiteSpace(posListStr))
 
-         {
 
-             quadUnityVectorList.Clear();
 
-             quadUnityVectorList = posListStr.Split(';')
 
-                 .Select(s =>
 
-                 {
 
-                     string[] parts = s.Split(',');
 
-                     return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
 
-                 })
 
-                 .ToList();
 
-             return true;
 
-         }
 
-         else return false;
 
-     }
 
-     public Vector2 AdjustPointsOffset(Vector2 inputPoint,string type = "CameraLocation")
 
-     {
 
-         // 计算从原始中心到输入点的偏移量
 
-         if (type == "CameraLocation")
 
-         {
 
-             CameraLocationOffset = inputPoint - screenIdentification.Screen.TransformToCamera(new Vector2(0.5f, 0.5f) * screenIdentification.Screen.UVSize);
 
-             return CameraLocationOffset;
 
-         }
 
-         else {
 
-             //ScreenUV
 
-             UVOffset = inputPoint - new Vector2(0.5f, 0.5f);
 
-             return UVOffset;
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// 这里计算一个偏移后的cameraLocatoin位置
 
-     /// </summary>
 
-     /// <param name="cameraLocatoin"></param>
 
-     /// <returns></returns>
 
-     public Vector2 GetOffsetCameraLocation(Vector2 cameraLocatoin) {
 
-         return cameraLocatoin - CameraLocationOffset;
 
-     }
 
-     void ToMode(Mode mode)
 
-     {
 
-         if (this.mode == mode)
 
-             return;
 
-         if (mode == Mode.ScreenMap)
 
-         {
 
-             if (!screenIdentification.Screen.Active)
 
-             {
 
-                 Info.text = "先定位屏幕";
 
-                 return;
 
-             }
 
-             Info.text = "按ESC退出";
 
-             SetScreen(Color.black);
 
-             //Info.transform.SetAsLastSibling();
 
-             this.mode = Mode.ScreenMap;
 
-         }
 
-         else if (mode == Mode.InfraredLocate)
 
-         {
 
-             Info.text = screenIdentification.Screen.Active ? "已定位屏幕" : "定位屏幕失败";
 
-             //Info.text = "已识别到屏幕"; 
 
-             SetScreen(null);
 
-             foreach (var i in CrosshairInScreen)
 
-                 i.gameObject.SetActive(false);
 
-             FullScreenImage.gameObject.SetActive(false);
 
-             ScreenPixelCheaker.HideImage();
 
-             //Info.transform.SetSiblingIndex(transform.childCount - 4);
 
-             this.mode = Mode.InfraredLocate;
 
- #if (!NDEBUG && DEBUG && ENABLE_LOG)
 
-             Console.WriteLine($"{TAG} Mode.InfraredLocate:已识别到屏幕:{screenIdentification.Screen.Active}");
 
- #endif
 
-         }
 
-         else if (mode == Mode.ScreenLocateManual)
 
-         {
 
-             Info.text = "左键单击屏幕 左下角";
 
-             FullScreenImage.gameObject.SetActive(true);
 
-             ScreenPixelCheaker.ShowImage();
 
-             //Info.transform.SetSiblingIndex(transform.childCount - 1);
 
-             // var newTex = WebCamera.webCamTexture.AutoLight(10);
 
-             //DebugTexture(1, TextureToTexture2D(rawImage.texture));
 
-             CreateUVCTexture2DIfNeeded();
 
-             DebugTexture(7, mUVCTexture2D.zimAutoLight(brightness));
 
-             //mUVCTexture2DTemp = TextureToTexture2D(mUVCCameraInfo.previewTexture);
 
-             //DebugTexture(6, mUVCTexture2DTemp.zimAutoLight(brightness));
 
-             this.mode = Mode.ScreenLocateManual;
 
-         }
 
-     }
 
-     private Texture2D TextureToTexture2D(Texture texture, int width = 0, int height = 0)
 
-     {
 
-         if (width == 0)
 
-             width = texture.width;
 
-         if (height == 0)
 
-             height = texture.height;
 
-         Texture2D _texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false, true);
 
-         RenderTexture currentRT = RenderTexture.active;
 
-         RenderTexture renderTexture = RenderTexture.GetTemporary(
 
-                     width,
 
-                     height,
 
-                     0,
 
-                     RenderTextureFormat.ARGB32,
 
-                     RenderTextureReadWrite.Linear);
 
-         Graphics.Blit(texture, renderTexture);
 
-         RenderTexture.active = renderTexture;
 
-         _texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
 
-         _texture2D.Apply();
 
-         RenderTexture.active = currentRT;
 
-         RenderTexture.ReleaseTemporary(renderTexture);
 
-         return _texture2D;
 
-     }
 
-     //public void CreateUVCTexture2DFocusSizeIfNeeded(int width, int height)
 
-     //{
 
-     //    if (mUVCTexture2D != null)
 
-     //        Destroy(mUVCTexture2D);
 
-     //    mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
 
-     //}
 
-     /// <summary>
 
-     /// 使用默认的mUVCTexture宽高
 
-     /// </summary>
 
-     private void CreateUVCTexture2DIfNeeded()
 
-     {
 
-         if (mUVCTexture2D != null)
 
-             Destroy(mUVCTexture2D);
 
-         mUVCTexture2D = TextureToTexture2D(mUVCTexture);
 
-     }
 
-     /// <summary>
 
-     /// 根据宽高调整mUVCTexture2D
 
-     /// </summary>
 
-     /// <param name="width"></param>
 
-     /// <param name="height"></param>
 
-     private void CreateUVCTexture2DIfNeeded(int width = 0, int height = 0)
 
-     {
 
-         if (mUVCTexture2D != null)
 
-             Destroy(mUVCTexture2D);
 
-         mUVCTexture2D = TextureToTexture2D(mUVCTexture, width, height);
 
-     }
 
-     #region DoubleButton 
 
-     private DateTime m_firstTime;
 
-     private DateTime m_secondTime;
 
-     private void Press()
 
-     {
 
-         Debug.Log("进入手动定位");
 
-         BtnScreenLocateManual();
 
-         resetTime();
 
-     }
 
-     public void OnDoubleClick()
 
-     {
 
-         //超时重置
 
-         if (!m_firstTime.Equals(default(DateTime)))
 
-         {
 
-             var intervalTime = DateTime.Now - m_firstTime;
 
-             float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
 
-             if (milliSeconds >= 400)
 
-                 resetTime();
 
-         }
 
-         // 按下按钮时对两次的时间进行记录
 
-         if (m_firstTime.Equals(default(DateTime)))
 
-             m_firstTime = DateTime.Now;
 
-         else
 
-             m_secondTime = DateTime.Now;
 
-         // 在第二次点击触发,时差小于400ms触发
 
-         if (!m_firstTime.Equals(default(DateTime)) && !m_secondTime.Equals(default(DateTime)))
 
-         {
 
-             var intervalTime = m_secondTime - m_firstTime;
 
-             float milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
 
-             if (milliSeconds < 400)
 
-                 Press();
 
-             else
 
-                 resetTime();
 
-         }
 
-     }
 
-     private void resetTime()
 
-     {
 
-         m_firstTime = default(DateTime);
 
-         m_secondTime = default(DateTime);
 
-     }
 
-     #endregion
 
-     #region 性能检测相关
 
-     void InvalidateTimings()
 
-     {
 
-         m_ValidHistoryFrames = 0;
 
-         m_AverageTime = float.NaN;
 
-         m_MedianTime = float.NaN;
 
-         m_MinTime = float.NaN;
 
-         m_MaxTime = float.NaN;
 
-     }
 
-     void UpdateInputs()
 
-     {
 
-         //重置
 
-         if (Input.GetKeyDown(KeyCode.UpArrow))
 
-         {
 
-             InvalidateTimings();
 
-         }
 
-     }
 
-     #endregion
 
- }
 
 
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