InfraredDemo.cs 85 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 (GameAssistUI.ins && GameAssistUI.ins.scaleAimOn)
  587. {
  588. if (CameraToLook.ins != null)
  589. {
  590. // 平滑旋转逻辑
  591. float dt = Mathf.Min(Time.deltaTime, 0.05f); // 避免低帧率造成旋转跳跃
  592. float smoothingFactor = GameMgr.gameType == 1 ? 12 : 7f; // 原始未开镜的FOV,可调节,数值越大越“跟手”
  593. CameraToLook.ins.localRotation = Quaternion.Slerp(
  594. CameraToLook.ins.localRotation,
  595. quat,
  596. dt * GameAssistUI.ins.currentSensitivity * smoothingFactor
  597. );
  598. }
  599. }
  600. else {
  601. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  602. }
  603. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  604. //移动目标游戏
  605. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  606. ShowUICrosshairs(cameraLocation, 0);
  607. };
  608. //双点情况下更新
  609. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  610. {
  611. // 获取左右相机
  612. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  613. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  614. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  615. for (int i = 0; i < points.Length; i++)
  616. {
  617. Vector2 point = points[i];
  618. // 判断是否为右屏并调整坐标
  619. //if (i == 1)
  620. //{
  621. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  622. //}
  623. if (i == 0 && leftCamera != null)
  624. {
  625. Ray ray1 = leftCamera.ScreenPointToRay(point);
  626. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  627. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  628. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  629. // ShowUICrosshairs(cameraLocations[0], 0);
  630. }
  631. if (i == 1 && rightCamera != null) //大点算2p
  632. {
  633. Ray ray2 = rightCamera.ScreenPointToRay(point);
  634. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  635. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  636. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  637. // ShowUICrosshairs(cameraLocations[1], 1);
  638. }
  639. ShowUICrosshairs(cameraLocations[i], i);
  640. }
  641. };
  642. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  643. {
  644. //生成控制摄像机的参数滑条
  645. Debug.Log("初始化摄像机!");
  646. //可以操作按钮
  647. mBtnSee.interactable = true;
  648. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  649. updateBtnSee();
  650. //延迟重新设置一次分辨率
  651. StartCoroutine(delayInitOhterInfo(camera));
  652. };
  653. //屏幕变化时候
  654. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  655. {
  656. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  657. SetLocatePointsToCameraRender(list, 1, 1);
  658. //InfraredScreenPositioningView 页面
  659. if (list.Count == 4)
  660. {
  661. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  662. }
  663. else
  664. {
  665. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  666. }
  667. };
  668. //算法准备事件
  669. infraredCameraHelper.OnScreenLocateIsReady += () =>
  670. {
  671. Debug.Log("OnScreenLocateIsReady.");
  672. //b端设置偏移值
  673. if (CommonConfig.StandaloneModeOrPlatformB)
  674. {
  675. InitCenterOffset();
  676. }
  677. //开机默认单点,里面会设置一次数据
  678. SetSinglePoint(true);
  679. //设置双点数据
  680. //InitCenterOffsets(PlayerType.FirstPlayer);
  681. //InitCenterOffsets(PlayerType.SecondPlayer);
  682. };
  683. }
  684. }
  685. private void updateDropdownResolution2()
  686. {
  687. string[] resolutions = {
  688. TextAutoLanguage2.GetTextByKey("HighResolution"),
  689. TextAutoLanguage2.GetTextByKey("LowResolution")
  690. };
  691. // 清除默认选项
  692. _dropdownResolution2.ClearOptions();
  693. // 将分辨率字符串数组转换为 Dropdown 选项
  694. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  695. }
  696. /// <summary>
  697. /// 初始化一些游戏配置
  698. /// </summary>
  699. /// <returns></returns>
  700. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  701. {
  702. //yield return new WaitForSeconds(1f);
  703. yield return new WaitForEndOfFrame();
  704. #if UNITY_ANDROID || UNITY_IOS
  705. initSlider(camera);
  706. camera.GetResolutionsStrs();
  707. // 默认设置
  708. updateDropdownResolution2();
  709. int index = (int)resoution.Get();
  710. _dropdownResolution2.value = index;
  711. _dropdownResolution2.RefreshShownValue();
  712. // 处理 Dropdown 的选择变化
  713. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  714. #endif
  715. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  716. initSliderPC();
  717. //隐藏不需要的设置
  718. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  719. _dropdownResolution.gameObject.SetActive(false);
  720. _dropdownResolution2.gameObject.SetActive(false);
  721. #endif
  722. //震动阈值
  723. SetShakeFilterValue(shakeFilterValue.Get());
  724. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  725. //功能按钮
  726. //重置触发测试
  727. _btnReset.onClick.AddListener(OnClick_Reset);
  728. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  729. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  730. SetCaptureValue(captureValue.Get());
  731. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  732. SetDelayValue(delayValue.Get());
  733. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  734. //绘制线段
  735. SetLineWidth(lineWidth.Get());
  736. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  737. SetFanWidth(fanWidth.Get());
  738. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  739. //检测红外亮度阈值
  740. SetInfraredFilterValue(infraredFileterValue.Get());
  741. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  742. //野鸭设置初始关卡
  743. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  744. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  745. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  746. ////b端设置偏移值
  747. //if (CommonConfig.StandaloneModeOrPlatformB) {
  748. // InitCenterOffset();
  749. //}
  750. }
  751. /// <summary>
  752. /// 初始化时候获取设置和存储来控制显示准心
  753. /// </summary>
  754. /// <returns></returns>
  755. public bool bInitCrosshairShow()
  756. {
  757. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  758. }
  759. /// <summary>
  760. /// 获取弓箭准心存储值
  761. /// </summary>
  762. /// <returns></returns>
  763. public int getCrosshairValue()
  764. {
  765. return (int)crosshairValue.Get();
  766. }
  767. public void setCrosshairValue(bool bshow)
  768. {
  769. crosshairValue.Set(bshow ? 1 : 0);
  770. }
  771. public void onStartPreview()
  772. {
  773. infraredCameraHelper.onStartPreview();
  774. }
  775. public void onStopPreview()
  776. {
  777. infraredCameraHelper.onStopPreview();
  778. }
  779. //水平
  780. public void onFlipHorizontally()
  781. {
  782. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  783. mirrorIndex.Set((int)cameraMirror);
  784. infraredCameraHelper.onFlipHorizontally();
  785. }
  786. //垂直
  787. public void onFlipVertically()
  788. {
  789. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  790. mirrorIndex.Set((int)cameraMirror);
  791. infraredCameraHelper.onFlipVertically();
  792. }
  793. /// <summary>
  794. /// 获取并且初始化一次记录点的数据
  795. /// </summary>
  796. /// <returns></returns>
  797. IEnumerator initScreenLocateManual()
  798. {
  799. yield return new WaitForSeconds(1f);
  800. infraredCameraHelper.InitScreenLocateManual();
  801. }
  802. IEnumerator RestartOrKillApp()
  803. {
  804. yield return new WaitForSeconds(0.3f);
  805. if (Application.isEditor) yield break;
  806. if (Application.platform == RuntimePlatform.Android)
  807. {
  808. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  809. {
  810. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  811. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  812. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  813. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  814. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  815. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  816. currentActivity.Call("startActivity", intent);
  817. currentActivity.Call("finish");
  818. var process = new AndroidJavaClass("android.os.Process");
  819. int pid = process.CallStatic<int>("myPid");
  820. process.CallStatic("killProcess", pid);
  821. }
  822. }
  823. else
  824. {
  825. // 获取当前应用程序的可执行文件路径
  826. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  827. // 重启应用程序
  828. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  829. {
  830. FileName = executablePath,
  831. UseShellExecute = false
  832. };
  833. System.Diagnostics.Process.Start(startInfo);
  834. // 退出当前应用程序
  835. Application.Quit();
  836. }
  837. ;
  838. }
  839. void UpdateInfraredCamera()
  840. {
  841. if (!_visiable) return;
  842. if (!_inited) return;
  843. if (infraredCameraHelper == null) return;
  844. //渲染相机画面
  845. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  846. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  847. if (ScreenLocate.Main.getUVCTexture)
  848. {
  849. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  850. {
  851. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  852. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  853. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  854. if (!isFullscreen) SetAllToggle(true);
  855. }
  856. else if (ScreenLocate.Main.OutputTextures[4] != null)
  857. {
  858. //缩小的情况下。显示黑白色差的合成图
  859. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  860. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  861. //底图缩小的情况下。不显示适配线段,并且隐藏points
  862. if (!isFullscreen)
  863. {
  864. if (showPoints)
  865. {
  866. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  867. for (int i = 0; i < pointsTF2.childCount; i++)
  868. {
  869. Transform pointTF = pointsTF2.GetChild(i);
  870. pointTF.gameObject.SetActive(false);
  871. showPoints = false;
  872. }
  873. }
  874. SetAllToggle(false);
  875. }
  876. }
  877. //_cameraRender.SetNativeSize();
  878. // _MaintainAspectRatio.AdjustSize();
  879. }
  880. //在相机画面显示准心
  881. if (ScreenLocate.Main)
  882. {
  883. var _sl = ScreenLocate.Main;
  884. //var buffer = _sl.infraredSpotBuffer;
  885. //if (buffer != null)
  886. //{
  887. // for (int i = 0; i < buffer.Length; i++)
  888. // {
  889. // if (buffer[i].CameraLocation != null)
  890. // {
  891. // //添加一个偏移量,使得最后输出的准心是指向正中心
  892. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  893. // // 检测到光点
  894. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  895. // _crosshairsInCamera[i].gameObject.SetActive(true);
  896. // _crosshairsInCamera[i].anchoredPosition = pos;
  897. // }
  898. // else
  899. // _crosshairsInCamera[i].gameObject.SetActive(false);
  900. // }
  901. //}
  902. //渲染固定摄像机分辨率
  903. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  904. //渲染摄像机大小
  905. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  906. //渲染摄像机识别点位置
  907. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  908. }
  909. }
  910. /// <summary>
  911. /// 更新屏幕下的十字准心位置
  912. /// </summary>
  913. /// <param name="value"></param>
  914. void ShowUICrosshairs(Vector2 newPoint2, int index)
  915. {
  916. ////获取一个偏移量,使得最后输出的准心是指向正中心
  917. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  918. // 检测到光点
  919. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  920. //红色为最大值则按顺序赋值,反之最小
  921. int curIndex = index;
  922. //if (bIdentifyRed)
  923. //{
  924. // curIndex = index;
  925. //}
  926. //else
  927. //{
  928. // curIndex = 1 - index;
  929. //}
  930. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  931. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  932. }
  933. bool showPoints = false;
  934. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  935. {
  936. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  937. if (pointsTF2.childCount == points.Count)
  938. {
  939. Vector2 texSize = new Vector2(w, h);
  940. for (int i = 0; i < pointsTF2.childCount; i++)
  941. {
  942. Transform pointTF = pointsTF2.GetChild(i);
  943. Vector2 pos = points[i];
  944. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  945. pointTF.gameObject.SetActive(true);
  946. showPoints = true;
  947. }
  948. }
  949. else
  950. {
  951. for (int i = 0; i < pointsTF2.childCount; i++)
  952. {
  953. Transform pointTF = pointsTF2.GetChild(i);
  954. pointTF.gameObject.SetActive(false);
  955. showPoints = false;
  956. }
  957. }
  958. //绘制数据
  959. DrawTestLine();
  960. }
  961. #region 测试数据绘制
  962. [SerializeField] private Toggle curToggle;
  963. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  964. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  965. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  966. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  967. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  968. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  969. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  970. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  971. [SerializeField] RawImage _cameraRenderTest5;
  972. [SerializeField] RawImage _cameraRenderTest6;
  973. void DrawTestLine()
  974. {
  975. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  976. // 判断 texSize 是否为有效值
  977. if (texSize == Vector2.zero)
  978. {
  979. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  980. return;
  981. }
  982. // 设置三个屏幕四边形和线条生成器
  983. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  984. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  985. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  986. ScreenLocate.Main.ScreenIdentification?.QuadManual
  987. };
  988. LineGenerator[] lineGenerators = new LineGenerator[] {
  989. AutoUILineGenerator,
  990. SemiAutoUILineGenerator,
  991. ManualUILineGenerator
  992. };
  993. for (int i = 0; i < screenQuads.Length; i++)
  994. {
  995. if (screenQuads[i] == null)
  996. {
  997. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  998. continue;
  999. }
  1000. if (lineGenerators[i] == null)
  1001. {
  1002. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1003. continue;
  1004. }
  1005. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1006. }
  1007. // 清除旧选项并填充新的选项
  1008. dropdown.ClearOptions();
  1009. List<string> options = new List<string>();
  1010. //for (int i = 0; i < screenQuads.Length; i++)
  1011. //{
  1012. // options.Add($"Quad {i + 1}");
  1013. //}
  1014. //options.Add("自动识别");
  1015. //options.Add("半自动识别");
  1016. //options.Add("手动识别");
  1017. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1018. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1019. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1020. dropdown.AddOptions(options);
  1021. // 添加监听器来处理选择事件
  1022. dropdown.onValueChanged.AddListener((index) =>
  1023. {
  1024. OnDropdownValueChanged(index, screenQuads);
  1025. });
  1026. if (screenQuads[0] != null || screenQuads[1] != null)
  1027. {
  1028. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1029. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1030. }
  1031. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1032. {
  1033. //绘制白色线段
  1034. var lo = new Vector2(-0.5f, -0.5f);
  1035. CurUILineGenerator.Points = new Vector2[4] {
  1036. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1037. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1038. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1039. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1040. }
  1041. }
  1042. // 当下拉框选项更改时调用的方法
  1043. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1044. {
  1045. if (index >= 0 && index < screenQuads.Length)
  1046. {
  1047. if (screenQuads[index] != null)
  1048. {
  1049. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1050. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1051. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1052. }
  1053. else
  1054. {
  1055. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1056. }
  1057. }
  1058. else
  1059. {
  1060. Debug.LogWarning("所选索引超出范围!");
  1061. }
  1062. }
  1063. /// <summary>
  1064. /// 提取转换四边形的方法
  1065. /// </summary>
  1066. /// <param name="quad"></param>
  1067. /// <param name="texSize"></param>
  1068. /// <returns></returns>
  1069. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1070. {
  1071. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1072. {
  1073. Debug.LogWarning("Invalid quadrilateral data provided.");
  1074. return new Vector2[0]; // 返回空数组以避免异常
  1075. }
  1076. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1077. return new Vector2[4] {
  1078. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1079. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1080. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1081. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1082. };
  1083. }
  1084. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1085. {
  1086. if (points == null || points.Length < 1)
  1087. {
  1088. Debug.LogWarning("Invalid point data provided.");
  1089. return new Vector2[0]; // 返回空数组以避免异常
  1090. }
  1091. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1092. List<Vector2> transformedPoints = new List<Vector2>();
  1093. // 遍历所有传入的点进行转换
  1094. foreach (var point in points)
  1095. {
  1096. // 转换每个点,考虑 texSize 和 pivot 偏移
  1097. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1098. transformedPoints.Add(transformedPoint);
  1099. }
  1100. return transformedPoints.ToArray();
  1101. }
  1102. void initToggle()
  1103. {
  1104. // 监听 Toggle 值的变化
  1105. if (curToggle != null)
  1106. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1107. // 监听 Toggle 值的变化
  1108. if (autoToggle != null)
  1109. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1110. if (semiAutoToggle != null)
  1111. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1112. if (manualToggle != null)
  1113. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1114. }
  1115. // 控制 LineGenerator 的启用/禁用
  1116. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1117. {
  1118. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1119. {
  1120. lineGenerator.enabled = isOn;
  1121. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1122. }
  1123. }
  1124. /// <summary>
  1125. /// 设置全部显示
  1126. /// </summary>
  1127. /// <param name="value"></param>
  1128. private void SetAllToggle(bool value)
  1129. {
  1130. ToggleLineGenerator(CurUILineGenerator, value);
  1131. ToggleLineGenerator(AutoUILineGenerator, value);
  1132. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1133. ToggleLineGenerator(ManualUILineGenerator, value);
  1134. }
  1135. /// <summary>
  1136. /// 放大时候同步一次toggle
  1137. /// </summary>
  1138. private void SyncAllToggle()
  1139. {
  1140. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1141. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1142. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1143. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1144. }
  1145. // 下拉菜单用于显示纹理名称
  1146. public Dropdown textureDropdown;
  1147. // 按钮用于导出选中的纹理
  1148. public Button exportSelectedButton;
  1149. // 按钮用于导出所有纹理
  1150. public Button exportAllButton;
  1151. // 定义纹理名称
  1152. string[] textureNames;
  1153. /// <summary>
  1154. /// 更新一下菜单
  1155. /// </summary>
  1156. public void UpdateLanguage()
  1157. {
  1158. string[] _textureNames = {
  1159. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1160. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1161. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1162. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1163. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1164. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1165. };
  1166. textureNames = _textureNames;
  1167. // 设置下拉菜单的选项
  1168. textureDropdown.ClearOptions();
  1169. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1170. }
  1171. void initExport()
  1172. {
  1173. UpdateLanguage();
  1174. // 添加导出选中纹理的按钮点击事件
  1175. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1176. // 添加导出所有纹理的按钮点击事件
  1177. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1178. }
  1179. /// <summary>
  1180. /// 导出所有纹理
  1181. /// </summary>
  1182. public void SaveAllTexturesToLocal()
  1183. {
  1184. for (int i = 0; i < textureNames.Length; i++)
  1185. {
  1186. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1187. }
  1188. }
  1189. /// <summary>
  1190. /// 导出图片
  1191. /// </summary>
  1192. /// <param name="index"></param>
  1193. public void SaveTextureToLocal(int index)
  1194. {
  1195. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1196. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1197. {
  1198. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1199. return;
  1200. }
  1201. // 定义保存路径
  1202. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1203. string baseName = $"{time}_Texture_{index}";
  1204. // 检查索引是否在命名数组内
  1205. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1206. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1207. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1208. #else
  1209. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1210. #endif
  1211. // 编码纹理为 PNG 格式
  1212. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1213. // 将字节写入文件
  1214. System.IO.File.WriteAllBytes(path, bytes);
  1215. Debug.Log($"Texture saved as: {path}");
  1216. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1217. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1218. //});
  1219. }
  1220. //下面是处理对象放大缩小
  1221. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1222. public Button toggleButton; // 缩小时使用的按钮
  1223. private Vector2 originalSize;
  1224. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1225. private Vector2 originalAnchorMin;
  1226. private Vector2 originalAnchorMax;
  1227. private int originalSiblingIndex; // 保存初始的层级索引
  1228. private bool isFullscreen = false;
  1229. /// <summary>
  1230. /// 测试效果屏幕数据初始化
  1231. /// </summary>
  1232. void InitFullScreen()
  1233. {
  1234. if (cameraObj1 != null)
  1235. {
  1236. // 保存初始大小、位置和层级索引
  1237. originalSize = cameraObj1.sizeDelta;
  1238. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1239. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1240. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1241. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1242. // 为 cameraObj1 添加点击事件
  1243. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1244. toggleButton.transform.parent.gameObject.SetActive(false);
  1245. }
  1246. if (toggleButton != null)
  1247. {
  1248. // 为按钮添加点击事件以恢复大小
  1249. toggleButton.onClick.AddListener(RestoreSize);
  1250. }
  1251. }
  1252. void ToggleFullscreen()
  1253. {
  1254. if (cameraObj1 == null) return;
  1255. if (!isFullscreen)
  1256. {
  1257. // 设置锚点为全屏,调整位置和偏移量
  1258. cameraObj1.anchorMin = Vector2.zero;
  1259. cameraObj1.anchorMax = Vector2.one;
  1260. cameraObj1.offsetMin = Vector2.zero;
  1261. cameraObj1.offsetMax = Vector2.zero;
  1262. cameraObj1.anchoredPosition = Vector3.zero;
  1263. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1264. //刷新一次点
  1265. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1266. toggleButton.transform.parent.gameObject.SetActive(true);
  1267. isFullscreen = true;
  1268. //放大情况根据toggle来显示
  1269. SyncAllToggle();
  1270. }
  1271. }
  1272. void RestoreSize()
  1273. {
  1274. if (cameraObj1 == null || !isFullscreen) return;
  1275. // 恢复锚点和偏移量
  1276. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1277. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1278. cameraObj1.sizeDelta = originalSize;
  1279. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1280. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1281. //刷新一次点
  1282. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1283. toggleButton.transform.parent.gameObject.SetActive(false);
  1284. isFullscreen = false;
  1285. }
  1286. #endregion
  1287. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1288. {
  1289. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1290. if (pointsTF2.childCount == points.Count)
  1291. {
  1292. Vector2 texSize = new Vector2(w, h);
  1293. for (int i = 0; i < pointsTF2.childCount; i++)
  1294. {
  1295. Transform pointTF = pointsTF2.GetChild(i);
  1296. Vector2 pos = points[i];
  1297. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1298. pointTF.gameObject.SetActive(true);
  1299. }
  1300. }
  1301. else
  1302. {
  1303. for (int i = 0; i < pointsTF2.childCount; i++)
  1304. {
  1305. Transform pointTF = pointsTF2.GetChild(i);
  1306. pointTF.gameObject.SetActive(false);
  1307. }
  1308. }
  1309. }
  1310. void SetShakeFilterValue(float v)
  1311. {
  1312. shakeFilterValue.Set(v);
  1313. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1314. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1315. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1316. }
  1317. /// <summary>
  1318. /// 重新设置分辨率
  1319. /// </summary>
  1320. /// <param name="index"></param>
  1321. public void resolutionRestartApp(int index)
  1322. {
  1323. #if UNITY_ANDROID || UNITY_IOS
  1324. //StartCoroutine(RestartOrKillApp());
  1325. //获取第一个分辨率设置后设置size
  1326. switch (index)
  1327. {
  1328. case 0:
  1329. infraredCameraHelper.SetHighCameraResolution();
  1330. resoution.Set(index);
  1331. _dropdownResolution2.SetValueWithoutNotify(index);
  1332. break;
  1333. case 1:
  1334. infraredCameraHelper.SetLowCameraResolution();
  1335. resoution.Set(index);
  1336. _dropdownResolution2.SetValueWithoutNotify(index);
  1337. break;
  1338. }
  1339. #endif
  1340. }
  1341. /// <summary>
  1342. /// 初始化时候,设置的值
  1343. /// </summary>
  1344. /// <param name="index"></param>
  1345. public Vector2 SetDefByIndex(int index = 0)
  1346. {
  1347. //SetResolutionNew 里面对应的下标
  1348. Vector2 vec2 = new Vector2(320, 240);
  1349. switch (index)
  1350. {
  1351. case 0:
  1352. vec2 = new Vector2(320, 240);
  1353. break;
  1354. case 1:
  1355. vec2 = new Vector2(160, 120);
  1356. break;
  1357. }
  1358. return vec2;
  1359. }
  1360. /// <summary>
  1361. /// 当 Dropdown 选择变化时的处理方法
  1362. /// </summary>
  1363. /// <param name="OnResolutionChanged">320x240</param>
  1364. private void OnResolutionChanged(int index)
  1365. {
  1366. #if UNITY_ANDROID || UNITY_IOS
  1367. Debug.Log("Selected Resolution: " + index);
  1368. // 将选定的分辨率转换为实际的宽度和高度
  1369. // 并且需要判断是否存在最低分辨率
  1370. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1371. {
  1372. // 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
  1373. infraredCameraHelper.SetLowCameraResolution();
  1374. // 保存选择的分辨率到 PlayerPrefs
  1375. resoution.Set(index);
  1376. }
  1377. else if (index == 0)
  1378. {
  1379. //如果是0就 使用高分辨率
  1380. infraredCameraHelper.SetHighCameraResolution();
  1381. // 保存选择的分辨率到 PlayerPrefs
  1382. resoution.Set(index);
  1383. }
  1384. #endif
  1385. }
  1386. /// <summary>
  1387. /// 野鸭关卡测试初始值
  1388. /// </summary>
  1389. /// <param name="optionIndex"></param>
  1390. public void SetDuckLevelTest(int optionIndex)
  1391. {
  1392. //选择下标+1
  1393. int v = optionIndex + 1;
  1394. duckHunterLevel.Set(v);
  1395. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1396. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1397. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1398. }
  1399. void OnClick_Reset()
  1400. {
  1401. //SetBrightness(1);
  1402. //SetSaturation(1);
  1403. //SetContrast(1);
  1404. SetShakeFilterValue(6);
  1405. SetLineWidth(4);
  1406. SetFanWidth(90);
  1407. #if UNITY_IOS
  1408. SetInfraredFilterValue(0.6f);
  1409. #else
  1410. SetInfraredFilterValue(0.8f);
  1411. #endif
  1412. SetCaptureValue(30.0f);
  1413. SetDelayValue(30.0f);
  1414. //重置为第一关
  1415. SetDuckLevelTest(0);
  1416. }
  1417. /// <summary>
  1418. /// 清除当前红外存储的所有key
  1419. /// </summary>
  1420. public void OnClickClearInfraredGuider()
  1421. {
  1422. BluetoothAim.ins.ClearAllInfraredGuider();
  1423. }
  1424. public void OnClickClearAll()
  1425. {
  1426. PlayerPrefs.DeleteAll();
  1427. // 保存更改
  1428. PlayerPrefs.Save();
  1429. StartCoroutine(RestartOrKillApp());
  1430. }
  1431. void OnClick_ScreenLocateManual()
  1432. {
  1433. bool bEnter = true;
  1434. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1435. {
  1436. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1437. {
  1438. bEnter = true;
  1439. }
  1440. else
  1441. {
  1442. bEnter = false;
  1443. //只有红外设备才能进行屏幕识别
  1444. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1445. }
  1446. }
  1447. if (bEnter)
  1448. {
  1449. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1450. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1451. }
  1452. }
  1453. void OnClick_ScreenLocateManualAuto()
  1454. {
  1455. bool bEnter = true;
  1456. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1457. {
  1458. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1459. {
  1460. bEnter = true;
  1461. }
  1462. else
  1463. {
  1464. bEnter = false;
  1465. //只有红外设备才能进行屏幕识别
  1466. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1467. }
  1468. }
  1469. if (bEnter)
  1470. {
  1471. ResetCenterOffset();
  1472. ResetPositioningData();
  1473. infraredCameraHelper.EnterScreenLocateManualAuto();
  1474. }
  1475. }
  1476. public void OnClick_SetAdjustPointsOffset()
  1477. {
  1478. //var _sl = ScreenLocate.Main;
  1479. //var buffer = _sl.infraredSpotBuffer;
  1480. //if (buffer != null)
  1481. //{
  1482. // for (int i = 0; i < buffer.Length; i++)
  1483. // {
  1484. // if (buffer[i].CameraLocation != null)
  1485. // {
  1486. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1487. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1488. // Debug.Log("CenterOffset: " + centerOffset);
  1489. // cameraLocationValue.Set(centerOffset);
  1490. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1491. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1492. // screenUVValue.Set(uvCenterOffset);
  1493. // //如果是新手教程场景里面的校准
  1494. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1495. // if (infraredGuiderObj != null)
  1496. // {
  1497. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1498. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1499. // }
  1500. // }
  1501. // }
  1502. //}
  1503. //只能校准第一个
  1504. if (infraredCameraHelper.IsSinglePoint())
  1505. {
  1506. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1507. }
  1508. else
  1509. {
  1510. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1511. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1512. }
  1513. }
  1514. public void OnClick_SetAdjustPointsOffset_full()
  1515. {
  1516. if (infraredCameraHelper.IsSinglePoint())
  1517. {
  1518. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1519. }
  1520. else
  1521. {
  1522. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1523. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1524. }
  1525. }
  1526. /// <summary>
  1527. /// 设置存储的中心偏移位置
  1528. /// </summary>
  1529. public void InitCenterOffset()
  1530. {
  1531. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1532. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1533. }
  1534. /// <summary>
  1535. /// 重置中心点
  1536. /// </summary>
  1537. public void ResetCenterOffset()
  1538. {
  1539. infraredCameraHelper.ResetCenterOffset();
  1540. }
  1541. /// <summary>
  1542. /// 撤销中心点
  1543. /// </summary>
  1544. public void RevokeCenterOffset()
  1545. {
  1546. infraredCameraHelper.RevokeCenterOffset();
  1547. }
  1548. /// <summary>
  1549. /// 重置定位数据
  1550. /// </summary>
  1551. public void ResetPositioningData(bool bSyncLocal = false)
  1552. {
  1553. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1554. }
  1555. void SetCaptureValue(float v)
  1556. {
  1557. captureValue.Set(v);
  1558. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1559. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1560. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1561. }
  1562. void SetDelayValue(float v)
  1563. {
  1564. delayValue.Set(v);
  1565. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1566. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1567. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1568. }
  1569. #endregion
  1570. #region 相机感光度(默认修改对比度)
  1571. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1572. {
  1573. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1574. }
  1575. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1576. {
  1577. onSliderEvent(value, "PU_CONTRAST", min, max);
  1578. }
  1579. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1580. {
  1581. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1582. }
  1583. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1584. {
  1585. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1586. }
  1587. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1588. {
  1589. if (BluetoothWindows.IsWindows())
  1590. {
  1591. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1592. // 目标区间 [0, 10] 的边界值
  1593. double targetMin = min;
  1594. double targetMax = max;
  1595. double originalMin = -1;
  1596. double originalMax = 1;
  1597. // 计算转换后的值
  1598. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1599. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1600. _slider.SetValueWithoutNotify((float)v2);
  1601. return;
  1602. }
  1603. //功能也改为UVC的对比度
  1604. if (running)
  1605. {
  1606. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1607. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1608. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1609. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1610. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1611. // 目标区间 [0, 10] 的边界值
  1612. double targetMin = min;
  1613. double targetMax = max;
  1614. double originalMin = _UVCCtrlInfo.min;
  1615. double originalMax = _UVCCtrlInfo.max;
  1616. // 计算转换后的值
  1617. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1618. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1619. _slider.SetValueWithoutNotify((float)v2);
  1620. }
  1621. else _slider.SetValueWithoutNotify(5);
  1622. }
  1623. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1624. {
  1625. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1626. //pc
  1627. if (BluetoothWindows.IsWindows())
  1628. {
  1629. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1630. Slider slider = trans.GetComponent<Slider>();
  1631. Text textObj = trans.Find("text").GetComponent<Text>();
  1632. // 原始区间和目标区间的边界值
  1633. double originalMin = min;
  1634. double originalMax = max;
  1635. double targetMin = -1;
  1636. double targetMax = 1;
  1637. // 计算转换后的值
  1638. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1639. float _current = (float)result;
  1640. //Debug.Log("_current:" + _current + " , result:" + result);
  1641. textObj.text = _current + "";
  1642. slider.value = _current;
  1643. if (typeStr == "PU_CONTRAST")
  1644. {
  1645. infraredCameraHelper.SetContrast(_current);
  1646. pcCONTRAST.Set(_current);
  1647. }
  1648. else
  1649. {
  1650. infraredCameraHelper.SetBrightness(_current);
  1651. pcBRIGHTNESS.Set(_current);
  1652. }
  1653. return;
  1654. }
  1655. //修改亮度时,调试界面的亮度也应该一起修改
  1656. //功能也改为UVC的对比度
  1657. if (running)
  1658. {
  1659. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1660. // .GetComponent<Slider>();
  1661. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1662. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1663. Slider slider = trans.GetComponent<Slider>();
  1664. Text textObj = trans.Find("text").GetComponent<Text>();
  1665. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1666. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1667. //value 0 ~ 10
  1668. // 原始区间和目标区间的边界值
  1669. double originalMin = min;
  1670. double originalMax = max;
  1671. double targetMin = _UVCCtrlInfo.min;
  1672. double targetMax = _UVCCtrlInfo.max;
  1673. // 计算转换后的值
  1674. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1675. int _current = (int)(result);
  1676. Debug.Log("_current:" + value + " , result:" + result);
  1677. textObj.text = _current + "";
  1678. slider.value = _current;
  1679. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1680. //存储初始值,设置一次到UVC参数
  1681. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1682. }
  1683. }
  1684. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1685. {
  1686. // 线性插值公式
  1687. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1688. }
  1689. #endregion
  1690. #region 绘制线段部分
  1691. public void SetLineWidth(float v)
  1692. {
  1693. lineWidth.Set(v);
  1694. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1695. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1696. }
  1697. public void SetFanWidth(float v)
  1698. {
  1699. fanWidth.Set(v);
  1700. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1701. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1702. }
  1703. #endregion
  1704. #region 双人准心
  1705. //红外准心,默认打开吧
  1706. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1707. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1708. /// <summary>
  1709. /// 初始化时候获取设置和存储来控制显示准心
  1710. /// </summary>
  1711. /// <returns></returns>
  1712. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1713. {
  1714. if (playerType == PlayerType.FirstPlayer)
  1715. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1716. else
  1717. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1718. }
  1719. /// <summary>
  1720. /// 获取弓箭准心存储值
  1721. /// </summary>
  1722. /// <returns></returns>
  1723. public int getDoubleCrosshairValue(PlayerType playerType)
  1724. {
  1725. if (playerType == PlayerType.FirstPlayer)
  1726. return (int)crosshairValue1P.Get();
  1727. else
  1728. return (int)crosshairValue2P.Get();
  1729. }
  1730. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1731. {
  1732. if (playerType == PlayerType.FirstPlayer)
  1733. crosshairValue1P.Set(bshow ? 1 : 0);
  1734. else
  1735. crosshairValue2P.Set(bshow ? 1 : 0);
  1736. }
  1737. #endregion
  1738. #region 双人中心点定位
  1739. [Header("红外点")]
  1740. [SerializeField] Button _infraredOffsetBtn1P;
  1741. [SerializeField] Button _infraredOffsetBtn2P;
  1742. //准心的偏移值
  1743. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1744. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1745. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1746. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1747. //双点模式下的全屏偏移量,相当于两个单点
  1748. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1749. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1750. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1751. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1752. /// <summary>
  1753. /// 设置单点模式
  1754. /// </summary>
  1755. public void onToggleSinglePoint()
  1756. {
  1757. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1758. if (!infraredCameraHelper.IsSinglePoint())
  1759. {
  1760. infraredCameraHelper.SetSinglePoint(true);
  1761. }
  1762. else
  1763. {
  1764. infraredCameraHelper.SetSinglePoint(false);
  1765. }
  1766. }
  1767. /// <summary>
  1768. /// 设置是否是单,双点模式
  1769. /// </summary>
  1770. /// <param name="value"></param>
  1771. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1772. {
  1773. infraredCameraHelper.SetSinglePoint(value);
  1774. //重新设置双点数据
  1775. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1776. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1777. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1778. }
  1779. /// <summary>
  1780. /// 偏移点按钮
  1781. /// </summary>
  1782. public void InitOffsetBtns()
  1783. {
  1784. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1785. {
  1786. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1787. });
  1788. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1789. {
  1790. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1791. });
  1792. }
  1793. /// <summary>
  1794. /// 设置存储的中心偏移位置--双点
  1795. /// </summary>
  1796. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1797. {
  1798. if (infraredCameraHelper.IsSinglePoint())
  1799. {
  1800. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1801. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1802. }
  1803. else
  1804. {
  1805. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1806. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1807. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1808. }
  1809. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1810. {
  1811. //全屏双点
  1812. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1813. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1814. }
  1815. }
  1816. }
  1817. /// <summary>
  1818. /// 撤销中心点--双点
  1819. /// </summary>
  1820. public void RevokeCenterOffsets()
  1821. {
  1822. infraredCameraHelper.RevokeCenterOffsets();
  1823. }
  1824. /// <summary>
  1825. /// 重置中心点--双点
  1826. /// </summary>
  1827. public void ResetCenterOffsets()
  1828. {
  1829. infraredCameraHelper.ResetCenterOffsets();
  1830. }
  1831. /// <summary>
  1832. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1833. /// </summary>
  1834. /// <param name="playerType">玩家类型</param>
  1835. public void SetAdjustPointsOffset(PlayerType playerType)
  1836. {
  1837. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1838. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1839. if (buffer != null)
  1840. {
  1841. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1842. {
  1843. if (infraredCameraHelper.IsSinglePoint())
  1844. { //单点
  1845. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1846. cameraLocationValue.Set(centerOffset);
  1847. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1848. screenUVValue.Set(uvCenterOffset);
  1849. //如果是新手教程场景里面的校准
  1850. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1851. if (infraredGuiderObj != null)
  1852. {
  1853. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1854. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1855. }
  1856. }
  1857. else
  1858. {
  1859. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1860. cameraLocationValue1P.Set(centerOffset);
  1861. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1862. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1863. screenUVValue1P.Set(uvCenterOffset);
  1864. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1865. }
  1866. }
  1867. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1868. {
  1869. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1870. cameraLocationValue2P.Set(centerOffset);
  1871. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1872. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1873. screenUVValue2P.Set(uvCenterOffset);
  1874. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1875. }
  1876. }
  1877. }
  1878. //记录全屏双点校准
  1879. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1880. {
  1881. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1882. if (infraredCameraHelper.IsSinglePoint()) return;
  1883. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1884. if (buffer != null)
  1885. {
  1886. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1887. {
  1888. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1889. cameraLocationValue1P_full.Set(centerOffset);
  1890. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1891. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1892. screenUVValue1P_full.Set(uvCenterOffset);
  1893. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1894. }
  1895. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1896. {
  1897. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1898. cameraLocationValue2P_full.Set(centerOffset);
  1899. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1900. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1901. screenUVValue2P_full.Set(uvCenterOffset);
  1902. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1903. Debug.Log("设置点2");
  1904. }
  1905. }
  1906. }
  1907. #endregion
  1908. #region 亮度检测部分
  1909. public void SetInfraredFilterValue(float v)
  1910. {
  1911. infraredFileterValue.Set(v);
  1912. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1913. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1914. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1915. }
  1916. #endregion
  1917. public void resetInfraredPlayerPrefs()
  1918. {
  1919. //测试用
  1920. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1921. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1922. }
  1923. #region 显示Log部分信息
  1924. [SerializeField] Text _calibrationFixedText;
  1925. [SerializeField] Text _cameraSizeText;
  1926. [SerializeField] Text _quadUnityVectorListText;
  1927. /// <summary>
  1928. /// 校准时候的固定值分辨率
  1929. /// </summary>
  1930. /// <param name="v"></param>
  1931. public void SetCalibrationFixedText(Vector2 v)
  1932. {
  1933. _calibrationFixedText.text = v.x + "*" + v.y;
  1934. }
  1935. /// <summary>
  1936. /// 渲染摄像机当前分辨率
  1937. /// </summary>
  1938. /// <param name="v"></param>
  1939. public void SetCameraSizeText(Vector2 v)
  1940. {
  1941. _cameraSizeText.text = v.x + "*" + v.y;
  1942. }
  1943. /// <summary>
  1944. /// 渲染摄像机识别点
  1945. /// </summary>
  1946. /// <param name="v"></param>
  1947. public void SetQuadUnityVectorListText(string v)
  1948. {
  1949. _quadUnityVectorListText.text = v;
  1950. }
  1951. #endregion
  1952. #region 错误日志
  1953. public void HandleLog(string logString, string stackTrace, LogType type)
  1954. {
  1955. if (type == LogType.Exception || type == LogType.Error)
  1956. {
  1957. SaveLogToFile(logString, stackTrace);
  1958. }
  1959. }
  1960. void SaveLogToFile(string message, string stackTrace)
  1961. {
  1962. string path;
  1963. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1964. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1965. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1966. #else
  1967. // 其他平台使用 Application.persistentDataPath
  1968. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1969. #endif
  1970. // 打印路径确认
  1971. Debug.Log($"Log file saved at: {path}");
  1972. // 将日志写入到指定路径的文件中
  1973. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  1974. }
  1975. #endregion
  1976. }
  1977. public class ParamFloatValue
  1978. {
  1979. private string _saveKey;
  1980. private float _valueDefault;
  1981. private bool _valueLoaded;
  1982. private float _value;
  1983. public ParamFloatValue(string saveKey, float valueDefault)
  1984. {
  1985. _saveKey = saveKey;
  1986. _valueDefault = valueDefault;
  1987. }
  1988. public float Get()
  1989. {
  1990. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1991. return _value;
  1992. }
  1993. public float GetDefault()
  1994. {
  1995. return _valueDefault;
  1996. }
  1997. public string GetKey()
  1998. {
  1999. return _saveKey;
  2000. }
  2001. public void Set(float value)
  2002. {
  2003. _value = value;
  2004. PlayerPrefs.SetFloat(_saveKey, _value);
  2005. PlayerPrefs.Save();
  2006. }
  2007. /// <summary>
  2008. /// 重置成默认值
  2009. /// </summary>
  2010. public void Reset()
  2011. {
  2012. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2013. PlayerPrefs.Save();
  2014. }
  2015. }
  2016. /// <summary>
  2017. /// 存储Vector2
  2018. /// </summary>
  2019. public class ParamVector2Value
  2020. {
  2021. private string _saveKey;
  2022. private Vector2 _valueDefault;
  2023. private bool _valueLoaded;
  2024. private Vector2 _value;
  2025. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2026. {
  2027. _saveKey = saveKey;
  2028. _valueDefault = valueDefault;
  2029. }
  2030. public Vector2 Get()
  2031. {
  2032. if (!_valueLoaded)
  2033. {
  2034. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2035. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2036. _value = new Vector2(x, y);
  2037. _valueLoaded = true;
  2038. }
  2039. return _value;
  2040. }
  2041. public Vector2 GetDefault()
  2042. {
  2043. return _valueDefault;
  2044. }
  2045. public string GetKey()
  2046. {
  2047. return _saveKey;
  2048. }
  2049. public void Set(Vector2 value)
  2050. {
  2051. _value = value;
  2052. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2053. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2054. PlayerPrefs.Save();
  2055. }
  2056. /// <summary>
  2057. /// 重置成默认值
  2058. /// </summary>
  2059. public void Reset()
  2060. {
  2061. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2062. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2063. PlayerPrefs.Save();
  2064. }
  2065. }