InfraredScreenPositioningView.cs 30 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using LineUI;
  5. using UnityEngine.UI;
  6. using System.Linq;
  7. using ZIM;
  8. using o0;
  9. using Color = UnityEngine.Color;
  10. using InfraredManager;
  11. using Org.BouncyCastle.Asn1.Crmf;
  12. using ZIM.Unity;
  13. using o0.Project;
  14. using o0InfraredLocate.ZIM;
  15. public class LinePosition
  16. {
  17. public int index;
  18. public List<Vector3> pos;
  19. }
  20. public class InfraredScreenPositioningView : JCUnityLib.ViewBase
  21. {
  22. [SerializeField]
  23. RectTransform canvasRectTransform;
  24. [SerializeField]
  25. RectTransform draggableParent;
  26. [SerializeField]
  27. GameObject mask;
  28. [SerializeField]
  29. GameObject cameraLight;
  30. [SerializeField]
  31. RectTransform pointsParent;
  32. [SerializeField]
  33. RectTransform pos1;
  34. [SerializeField]
  35. RectTransform pos2;
  36. [SerializeField]
  37. RectTransform pos3;
  38. [SerializeField]
  39. RectTransform pos4;
  40. //画线时候的点偏移量
  41. float offset = 10;
  42. [SerializeField]
  43. Line line;
  44. List<LinePosition> oldLinePosition;
  45. Vector3 beginPos;
  46. Vector3 endPos;
  47. //相机感光部分
  48. [SerializeField]
  49. Slider slider;
  50. [SerializeField]
  51. RawImage rawImage;
  52. [SerializeField]
  53. RectTransform crosshair;
  54. [SerializeField]
  55. GameObject textTip1;
  56. [SerializeField]
  57. GameObject textTip2;
  58. [SerializeField]
  59. Button btnAuto;
  60. [SerializeField]
  61. Button btnHandMovement;
  62. [SerializeField]
  63. BtnRecordInfrared btnRecordInfrared;
  64. bool bAuto = true;
  65. [SerializeField] Color normalColor = Color.white;
  66. [SerializeField] Color highlightedColor = Color.green;
  67. [SerializeField] Color normalTextColor = Color.black;
  68. [SerializeField] Color highlightedTextColor = Color.white;
  69. bool doLocateAuto;
  70. int DefaultResolutionIndex;
  71. private void Awake()
  72. {
  73. offset = line.MyThickness;
  74. }
  75. void Start()
  76. {
  77. doLocateAuto = false;
  78. textTip1.SetActive(true);
  79. //设置btnAuto 高亮
  80. OnButtonClick(btnAuto);
  81. textTip2.SetActive(false);
  82. //手动不高亮
  83. //ResetButton(btnHandMovement);
  84. //quadUnityVectorList.Clear();
  85. //quadUnityVectorList.Add(new Vector2(16.39f, 35.91f));
  86. //quadUnityVectorList.Add(new Vector2(233.35f, 51.08f));
  87. //quadUnityVectorList.Add(new Vector2(94.15f, 219.11f));
  88. //quadUnityVectorList.Add(new Vector2(243.12f, 237.40f));
  89. Debug.Log("quadUnityVectorList count:" + ScreenLocate.quadUnityVectorList.Count);
  90. if (ScreenLocate.quadUnityVectorList.Count == 0)
  91. {
  92. Debug.Log("GetLocalPos");
  93. GetLocalPos();
  94. }
  95. else
  96. {
  97. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  98. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  99. //自动识别时候四个点
  100. SyncQuadUnityVectorListToPos();
  101. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  102. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  103. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  104. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  105. }
  106. //记录操作的位置信息
  107. oldLinePosition = new List<LinePosition>();
  108. SetLinePos();
  109. //相机感光度
  110. if (InfraredDemo._ins)
  111. {
  112. //重置偏移量
  113. InfraredDemo._ins.ResetCenterOffset();
  114. //重置识别点
  115. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  116. //清除一下记录的点
  117. ScreenLocate.quadUnityVectorList.Clear();
  118. slider.onValueChanged.AddListener((value) =>
  119. {
  120. InfraredDemo._ins.onSliderEvent(value);
  121. });
  122. InfraredDemo._ins.onSetSliderValue(slider);
  123. offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
  124. }
  125. else {
  126. //编辑器使用
  127. if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) {
  128. slider.onValueChanged.AddListener((value) =>
  129. {
  130. double originalMin = 0.0;
  131. double originalMax = 10.0;
  132. double targetMin = -1;
  133. double targetMax = 1;
  134. // 计算转换后的值
  135. double result = InfraredDemo.MapValue(value, originalMin, originalMax, targetMin, targetMax);
  136. //int _current = (int)(result);
  137. Debug.Log("_current:" + value + " , result:" + result);
  138. ScreenLocate.Main.pcContrast = (float)result;
  139. });
  140. float v = ScreenLocate.Main.pcContrast;
  141. // 目标区间 [0, 10] 的边界值
  142. double targetMin = 0.0;
  143. double targetMax = 10.0;
  144. double originalMin = -1;
  145. double originalMax = 1;
  146. // 计算转换后的值
  147. double v2 = InfraredDemo.MapValue(v, originalMin, originalMax, targetMin, targetMax);
  148. Debug.Log("PC获取相机的感光度:" + v + " = " + v2);
  149. slider.SetValueWithoutNotify((float)v2);
  150. }
  151. }
  152. //if (ScreenLocate.Main.getUVCTexture)
  153. //{
  154. // //渲染相机画面
  155. // rawImage.texture = ScreenLocate.Main.getUVCTexture;
  156. // //Debug.Log("rawImage.texture:" + rawImage.texture.name);
  157. //}
  158. //slider.onValueChanged.AddListener((value) => {
  159. // //onSliderEvent(value);
  160. // InfraredDemo._ins.SetBrightness(value);
  161. //});
  162. //slider.value = InfraredDemo._ins.brightness.Get();
  163. //修改分辨率。是否清晰一点?
  164. //DefaultResolutionIndex = InfraredDemo._ins?.ResolutionIndex ?? 0;
  165. //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
  166. //InfraredDemo._ins?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
  167. }
  168. private void OnDestroy()
  169. {
  170. //修改回进入手动调节页面时候的分辨率
  171. //InfraredDemo._ins?.SetResolutionNew(DefaultResolutionIndex);
  172. }
  173. public RawImage Bg => rawImage;
  174. void Update()
  175. {
  176. if (enterFromZimWebCamera && ScreenLocate.Main.DebugOnZIMDemo) {
  177. // ZimWebCamera场景测试
  178. rawImage.texture = ScreenLocate.Main.outputRawImages[7].texture;
  179. if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
  180. {
  181. // 检测到光点
  182. var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
  183. crosshair.gameObject.SetActive(true);
  184. crosshair.anchoredPosition = posInCanvas;
  185. }
  186. else
  187. crosshair.gameObject.SetActive(false);
  188. }
  189. else if (InfraredDemo.running)
  190. {
  191. //渲染相机画面
  192. Texture texture = InfraredDemo.infraredCameraHelper.GetCameraTexture();
  193. if (rawImage.texture == null || texture.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
  194. rawImage.texture = texture;
  195. //rawImage.material = InfraredDemo.infraredCameraHelper.GetCameraMaterial();
  196. }
  197. }
  198. public void OnClick_Back()
  199. {
  200. AudioMgr.ins.PlayBtn();
  201. ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
  202. }
  203. /// <summary>
  204. /// 自动识别
  205. /// </summary>
  206. public void OnClick_Auto()
  207. {
  208. bAuto = true;
  209. doLocateAuto = true;
  210. textTip1.SetActive(false);
  211. textTip2.SetActive(true);
  212. ResetButton(btnAuto);
  213. if (enterFromZimWebCamera)
  214. {
  215. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  216. _screenLocate.EnterScreenLocateManualAuto();
  217. return;
  218. }
  219. if (InfraredDemo.running)
  220. {
  221. InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
  222. }
  223. }
  224. /// <summary>
  225. /// 切换成手动方式
  226. /// </summary>
  227. public void onHandMovement()
  228. {
  229. bAuto = false;
  230. doLocateAuto = false;
  231. draggableParent.gameObject.SetActive(true);
  232. pointsParent.gameObject.SetActive(false);
  233. mask.SetActive(false);
  234. cameraLight.SetActive(true);
  235. }
  236. /// <summary>
  237. /// 自动识别后同步
  238. /// </summary>
  239. public void SyncScreenPosition()
  240. {
  241. //Debug.Log("quadUnityVectorList[i]:" + quadUnityVectorList[i]);
  242. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  243. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  244. //自动识别时候四个点
  245. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  246. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  247. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  248. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  249. SyncQuadUnityVectorListToPos();
  250. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  251. //自动识别后隐藏手动按钮
  252. draggableParent.gameObject.SetActive(false);
  253. pointsParent.gameObject.SetActive(true);
  254. if (ScreenLocate.Main) {
  255. QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
  256. if (screen != null)
  257. {
  258. //设置points点
  259. for (int i = 0; i < 4; i++)
  260. {
  261. RectTransform t = pointsParent.GetChild(i) as RectTransform;
  262. t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, pointsParent.rect);
  263. }
  264. }
  265. }
  266. }
  267. #region 绘制线段部分
  268. //点击拖拽的开始位置
  269. public void onBeginPos(int index, Vector3 pos)
  270. {
  271. Debug.Log("pos begin: " + pos);
  272. beginPos = pos;
  273. }
  274. public void onDragPos(int index, Vector3 pos)
  275. {
  276. //设置线段的点
  277. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  278. }
  279. //点击拖拽的结束位置
  280. public void onEndPos(int index, Vector3 pos)
  281. {
  282. Debug.Log("pos end: " + pos);
  283. endPos = pos;
  284. if (beginPos == endPos) return;
  285. //Debug.Log(index+",最后的点:" + pos);
  286. //再记录一次最后的点
  287. SetLinePos();
  288. }
  289. //同步设置图片对应的位置到line
  290. public void SetLinePos()
  291. {
  292. //记录一个操作点的操作位置
  293. AddOldLinePosition();
  294. //设置线段的点
  295. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  296. }
  297. void AddOldLinePosition()
  298. {
  299. Vector3[] v = new Vector3[4];
  300. pos1.GetWorldCorners(v);
  301. Vector3[] v1 = new Vector3[4];
  302. pos1.GetLocalCorners(v1);
  303. //for (int i = 0; i < 4; i++)
  304. //{
  305. // Debug.Log(i + " =1= " + v[i]);
  306. // Debug.Log(i + " =2= " + v1[i]);
  307. //}
  308. //记录一个操作点的操作位置
  309. List<Vector3> screenPositions = new List<Vector3>();
  310. screenPositions.Add(pos1.localPosition);
  311. screenPositions.Add(pos2.localPosition);
  312. screenPositions.Add(pos3.localPosition);
  313. screenPositions.Add(pos4.localPosition);
  314. LinePosition linePosition = new LinePosition();
  315. linePosition.index = oldLinePosition.Count;
  316. linePosition.pos = screenPositions;
  317. oldLinePosition.Add(linePosition);
  318. }
  319. //转换绘制线段的点
  320. List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
  321. {
  322. List<Vector2> _screenPositions = new List<Vector2>();
  323. //点为负数的增大 offset,正数减少 offset
  324. //Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
  325. //Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
  326. //Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
  327. //Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
  328. Vector2 startPos1 = new Vector2(_pos1.x + offset, _pos1.y + offset);
  329. Vector2 startPos2 = new Vector2(_pos2.x - offset, _pos2.y + offset);
  330. Vector2 startPos3 = new Vector2(_pos3.x - offset, _pos3.y - offset);
  331. Vector2 startPos4 = new Vector2(_pos4.x + offset, _pos4.y - offset);
  332. _screenPositions.Add(startPos1);
  333. _screenPositions.Add(startPos2);
  334. _screenPositions.Add(startPos3);
  335. _screenPositions.Add(startPos4);
  336. return _screenPositions;
  337. }
  338. void SetRectanglePoints(List<Vector2> screenPositions)
  339. {
  340. line.SetLine(screenPositions);
  341. }
  342. //撤回上一个元素
  343. public void onRecall()
  344. {
  345. // 获取并删除最后一个元素,并且保留一个元素
  346. if (oldLinePosition.Count > 1) // 确保列表不为空
  347. {
  348. // 获取回退的那个元素点
  349. LinePosition lastElement_second = oldLinePosition[oldLinePosition.Count - 2];
  350. // 获取最后一个元素
  351. //LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  352. //Debug.Log(JsonUtility.ToJson(lastElement) + " = " + oldLinePosition.Count);
  353. oldLinePosition.RemoveAt(oldLinePosition.Count - 1); // 删除最后一个元素
  354. pos1.localPosition = lastElement_second.pos[0];
  355. pos2.localPosition = lastElement_second.pos[1];
  356. pos3.localPosition = lastElement_second.pos[2];
  357. pos4.localPosition = lastElement_second.pos[3];
  358. //设置线段的点
  359. SetRectanglePoints(linePosConversion(lastElement_second.pos[0], lastElement_second.pos[1], lastElement_second.pos[2], lastElement_second.pos[3]));
  360. }
  361. }
  362. //是不是从Demo界面进入该页面的
  363. public bool enterFromInfraredDemo { get; set; } = false;
  364. //是否从测试场景进入
  365. public bool enterFromZimWebCamera { get; set; } = false;
  366. //确认修改
  367. public void onConfirmation()
  368. {
  369. if (enterFromZimWebCamera)
  370. {
  371. ConfirmScreenLocateManualTest();
  372. if (oldLinePosition.Count > 1) // 确保列表不为空
  373. {
  374. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  375. oldLinePosition.Clear();
  376. oldLinePosition.Add(lastElement);
  377. }
  378. SaveLocalPos();
  379. AudioMgr.ins.PlayBtn();
  380. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  381. return;
  382. }
  383. if (!ConfirmScreenLocateManual()) return;
  384. if (oldLinePosition.Count > 1) // 确保列表不为空
  385. {
  386. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  387. oldLinePosition.Clear();
  388. oldLinePosition.Add(lastElement);
  389. }
  390. if (InfraredDemo.running)
  391. {
  392. //跳转入界面
  393. AudioMgr.ins.PlayBtn();
  394. if (!enterFromInfraredDemo)
  395. {
  396. //每次初始化重置一下引导
  397. InfraredDemo._ins.resetInfraredPlayerPrefs();
  398. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  399. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  400. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  401. {
  402. //如果是红外连接成功,记录一个tag
  403. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  404. }
  405. onEnterInfrared();
  406. }
  407. else {
  408. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  409. }
  410. }
  411. //存储一次节点
  412. SaveLocalPos();
  413. }
  414. //重置位置
  415. public void onReset()
  416. {
  417. oldLinePosition.Clear();
  418. // 获取屏幕的四个角的像素坐标
  419. Vector2 bottomLeft = new Vector2(0, 0);
  420. // 将屏幕像素坐标转换为 Canvas 的局部坐标
  421. Vector2 localBottomLeft;
  422. RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRectTransform, bottomLeft, null, out localBottomLeft);
  423. // 打印结果
  424. Debug.Log("Local Bottom Left: " + localBottomLeft);
  425. //int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x) - 120), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y) - 77);
  426. int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
  427. pos1.anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
  428. pos2.anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
  429. pos3.anchoredPosition = new Vector3(_x, _y, 0); //Top Right
  430. pos4.anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
  431. //pos1.anchoredPosition = new Vector3(_x, _y, 0);
  432. //pos2.anchoredPosition = new Vector3(-_x, _y, 0);
  433. //pos3.anchoredPosition = new Vector3(-_x, -_y, 0);
  434. //pos4.anchoredPosition = new Vector3(_x, -_y, 0);
  435. //设置一次位置
  436. SetLinePos();
  437. btnRecordInfrared.Reset();
  438. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  439. if (enterFromZimWebCamera)
  440. {
  441. ScreenLocate.Main.ScreenQuad.gameObject.SetActive(false);
  442. ScreenLocate.Main.UILineGenerator.Points = new Vector2[0];
  443. }
  444. }
  445. #endregion
  446. List<Vector2> _locatePointList = new();
  447. float _texWidth;
  448. float _texHeight;
  449. void RecordLocatePoint(RectTransform p, Vector2 pivot)
  450. {
  451. Vector2 pos = JCUnityLib.RectTransformUtils.GetPositionByPivot(p, pivot);
  452. pos.x = Mathf.Clamp01(pos.x / Screen.width);
  453. pos.y = Mathf.Clamp01(pos.y / Screen.height);
  454. _locatePointList.Add(pos);
  455. }
  456. bool ConfirmScreenLocateManual()
  457. {
  458. if (InfraredDemo.running)
  459. {
  460. //渲染截图
  461. Texture2D texture2D = InfraredDemo.infraredCameraHelper.EnterScreenLocateManual();
  462. if (texture2D == null)
  463. {
  464. Debug.Log("EnterScreenLocateManual = null");
  465. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(null);
  466. return false;
  467. }
  468. _locatePointList.Clear();
  469. _texWidth = texture2D.width;
  470. _texHeight = texture2D.height;
  471. RecordLocatePoint(pos1, new Vector2(0, 0));
  472. RecordLocatePoint(pos2, new Vector2(1, 0));
  473. RecordLocatePoint(pos3, new Vector2(1, 1));
  474. RecordLocatePoint(pos4, new Vector2(0, 1));
  475. //RecordLocatePoint(pos1, new Vector2(0.5f, 0.5f));
  476. //RecordLocatePoint(pos2, new Vector2(0.5f, 0.5f));
  477. //RecordLocatePoint(pos3, new Vector2(0.5f, 0.5f));
  478. //RecordLocatePoint(pos4, new Vector2(0.5f, 0.5f));
  479. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
  480. FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, 1, 1);
  481. //setPointsLocation(_locatePointList, pointsParent.gameObject, !bAuto);
  482. //同步数据
  483. ScreenLocate.quadUnityVectorList.Clear();
  484. ScreenLocate.quadUnityVectorList.Add(_locatePointList[0]);
  485. ScreenLocate.quadUnityVectorList.Add(_locatePointList[1]);
  486. //两个点切换,顺序不一样
  487. ScreenLocate.quadUnityVectorList.Add(_locatePointList[3]);
  488. ScreenLocate.quadUnityVectorList.Add(_locatePointList[2]);
  489. ScreenLocate.SaveScreenLocateVectorList();
  490. return true;
  491. }
  492. return false;
  493. }
  494. void ConfirmScreenLocateManualTest()
  495. {
  496. //渲染截图
  497. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  498. Texture2D texture2D = _screenLocate.EnterScreenLocateManual();
  499. if (texture2D == null)
  500. {
  501. _screenLocate.QuitScreenLocateManual(null);
  502. return;
  503. }
  504. _locatePointList.Clear();
  505. _texWidth = texture2D.width;
  506. _texHeight = texture2D.height;
  507. RecordLocatePoint(pos1, new Vector2(0, 0));
  508. RecordLocatePoint(pos2, new Vector2(1, 0));
  509. RecordLocatePoint(pos3, new Vector2(1, 1));
  510. RecordLocatePoint(pos4, new Vector2(0, 1));
  511. _screenLocate.QuitScreenLocateManual(_locatePointList);
  512. //FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, _texWidth, _texHeight);
  513. setPointsLocation(_locatePointList,pointsParent.gameObject,!bAuto);
  514. if (!doLocateAuto) // 设置手动定位数据
  515. setPointsManual(_locatePointList, GameObject.Find("WebCameraView/CameraImage0/ScreenQuad"));
  516. //同步数据
  517. ScreenLocate.quadUnityVectorList.Clear();
  518. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[0].x, _locatePointList[0].y));
  519. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[1].x, _locatePointList[1].y));
  520. //两个点切换,顺序不一样
  521. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[3].x, _locatePointList[3].y));
  522. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[2].x, _locatePointList[2].y));
  523. ScreenLocate.SaveScreenLocateVectorList();
  524. }
  525. void setPointsLocation(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  526. {
  527. //GameObject pointsTF2 = GameObject.Find("WebCameraView/CameraImage0/ScreenQuad");
  528. pointsTF2.SetActive(active);
  529. if (pointsTF2.transform.childCount == targetList.Count)
  530. {
  531. for (int i = 0; i < pointsTF2.transform.childCount; i++)
  532. {
  533. Transform pointTF = pointsTF2.transform.GetChild(i);
  534. Vector2 pos = targetList[i];
  535. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(Vector2.one, pointsTF2.GetComponent<RectTransform>().rect);
  536. pointTF.gameObject.SetActive(true);
  537. }
  538. }
  539. }
  540. void setPointsManual(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  541. {
  542. setPointsLocation(targetList, pointsTF2, active);
  543. var lo = new Vector2(-0.5f, -0.5f);
  544. ScreenLocate.Main.UILineGenerator.Points = new Vector2[4] {
  545. 2 * (targetList[0] + lo),
  546. 2 * (targetList[1] + lo),
  547. 2 * (targetList[2] + lo),
  548. 2 * (targetList[3] + lo) };
  549. }
  550. void SaveLocalPos()
  551. {
  552. List<Vector3> screenPositions = new List<Vector3>();
  553. screenPositions.Add(pos1.anchoredPosition);
  554. screenPositions.Add(pos2.anchoredPosition);
  555. screenPositions.Add(pos3.anchoredPosition);
  556. screenPositions.Add(pos4.anchoredPosition);
  557. string saveStr = string.Join(';', screenPositions.Select(v => $"{v.x},{v.y}")); //,{v.z}
  558. Debug.Log("Local UI Position: " + saveStr);
  559. PlayerPrefs.SetString("ScreenPositioningView", saveStr);
  560. }
  561. void GetLocalPos()
  562. {
  563. string posListStr = PlayerPrefs.GetString("ScreenPositioningView", "");
  564. if (!string.IsNullOrWhiteSpace(posListStr))
  565. {
  566. List<Vector2> posList = posListStr.Split(';')
  567. .Select(s =>
  568. {
  569. string[] parts = s.Split(',');
  570. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  571. })
  572. .ToList();
  573. pos1.anchoredPosition = posList[0];
  574. pos2.anchoredPosition = posList[1];
  575. pos3.anchoredPosition = posList[2];
  576. pos4.anchoredPosition = posList[3];
  577. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  578. }
  579. }
  580. #region 按钮颜色切换
  581. private void OnButtonClick(Button button)
  582. {
  583. // 切换按钮颜色
  584. ColorBlock colors = button.colors;
  585. colors.normalColor = highlightedColor;
  586. colors.highlightedColor = highlightedColor;
  587. button.colors = colors;
  588. // 切换字体颜色
  589. Text buttonText = button.GetComponentInChildren<Text>();
  590. buttonText.color = highlightedTextColor;
  591. }
  592. private void ResetButton(Button button)
  593. {
  594. // 重置按钮颜色
  595. ColorBlock colors = button.colors;
  596. colors.normalColor = normalColor;
  597. colors.highlightedColor = normalColor;
  598. button.colors = colors;
  599. // 重置字体颜色
  600. Text buttonText = button.GetComponentInChildren<Text>();
  601. buttonText.color = normalTextColor;
  602. }
  603. #endregion
  604. #region 标定完成之后进入游戏界面
  605. void onEnterInfrared()
  606. {
  607. //添加进入射箭场景
  608. if (PlayerPrefs.GetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 0) == 0)
  609. {
  610. Debug.Log("-----进入射箭场景!");
  611. NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
  612. newUserGuiderManager.curConfigKey = "开始-红外调整";
  613. newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.HOUYIPRO || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMISPRO;
  614. //进入射箭场景
  615. GlobalData.pkMatchType = PKMatchType.None;
  616. GameMgr.gameType = 1;
  617. //射一箭回到连接页面,Device.view
  618. GameMgr.bNavBack = true;
  619. GameMgr.bShowDistance = false;
  620. AimHandler.ins.bInitOne = false;//true
  621. //关闭计时器
  622. GameMgr.turnOffTimer = true;
  623. //关闭左边靶子和底部速度栏
  624. GameMgr.HideTargetView = true;
  625. GameMgr.HideBillboard = true;
  626. GameMgr.ButtonCount = 0;
  627. UnityEngine.SceneManagement.SceneManager.LoadScene(
  628. "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);
  629. PlayerPrefs.SetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 1);
  630. }
  631. else
  632. {
  633. Debug.Log("-----跳转回连接界面!");
  634. //如不是第一次,则应该跳转回连接界面
  635. ViewMgr.Instance.DestroyView<SmartArcheryView>();
  636. ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
  637. }
  638. }
  639. #endregion
  640. #region 最后选择算法处理UI
  641. //选择全自动结果后进入游戏
  642. void OnFirstResult()
  643. {
  644. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.Auto);
  645. UpdateQuadUnityVectorList();
  646. onCompelete();
  647. }
  648. //选择半自动结果
  649. void OnSecondResult()
  650. {
  651. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.SemiAuto);
  652. UpdateQuadUnityVectorList();
  653. onCompelete();
  654. }
  655. public void onCompelete()
  656. {
  657. if (enterFromZimWebCamera)
  658. {
  659. SaveLocalPos();
  660. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  661. return;
  662. }
  663. if (InfraredDemo.running)
  664. {
  665. //跳转入界面
  666. AudioMgr.ins.PlayBtn();
  667. if (!enterFromInfraredDemo)
  668. {
  669. //每次初始化重置一下引导
  670. InfraredDemo._ins.resetInfraredPlayerPrefs();
  671. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  672. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  673. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  674. {
  675. //如果是红外连接成功,记录一个tag
  676. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  677. }
  678. onEnterInfrared();
  679. }
  680. else
  681. {
  682. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  683. }
  684. }
  685. //存储一次节点
  686. SaveLocalPos();
  687. }
  688. /// <summary>
  689. /// 选择模式后更新 quadUnityVectorList
  690. /// </summary>
  691. void UpdateQuadUnityVectorList() {
  692. ScreenLocate.Main.UpdateQuadUnityVectorList();
  693. SyncQuadUnityVectorListToPos();
  694. InfraredDemo._ins?.SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  695. _locatePointList.Clear();
  696. }
  697. void SyncQuadUnityVectorListToPos() {
  698. Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
  699. pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  700. pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  701. pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  702. pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  703. }
  704. #endregion
  705. }