InfraredDemo.cs 60 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. public class InfraredDemo : JCUnityLib.ViewBase
  13. {
  14. public static bool DebugInEditor = true;
  15. public static InfraredDemo _ins;
  16. [SerializeField]
  17. RectTransform canvasRectTransform;
  18. public Button mBtnSee;
  19. public static void Create()
  20. {
  21. if (_ins) return;
  22. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  23. DontDestroyOnLoad(o);
  24. _ins = o.GetComponent<InfraredDemo>();
  25. //添加一个父物体
  26. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  27. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  28. if (canvasScaler != null)
  29. {
  30. Destroy(canvasScaler);
  31. }
  32. RectTransform rectTransform = o.GetComponent<RectTransform>();
  33. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  34. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  35. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  36. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  37. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  38. //直接初始化一次
  39. _ins.InitInfraredCamera();
  40. }
  41. void Start()
  42. {
  43. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  44. SetVisiable(false);
  45. InitDebugScreenPoint();
  46. gameObject.AddComponent<FPSTester>();
  47. if (CommonConfig.StandaloneModeOrPlatformB)
  48. {
  49. mBtnSee.gameObject.SetActive(false);
  50. }
  51. else {
  52. mBtnSee.interactable = false;
  53. mBtnSee.transform.Find("Text").GetComponent<Text>().text = "等待初始化..";
  54. }
  55. //直接初始化一次
  56. //InitInfraredCamera();
  57. Debug.Log("[InfraredDemo] Start Function!");
  58. initToggle();
  59. initExport();
  60. InitFullScreen();
  61. #if UNITY_STANDALONE_WIN
  62. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  63. #endif
  64. }
  65. void Update()
  66. {
  67. UpdateInfraredCamera();
  68. //UpdateDebugScreenPoint();
  69. }
  70. public void OnClick_See()
  71. {
  72. SetVisiable(!_visiable);
  73. }
  74. //初始化一次 initScreenLocateManual
  75. bool hasCalled = false;
  76. bool _visiable;
  77. void SetVisiable(bool value)
  78. {
  79. _visiable = value;
  80. transform.Find("Background").gameObject.SetActive(value);
  81. transform.Find("InfraredCamera").gameObject.SetActive(value);
  82. //如果是b端,控制这里按钮显示
  83. if (CommonConfig.StandaloneModeOrPlatformB)
  84. {
  85. mBtnSee.gameObject.SetActive(value);
  86. }
  87. mBtnSee.GetComponentInChildren<Text>().text = value ? "隐藏界面" : "调试红外";
  88. //if (value) InitInfraredCamera();
  89. if (!hasCalled && value)
  90. {
  91. hasCalled = true;
  92. //如果本地有记录,初始化一次
  93. StartCoroutine(initScreenLocateManual());
  94. Debug.Log("[InfraredDemo] SetVisiable Function!");
  95. }
  96. }
  97. Text _spText;
  98. Vector2 _screenPoint;
  99. void InitDebugScreenPoint()
  100. {
  101. _spText = transform.Find("SPText").GetComponent<Text>();
  102. //_spText.gameObject.SetActive(DebugInEditor);
  103. _spText.gameObject.SetActive(false);
  104. }
  105. void UpdateDebugScreenPoint()
  106. {
  107. if (!DebugInEditor) return;
  108. if (infraredCameraHelper == null) return;
  109. _screenPoint.x = Mathf.Clamp(
  110. _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  111. 0, Screen.width);
  112. _screenPoint.y = Mathf.Clamp(
  113. _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  114. 0, Screen.height);
  115. infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  116. _spText.text = _screenPoint.ToString();
  117. }
  118. #region 红外摄像
  119. [SerializeField] RawImage _cameraRender;
  120. [SerializeField] RawImage _cameraRender2;
  121. /// <summary>
  122. /// 测试texture
  123. /// </summary>
  124. public RawImage MyCameraRender2
  125. {
  126. get { return _cameraRender2; }
  127. set { _cameraRender2 = value; }
  128. }
  129. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  130. [SerializeField] List<RectTransform> _crosshairsInCamera;
  131. [SerializeField] Slider _sliderShakeFilter;
  132. [SerializeField] Button _btnReset;
  133. [SerializeField] Button _btnScreenLocateManual;
  134. [SerializeField] Button _btnScreenLocateManualAuto;
  135. [SerializeField] Slider _sliderCapture;
  136. [SerializeField] Slider _sliderDelay;
  137. [SerializeField] Dropdown _dropdownResolution;
  138. [SerializeField] Dropdown _dropdownResolution2;
  139. [SerializeField] Slider _sliderLineWidth;
  140. //红外线阈值
  141. [SerializeField] Slider _infraredFilter;
  142. //调试UVC参数
  143. [SerializeField] GameObject _cameraParameterPanel;
  144. [SerializeField] Button _btnAdjusting;
  145. //野鸭选择
  146. [SerializeField] Dropdown _duckLevelDropdown;
  147. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  148. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  149. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  150. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  151. #if UNITY_ANDROID
  152. //初始化纹理-1280*720,index = 0
  153. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  154. //摄像机分辨率 -320*240,index = 10
  155. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  156. //摄像机分辨率 -只处理高低分辨率情况
  157. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  158. string[] resolutions = { "高分辨率", "低分辨率" };
  159. #endif
  160. //抖动过滤值 - 6.0
  161. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  162. //亮度过滤阈值 - 0.8
  163. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  164. //线段宽度阈值
  165. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 10.0f);
  166. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  167. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  168. //红外准心,默认打开吧
  169. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  170. //野鸭测试存储
  171. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  172. public static InfraredCameraHelper infraredCameraHelper;
  173. public static bool running { get => infraredCameraHelper != null; }
  174. private bool _inited;
  175. #region 参数控制
  176. public GameObject togglePrefab; // 拖入一个Toggle预设体
  177. public GameObject sliderPrefab; // 拖入一个Slider预设体
  178. public GameObject spawnPoint;
  179. //自动曝光
  180. bool bAutoAE = false;
  181. Toggle CTRLAEToggle;
  182. Slider CTRLAEABSSlider;
  183. string[] sliderNameArray = new string[]{
  184. "自动曝光模式",
  185. "曝光时间(绝对)",
  186. "亮度", //
  187. "对比度",
  188. "色调",
  189. "饱和度",
  190. "锐度",
  191. "伽玛",
  192. //"白平衡温度",
  193. //"白平衡分量",
  194. "背光补偿",
  195. "增益" };
  196. string[] sliderStrArray = new string[]{
  197. "CTRL_AE",
  198. "CTRL_AE_ABS",
  199. "PU_BRIGHTNESS",
  200. "PU_CONTRAST",
  201. "PU_HUE",
  202. "PU_SATURATION",
  203. "PU_SHARPNESS",
  204. "PU_GAMMA",
  205. //"PU_WB_TEMP",
  206. //"PU_WB_COMPO",
  207. "PU_BACKLIGHT",
  208. "PU_GAIN" };
  209. UVCManager.CameraInfo currentCameraInfo;
  210. //初始化相机参数
  211. public void initSlider(UVCManager.CameraInfo cameraInfo)
  212. {
  213. if (currentCameraInfo != null) return;
  214. currentCameraInfo = cameraInfo;
  215. for (int i = 0; i < sliderStrArray.Length; i++)
  216. {
  217. string typeStr = sliderStrArray[i];
  218. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  219. //不支持的,跳过
  220. bool bContains = cameraInfo.ContainsKey(typeStr);
  221. if (!bContains) continue;
  222. if (typeStr == "CTRL_AE")
  223. {
  224. //曝光Toggle
  225. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  226. toggleObject.SetActive(true);
  227. toggleObject.name = typeStr;
  228. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  229. labelObj.text = sliderNameArray[i];
  230. Toggle toggle = toggleObject.GetComponent<Toggle>();
  231. CTRLAEToggle = toggle;
  232. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  233. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  234. int _currentValue = cameraInfo.GetValue(typeStr);
  235. 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
  236. toggle.isOn = bAutoAE;
  237. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  238. toggle.onValueChanged.AddListener((bool bValue) =>
  239. {
  240. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  241. if (typeStr == "CTRL_AE")
  242. {
  243. //开关控制是否自动曝光
  244. bAutoAE = bValue;
  245. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  246. int _value = bValue ? 8 : 1;
  247. //Debug.Log("_value " + _value);
  248. cameraInfo.SetValue(typeStr, _value);
  249. }
  250. });
  251. }
  252. else
  253. {
  254. //其余使用slider
  255. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  256. sliderObject.SetActive(true);
  257. sliderObject.name = typeStr;
  258. Slider slider = sliderObject.GetComponent<Slider>();
  259. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  260. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  261. titleTextObj.text = sliderNameArray[i];//类型名字
  262. if (slider != null)
  263. {
  264. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  265. slider.minValue = _UVCCtrlInfo.min;
  266. slider.maxValue = _UVCCtrlInfo.max;
  267. slider.wholeNumbers = true;
  268. int _defValue = _UVCCtrlInfo.def;
  269. //指定默认值
  270. //5、UVC亮度 - 50
  271. //6、UVC对比度 - 50
  272. if (typeStr == "PU_BRIGHTNESS") {
  273. _defValue = 50;
  274. } else if (typeStr == "PU_CONTRAST") {
  275. _defValue = 50;
  276. }
  277. //记录一个typeStr类型的数据存储操作对象
  278. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  279. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  280. {
  281. //获取设置默认存储的值
  282. int _Value = (int)paramFloatValue.Get();
  283. cameraInfo.SetValue(typeStr, _Value);
  284. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  285. slider.value = _Value;
  286. textObj.text = _Value + "";
  287. }
  288. else {
  289. //获取设置当前值
  290. int _currentValue = cameraInfo.GetValue(typeStr);
  291. slider.value = _currentValue;
  292. textObj.text = _currentValue + "";
  293. }
  294. //如果是曝光slider
  295. if (typeStr == "CTRL_AE_ABS")
  296. {
  297. CTRLAEABSSlider = slider;
  298. slider.interactable = !bAutoAE;
  299. }
  300. slider.onValueChanged.AddListener((newValue) =>
  301. {
  302. var _value = Mathf.FloorToInt(newValue);
  303. textObj.text = _value + "";
  304. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  305. cameraInfo.SetValue(typeStr, _value);
  306. });
  307. }
  308. }
  309. }
  310. }
  311. public void OpenUVCPanel()
  312. {
  313. _cameraParameterPanel.SetActive(true);
  314. }
  315. public void CloseUVCPanel()
  316. {
  317. _cameraParameterPanel.SetActive(false);
  318. }
  319. public void onResetUVCData()
  320. {
  321. #if UNITY_ANDROID
  322. resetUVCData();
  323. #endif
  324. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  325. resetPCData();
  326. #endif
  327. }
  328. void resetUVCData() {
  329. if (currentCameraInfo == null) return;
  330. for (int i = 0; i < sliderStrArray.Length; i++)
  331. {
  332. string typeStr = sliderStrArray[i];
  333. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  334. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  335. if (!bContains) continue;
  336. if (typeStr == "CTRL_AE")
  337. {
  338. //toggle值不进行重置
  339. Debug.Log("CTRL_AE 不需要重置");
  340. }
  341. else if (typeStr == "CTRL_AE_ABS")
  342. {
  343. if (!bAutoAE)
  344. {
  345. //如果是手动曝光,重置值
  346. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  347. Slider slider = trans.GetComponent<Slider>();
  348. Text textObj = trans.Find("text").GetComponent<Text>();
  349. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  350. //获取当前值
  351. int _currentValue = currentCameraInfo.GetValue(typeStr);
  352. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  353. textObj.text = _AEInfo.def + "";
  354. slider.value = _AEInfo.def;
  355. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  356. }
  357. }
  358. else
  359. {
  360. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  361. Slider slider = trans.GetComponent<Slider>();
  362. Text textObj = trans.Find("text").GetComponent<Text>();
  363. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  364. //重置的值
  365. int _defValue = _UVCCtrlInfo.def;
  366. if (typeStr == "PU_BRIGHTNESS")
  367. {
  368. _defValue = 50;
  369. }
  370. else if (typeStr == "PU_CONTRAST")
  371. {
  372. _defValue = 50;
  373. }
  374. textObj.text = _defValue + "";
  375. slider.value = _defValue;
  376. //获取当前值
  377. int _currentValue = currentCameraInfo.GetValue(typeStr);
  378. //重置存储值
  379. //dUVCParameters.GetValueOrDefault(typeStr).Set(_UVCCtrlInfo.def);
  380. //存储初始值,设置一次到UVC参数
  381. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  382. }
  383. }
  384. }
  385. //windows 相机
  386. string[] sliderNameArrayPC = new string[]{
  387. "亮度",
  388. "对比度",};
  389. string[] sliderStrArrayPC = new string[]{
  390. "PU_BRIGHTNESS",
  391. "PU_CONTRAST"};
  392. //记录一个typeStr类型的数据存储操作对象
  393. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  394. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  395. public void initSliderPC()
  396. {
  397. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  398. {
  399. string typeStr = sliderStrArrayPC[i];
  400. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  401. sliderObject.SetActive(true);
  402. sliderObject.name = typeStr;
  403. Slider slider = sliderObject.GetComponent<Slider>();
  404. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  405. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  406. titleTextObj.text = sliderNameArrayPC[i];//类型名字
  407. if (slider != null)
  408. {
  409. slider.minValue = -1;
  410. slider.maxValue = 1;
  411. //记录一个typeStr类型的数据存储操作对象
  412. if (typeStr == "PU_BRIGHTNESS")
  413. {
  414. //获取设置默认存储的值
  415. float _Value = pcBRIGHTNESS.Get();
  416. infraredCameraHelper.SetBrightness(_Value);
  417. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  418. slider.value = _Value;
  419. textObj.text = _Value + "";
  420. slider.onValueChanged.AddListener((newValue) =>
  421. {
  422. var _value = newValue;
  423. textObj.text = _value + "";
  424. infraredCameraHelper.SetBrightness(_value);
  425. pcBRIGHTNESS.Set(_value);
  426. });
  427. }
  428. else if (typeStr == "PU_CONTRAST")
  429. {
  430. //获取设置默认存储的值
  431. float _Value = pcCONTRAST.Get();
  432. infraredCameraHelper.SetContrast(_Value);
  433. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  434. slider.value = _Value;
  435. textObj.text = _Value + "";
  436. slider.onValueChanged.AddListener((newValue) =>
  437. {
  438. var _value = newValue;
  439. textObj.text = _value + "";
  440. infraredCameraHelper.SetContrast(_value);
  441. pcCONTRAST.Set(_value);
  442. });
  443. }
  444. }
  445. }
  446. }
  447. void resetPCData() {
  448. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  449. {
  450. string typeStr = sliderStrArrayPC[i];
  451. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  452. Slider slider = trans.GetComponent<Slider>();
  453. Text textObj = trans.Find("text").GetComponent<Text>();
  454. //重置的值
  455. int _defValue = 0;
  456. if (typeStr == "PU_BRIGHTNESS")
  457. {
  458. _defValue = 0;
  459. infraredCameraHelper.SetBrightness(_defValue);
  460. }
  461. else if (typeStr == "PU_CONTRAST")
  462. {
  463. _defValue = 0;
  464. infraredCameraHelper.SetContrast(_defValue);
  465. }
  466. textObj.text = _defValue + "";
  467. slider.value = _defValue;
  468. }
  469. }
  470. #endregion
  471. void InitInfraredCamera()
  472. {
  473. if (_inited) return;
  474. _inited = true;
  475. //SDK创建
  476. if (infraredCameraHelper == null)
  477. {
  478. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  479. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  480. infraredCameraHelper.CreateToPc();
  481. #endif
  482. #if UNITY_ANDROID
  483. //开始时候设置一个默认分辨率
  484. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  485. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  486. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  487. #endif
  488. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  489. {
  490. //跑九轴时候,不处理这里位置
  491. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  492. if (Camera.main == null) return;
  493. Ray ray = Camera.main.ScreenPointToRay(point);
  494. Vector3 rayEndPoint = ray.GetPoint(200);
  495. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  496. // 挑战场景中其相机的父级有旋转,需要换算
  497. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  498. {
  499. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  500. }
  501. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  502. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  503. //移动目标游戏
  504. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  505. };
  506. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  507. {
  508. //生成控制摄像机的参数滑条
  509. Debug.Log("初始化摄像机!");
  510. //可以操作按钮
  511. mBtnSee.interactable = true;
  512. mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  513. //延迟重新设置一次分辨率
  514. StartCoroutine(delayInitOhterInfo(camera));
  515. };
  516. //屏幕变化时候
  517. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  518. {
  519. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  520. SetLocatePointsToCameraRender(list, 1, 1);
  521. //InfraredScreenPositioningView 页面
  522. if (list.Count == 4)
  523. {
  524. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  525. }
  526. else {
  527. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  528. }
  529. };
  530. }
  531. }
  532. /// <summary>
  533. /// 初始化一些游戏配置
  534. /// </summary>
  535. /// <returns></returns>
  536. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  537. //yield return new WaitForSeconds(1f);
  538. yield return new WaitForEndOfFrame();
  539. #if UNITY_ANDROID
  540. initSlider(camera);
  541. camera.GetResolutionsStrs();
  542. // 清除默认选项
  543. _dropdownResolution2.ClearOptions();
  544. // 将分辨率字符串数组转换为 Dropdown 选项
  545. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  546. // 默认设置
  547. int index = (int)resoution.Get();
  548. _dropdownResolution2.value = index;
  549. _dropdownResolution2.RefreshShownValue();
  550. // 处理 Dropdown 的选择变化
  551. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  552. #endif
  553. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  554. initSliderPC();
  555. //隐藏不需要的设置
  556. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  557. _dropdownResolution.gameObject.SetActive(false);
  558. _dropdownResolution2.gameObject.SetActive(false);
  559. #endif
  560. //震动阈值
  561. SetShakeFilterValue(shakeFilterValue.Get());
  562. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  563. //功能按钮
  564. //重置触发测试
  565. _btnReset.onClick.AddListener(OnClick_Reset);
  566. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  567. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  568. SetCaptureValue(captureValue.Get());
  569. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  570. SetDelayValue(delayValue.Get());
  571. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  572. //绘制线段
  573. SetLineWidth(lineWidth.Get());
  574. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  575. //检测红外亮度阈值
  576. SetInfraredFilterValue(infraredFileterValue.Get());
  577. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  578. //野鸭设置初始关卡
  579. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  580. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  581. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  582. }
  583. /// <summary>
  584. /// 初始化时候获取设置和存储来控制显示准心
  585. /// </summary>
  586. /// <returns></returns>
  587. public bool bInitCrosshairShow() {
  588. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  589. }
  590. /// <summary>
  591. /// 获取弓箭准心存储值
  592. /// </summary>
  593. /// <returns></returns>
  594. public int getCrosshairValue() {
  595. return (int)crosshairValue.Get();
  596. }
  597. public void setCrosshairValue(bool bshow) {
  598. crosshairValue.Set(bshow ? 1 : 0);
  599. }
  600. public void onStartPreview()
  601. {
  602. infraredCameraHelper.onStartPreview();
  603. }
  604. public void onStopPreview()
  605. {
  606. infraredCameraHelper.onStopPreview();
  607. }
  608. /// <summary>
  609. /// 获取并且初始化一次记录点的数据
  610. /// </summary>
  611. /// <returns></returns>
  612. IEnumerator initScreenLocateManual()
  613. {
  614. yield return new WaitForSeconds(1f);
  615. infraredCameraHelper.InitScreenLocateManual();
  616. }
  617. IEnumerator RestartOrKillApp()
  618. {
  619. yield return new WaitForSeconds(0.3f);
  620. if (Application.isEditor) yield break;
  621. if (Application.platform == RuntimePlatform.Android)
  622. {
  623. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  624. {
  625. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  626. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  627. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  628. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  629. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  630. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  631. currentActivity.Call("startActivity", intent);
  632. currentActivity.Call("finish");
  633. var process = new AndroidJavaClass("android.os.Process");
  634. int pid = process.CallStatic<int>("myPid");
  635. process.CallStatic("killProcess", pid);
  636. }
  637. }
  638. else {
  639. // 获取当前应用程序的可执行文件路径
  640. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  641. // 重启应用程序
  642. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  643. {
  644. FileName = executablePath,
  645. UseShellExecute = false
  646. };
  647. System.Diagnostics.Process.Start(startInfo);
  648. // 退出当前应用程序
  649. Application.Quit();
  650. };
  651. }
  652. void UpdateInfraredCamera()
  653. {
  654. if (!_visiable) return;
  655. if (!_inited) return;
  656. if (infraredCameraHelper == null) return;
  657. //渲染相机画面
  658. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  659. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  660. if (ScreenLocate.Main.getUVCTexture)
  661. {
  662. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  663. {
  664. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  665. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  666. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  667. if (!isFullscreen) SetAllToggle(true);
  668. }
  669. else if (ScreenLocate.Main.OutputTextures[4] != null)
  670. {
  671. //缩小的情况下。显示黑白色差的合成图
  672. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  673. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  674. //底图缩小的情况下。不显示适配线段,并且隐藏points
  675. if (!isFullscreen) {
  676. if (showPoints) {
  677. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  678. for (int i = 0; i < pointsTF2.childCount; i++)
  679. {
  680. Transform pointTF = pointsTF2.GetChild(i);
  681. pointTF.gameObject.SetActive(false);
  682. showPoints = false;
  683. }
  684. }
  685. SetAllToggle(false);
  686. }
  687. }
  688. //_cameraRender.SetNativeSize();
  689. // _MaintainAspectRatio.AdjustSize();
  690. }
  691. //在相机画面显示准心
  692. if (ScreenLocate.Main)
  693. {
  694. var _sl = ScreenLocate.Main;
  695. var buffer = _sl.infraredSpotBuffer;
  696. if (buffer != null)
  697. {
  698. for (int i = 0; i < buffer.Length; i++)
  699. {
  700. if (buffer[i].CameraLocation != null)
  701. {
  702. //添加一个偏移量,使得最后输出的准心是指向正中心
  703. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  704. // 检测到光点
  705. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  706. _crosshairsInCamera[i].gameObject.SetActive(true);
  707. _crosshairsInCamera[i].anchoredPosition = pos;
  708. }
  709. else
  710. _crosshairsInCamera[i].gameObject.SetActive(false);
  711. }
  712. }
  713. //渲染固定摄像机分辨率
  714. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  715. //渲染摄像机大小
  716. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  717. //渲染摄像机识别点位置
  718. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  719. }
  720. }
  721. bool showPoints = false;
  722. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  723. {
  724. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  725. if (pointsTF2.childCount == points.Count)
  726. {
  727. Vector2 texSize = new Vector2(w, h);
  728. for (int i = 0; i < pointsTF2.childCount; i++)
  729. {
  730. Transform pointTF = pointsTF2.GetChild(i);
  731. Vector2 pos = points[i];
  732. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  733. pointTF.gameObject.SetActive(true);
  734. showPoints = true;
  735. }
  736. }
  737. else {
  738. for (int i = 0; i < pointsTF2.childCount; i++)
  739. {
  740. Transform pointTF = pointsTF2.GetChild(i);
  741. pointTF.gameObject.SetActive(false);
  742. showPoints = false;
  743. }
  744. }
  745. //绘制数据
  746. DrawTestLine();
  747. }
  748. #region 测试数据绘制
  749. [SerializeField] private Toggle curToggle;
  750. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  751. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  752. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  753. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  754. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  755. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  756. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  757. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  758. [SerializeField] RawImage _cameraRenderTest5;
  759. [SerializeField] RawImage _cameraRenderTest6;
  760. void DrawTestLine()
  761. {
  762. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  763. // 判断 texSize 是否为有效值
  764. if (texSize == Vector2.zero)
  765. {
  766. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  767. return;
  768. }
  769. // 设置三个屏幕四边形和线条生成器
  770. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  771. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  772. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  773. ScreenLocate.Main.ScreenIdentification?.QuadManual
  774. };
  775. LineGenerator[] lineGenerators = new LineGenerator[] {
  776. AutoUILineGenerator,
  777. SemiAutoUILineGenerator,
  778. ManualUILineGenerator
  779. };
  780. for (int i = 0; i < screenQuads.Length; i++)
  781. {
  782. if (screenQuads[i] == null)
  783. {
  784. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  785. continue;
  786. }
  787. if (lineGenerators[i] == null)
  788. {
  789. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  790. continue;
  791. }
  792. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  793. }
  794. // 清除旧选项并填充新的选项
  795. dropdown.ClearOptions();
  796. List<string> options = new List<string>();
  797. //for (int i = 0; i < screenQuads.Length; i++)
  798. //{
  799. // options.Add($"Quad {i + 1}");
  800. //}
  801. options.Add("自动识别");
  802. options.Add("半自动识别");
  803. options.Add("手动识别");
  804. dropdown.AddOptions(options);
  805. // 添加监听器来处理选择事件
  806. dropdown.onValueChanged.AddListener((index) => {
  807. OnDropdownValueChanged(index, screenQuads);
  808. });
  809. if (screenQuads[0] != null || screenQuads[1] != null)
  810. {
  811. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  812. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  813. }
  814. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  815. //绘制白色线段
  816. var lo = new Vector2(-0.5f, -0.5f);
  817. CurUILineGenerator.Points = new Vector2[4] {
  818. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  819. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  820. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  821. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  822. }
  823. }
  824. // 当下拉框选项更改时调用的方法
  825. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  826. {
  827. if (index >= 0 && index < screenQuads.Length)
  828. {
  829. if (screenQuads[index] != null)
  830. {
  831. QuadrilateralInCamera selectedQuad = screenQuads[index];
  832. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  833. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  834. }
  835. else
  836. {
  837. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  838. }
  839. }
  840. else
  841. {
  842. Debug.LogWarning("所选索引超出范围!");
  843. }
  844. }
  845. /// <summary>
  846. /// 提取转换四边形的方法
  847. /// </summary>
  848. /// <param name="quad"></param>
  849. /// <param name="texSize"></param>
  850. /// <returns></returns>
  851. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  852. {
  853. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  854. {
  855. Debug.LogWarning("Invalid quadrilateral data provided.");
  856. return new Vector2[0]; // 返回空数组以避免异常
  857. }
  858. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  859. return new Vector2[4] {
  860. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  861. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  862. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  863. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  864. };
  865. }
  866. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  867. {
  868. if (points == null || points.Length < 1)
  869. {
  870. Debug.LogWarning("Invalid point data provided.");
  871. return new Vector2[0]; // 返回空数组以避免异常
  872. }
  873. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  874. List<Vector2> transformedPoints = new List<Vector2>();
  875. // 遍历所有传入的点进行转换
  876. foreach (var point in points)
  877. {
  878. // 转换每个点,考虑 texSize 和 pivot 偏移
  879. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  880. transformedPoints.Add(transformedPoint);
  881. }
  882. return transformedPoints.ToArray();
  883. }
  884. void initToggle()
  885. {
  886. // 监听 Toggle 值的变化
  887. if (curToggle != null)
  888. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  889. // 监听 Toggle 值的变化
  890. if (autoToggle != null)
  891. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  892. if (semiAutoToggle != null)
  893. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  894. if (manualToggle != null)
  895. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  896. }
  897. // 控制 LineGenerator 的启用/禁用
  898. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  899. {
  900. if (lineGenerator != null && lineGenerator.enabled != isOn)
  901. {
  902. lineGenerator.enabled = isOn;
  903. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  904. }
  905. }
  906. /// <summary>
  907. /// 设置全部显示
  908. /// </summary>
  909. /// <param name="value"></param>
  910. private void SetAllToggle(bool value) {
  911. ToggleLineGenerator(CurUILineGenerator, value);
  912. ToggleLineGenerator(AutoUILineGenerator, value);
  913. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  914. ToggleLineGenerator(ManualUILineGenerator, value);
  915. }
  916. /// <summary>
  917. /// 放大时候同步一次toggle
  918. /// </summary>
  919. private void SyncAllToggle()
  920. {
  921. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  922. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  923. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  924. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  925. }
  926. // 下拉菜单用于显示纹理名称
  927. public Dropdown textureDropdown;
  928. // 按钮用于导出选中的纹理
  929. public Button exportSelectedButton;
  930. // 按钮用于导出所有纹理
  931. public Button exportAllButton;
  932. // 定义纹理名称
  933. string[] textureNames = {
  934. "A屏幕原图",
  935. "B半自动识别线段",
  936. "C黑白色差",
  937. "D识别结果",
  938. "E色差叠加识别结果",
  939. "F半自动备选线段"
  940. };
  941. void initExport() {
  942. // 设置下拉菜单的选项
  943. textureDropdown.ClearOptions();
  944. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  945. // 添加导出选中纹理的按钮点击事件
  946. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  947. // 添加导出所有纹理的按钮点击事件
  948. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  949. }
  950. /// <summary>
  951. /// 导出所有纹理
  952. /// </summary>
  953. public void SaveAllTexturesToLocal()
  954. {
  955. for (int i = 0; i < textureNames.Length; i++)
  956. {
  957. SaveTextureToLocal(i); // 调用之前定义的保存方法
  958. }
  959. }
  960. /// <summary>
  961. /// 导出图片
  962. /// </summary>
  963. /// <param name="index"></param>
  964. public void SaveTextureToLocal(int index)
  965. {
  966. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  967. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  968. {
  969. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  970. return;
  971. }
  972. // 定义保存路径
  973. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  974. string baseName = $"{time}_Texture_{index}";
  975. // 检查索引是否在命名数组内
  976. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  977. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  978. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  979. #else
  980. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  981. #endif
  982. // 编码纹理为 PNG 格式
  983. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  984. // 将字节写入文件
  985. System.IO.File.WriteAllBytes(path, bytes);
  986. Debug.Log($"Texture saved as: {path}");
  987. }
  988. //下面是处理对象放大缩小
  989. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  990. public Button toggleButton; // 缩小时使用的按钮
  991. private Vector2 originalSize;
  992. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  993. private Vector2 originalAnchorMin;
  994. private Vector2 originalAnchorMax;
  995. private int originalSiblingIndex; // 保存初始的层级索引
  996. private bool isFullscreen = false;
  997. /// <summary>
  998. /// 测试效果屏幕数据初始化
  999. /// </summary>
  1000. void InitFullScreen() {
  1001. if (cameraObj1 != null)
  1002. {
  1003. // 保存初始大小、位置和层级索引
  1004. originalSize = cameraObj1.sizeDelta;
  1005. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1006. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1007. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1008. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1009. // 为 cameraObj1 添加点击事件
  1010. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1011. toggleButton.transform.parent.gameObject.SetActive(false);
  1012. }
  1013. if (toggleButton != null)
  1014. {
  1015. // 为按钮添加点击事件以恢复大小
  1016. toggleButton.onClick.AddListener(RestoreSize);
  1017. }
  1018. }
  1019. void ToggleFullscreen()
  1020. {
  1021. if (cameraObj1 == null) return;
  1022. if (!isFullscreen)
  1023. {
  1024. // 设置锚点为全屏,调整位置和偏移量
  1025. cameraObj1.anchorMin = Vector2.zero;
  1026. cameraObj1.anchorMax = Vector2.one;
  1027. cameraObj1.offsetMin = Vector2.zero;
  1028. cameraObj1.offsetMax = Vector2.zero;
  1029. cameraObj1.anchoredPosition = Vector3.zero;
  1030. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1031. //刷新一次点
  1032. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1033. toggleButton.transform.parent.gameObject.SetActive(true);
  1034. isFullscreen = true;
  1035. //放大情况根据toggle来显示
  1036. SyncAllToggle();
  1037. }
  1038. }
  1039. void RestoreSize()
  1040. {
  1041. if (cameraObj1 == null || !isFullscreen) return;
  1042. // 恢复锚点和偏移量
  1043. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1044. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1045. cameraObj1.sizeDelta = originalSize;
  1046. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1047. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1048. //刷新一次点
  1049. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1050. toggleButton.transform.parent.gameObject.SetActive(false);
  1051. isFullscreen = false;
  1052. }
  1053. #endregion
  1054. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1055. {
  1056. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1057. if (pointsTF2.childCount == points.Count)
  1058. {
  1059. Vector2 texSize = new Vector2(w, h);
  1060. for (int i = 0; i < pointsTF2.childCount; i++)
  1061. {
  1062. Transform pointTF = pointsTF2.GetChild(i);
  1063. Vector2 pos = points[i];
  1064. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1065. pointTF.gameObject.SetActive(true);
  1066. }
  1067. }
  1068. else
  1069. {
  1070. for (int i = 0; i < pointsTF2.childCount; i++)
  1071. {
  1072. Transform pointTF = pointsTF2.GetChild(i);
  1073. pointTF.gameObject.SetActive(false);
  1074. }
  1075. }
  1076. }
  1077. void SetShakeFilterValue(float v)
  1078. {
  1079. shakeFilterValue.Set(v);
  1080. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1081. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1082. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1083. }
  1084. /// <summary>
  1085. /// 重新设置分辨率
  1086. /// </summary>
  1087. /// <param name="index"></param>
  1088. public void resolutionRestartApp(int index)
  1089. {
  1090. #if UNITY_ANDROID
  1091. //StartCoroutine(RestartOrKillApp());
  1092. //获取第一个分辨率设置后设置size
  1093. switch (index)
  1094. {
  1095. case 0:
  1096. infraredCameraHelper.SetHighCameraResolution();
  1097. resoution.Set(index);
  1098. _dropdownResolution2.SetValueWithoutNotify(index);
  1099. break;
  1100. case 1:
  1101. infraredCameraHelper.SetLowCameraResolution();
  1102. resoution.Set(index);
  1103. _dropdownResolution2.SetValueWithoutNotify(index);
  1104. break;
  1105. }
  1106. #endif
  1107. }
  1108. /// <summary>
  1109. /// 初始化时候,设置的值
  1110. /// </summary>
  1111. /// <param name="index"></param>
  1112. public Vector2 SetDefByIndex(int index = 0)
  1113. {
  1114. //SetResolutionNew 里面对应的下标
  1115. Vector2 vec2 = new Vector2(320, 240);
  1116. switch (index)
  1117. {
  1118. case 0:
  1119. vec2 = new Vector2(320, 240);
  1120. break;
  1121. case 1:
  1122. vec2 = new Vector2(160, 120);
  1123. break;
  1124. }
  1125. return vec2;
  1126. }
  1127. /// <summary>
  1128. /// 当 Dropdown 选择变化时的处理方法
  1129. /// </summary>
  1130. /// <param name="OnResolutionChanged">320x240</param>
  1131. private void OnResolutionChanged(int index)
  1132. {
  1133. #if UNITY_ANDROID
  1134. Debug.Log("Selected Resolution: " + index);
  1135. // 将选定的分辨率转换为实际的宽度和高度
  1136. // 并且需要判断是否存在最低分辨率
  1137. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1138. {
  1139. // 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
  1140. infraredCameraHelper.SetLowCameraResolution();
  1141. // 保存选择的分辨率到 PlayerPrefs
  1142. resoution.Set(index);
  1143. }
  1144. else if(index == 0){
  1145. //如果是0就 使用高分辨率
  1146. infraredCameraHelper.SetHighCameraResolution();
  1147. // 保存选择的分辨率到 PlayerPrefs
  1148. resoution.Set(index);
  1149. }
  1150. #endif
  1151. }
  1152. /// <summary>
  1153. /// 野鸭关卡测试初始值
  1154. /// </summary>
  1155. /// <param name="optionIndex"></param>
  1156. public void SetDuckLevelTest(int optionIndex)
  1157. {
  1158. //选择下标+1
  1159. int v = optionIndex + 1;
  1160. duckHunterLevel.Set(v);
  1161. _sliderLineWidth.SetValueWithoutNotify(duckHunterLevel.Get());
  1162. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = duckHunterLevel.Get().ToString("f1");
  1163. }
  1164. void OnClick_Reset()
  1165. {
  1166. //SetBrightness(1);
  1167. //SetSaturation(1);
  1168. //SetContrast(1);
  1169. SetShakeFilterValue(6);
  1170. SetLineWidth(10);
  1171. SetInfraredFilterValue(0.8f);
  1172. SetCaptureValue(30.0f);
  1173. SetDelayValue(30.0f);
  1174. //重置为第一关
  1175. SetDuckLevelTest(0);
  1176. }
  1177. public void OnClickClearAll() {
  1178. PlayerPrefs.DeleteAll();
  1179. // 保存更改
  1180. PlayerPrefs.Save();
  1181. StartCoroutine(RestartOrKillApp());
  1182. }
  1183. void OnClick_ScreenLocateManual()
  1184. {
  1185. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1186. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1187. }
  1188. void OnClick_ScreenLocateManualAuto()
  1189. {
  1190. infraredCameraHelper.EnterScreenLocateManualAuto();
  1191. }
  1192. public void OnClick_SetAdjustPointsOffset()
  1193. {
  1194. var _sl = ScreenLocate.Main;
  1195. var buffer = _sl.infraredSpotBuffer;
  1196. if (buffer != null)
  1197. {
  1198. for (int i = 0; i < buffer.Length; i++)
  1199. {
  1200. if (buffer[i].CameraLocation != null)
  1201. {
  1202. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1203. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1204. Debug.Log("CenterOffset: " + centerOffset);
  1205. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1206. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1207. //如果是新手教程场景里面的校准
  1208. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1209. if (infraredGuiderObj != null)
  1210. {
  1211. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1212. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1213. }
  1214. }
  1215. }
  1216. }
  1217. }
  1218. /// <summary>
  1219. /// 重置中心点
  1220. /// </summary>
  1221. public void ResetCenterOffset() {
  1222. infraredCameraHelper.ResetCenterOffset();
  1223. }
  1224. /// <summary>
  1225. /// 撤销中心点
  1226. /// </summary>
  1227. public void RevokeCenterOffset()
  1228. {
  1229. infraredCameraHelper.RevokeCenterOffset();
  1230. }
  1231. /// <summary>
  1232. /// 重置定位数据
  1233. /// </summary>
  1234. public void ResetPositioningData(bool bSyncLocal = false) {
  1235. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1236. }
  1237. void SetCaptureValue(float v)
  1238. {
  1239. captureValue.Set(v);
  1240. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1241. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1242. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1243. }
  1244. void SetDelayValue(float v)
  1245. {
  1246. delayValue.Set(v);
  1247. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1248. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1249. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1250. }
  1251. #endregion
  1252. #region 相机感光度(默认修改对比度)
  1253. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1254. {
  1255. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1256. }
  1257. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1258. {
  1259. onSliderEvent(value, "PU_CONTRAST", min, max);
  1260. }
  1261. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1262. {
  1263. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1264. }
  1265. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1266. {
  1267. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1268. }
  1269. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1270. {
  1271. if (BluetoothWindows.IsWindows()) {
  1272. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1273. // 目标区间 [0, 10] 的边界值
  1274. double targetMin = min;
  1275. double targetMax = max;
  1276. double originalMin = -1;
  1277. double originalMax = 1;
  1278. // 计算转换后的值
  1279. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1280. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1281. _slider.SetValueWithoutNotify((float)v2);
  1282. return;
  1283. }
  1284. //功能也改为UVC的对比度
  1285. if (running)
  1286. {
  1287. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1288. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1289. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1290. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1291. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1292. // 目标区间 [0, 10] 的边界值
  1293. double targetMin = min;
  1294. double targetMax = max;
  1295. double originalMin = _UVCCtrlInfo.min;
  1296. double originalMax = _UVCCtrlInfo.max;
  1297. // 计算转换后的值
  1298. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1299. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1300. _slider.SetValueWithoutNotify((float)v2);
  1301. }
  1302. else _slider.SetValueWithoutNotify(5);
  1303. }
  1304. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1305. {
  1306. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1307. //pc
  1308. if (BluetoothWindows.IsWindows())
  1309. {
  1310. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1311. Slider slider = trans.GetComponent<Slider>();
  1312. Text textObj = trans.Find("text").GetComponent<Text>();
  1313. // 原始区间和目标区间的边界值
  1314. double originalMin = min;
  1315. double originalMax = max;
  1316. double targetMin = -1;
  1317. double targetMax = 1;
  1318. // 计算转换后的值
  1319. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1320. float _current = (float)result;
  1321. //Debug.Log("_current:" + _current + " , result:" + result);
  1322. textObj.text = _current + "";
  1323. slider.value = _current;
  1324. if (typeStr == "PU_CONTRAST")
  1325. {
  1326. infraredCameraHelper.SetContrast(_current);
  1327. pcCONTRAST.Set(_current);
  1328. }
  1329. else {
  1330. infraredCameraHelper.SetBrightness(_current);
  1331. pcBRIGHTNESS.Set(_current);
  1332. }
  1333. return;
  1334. }
  1335. //修改亮度时,调试界面的亮度也应该一起修改
  1336. //功能也改为UVC的对比度
  1337. if (running)
  1338. {
  1339. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1340. // .GetComponent<Slider>();
  1341. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1342. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1343. Slider slider = trans.GetComponent<Slider>();
  1344. Text textObj = trans.Find("text").GetComponent<Text>();
  1345. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1346. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1347. //value 0 ~ 10
  1348. // 原始区间和目标区间的边界值
  1349. double originalMin = min;
  1350. double originalMax = max;
  1351. double targetMin = _UVCCtrlInfo.min;
  1352. double targetMax = _UVCCtrlInfo.max;
  1353. // 计算转换后的值
  1354. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1355. int _current = (int)(result);
  1356. Debug.Log("_current:" + value + " , result:" + result);
  1357. textObj.text = _current + "";
  1358. slider.value = _current;
  1359. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1360. //存储初始值,设置一次到UVC参数
  1361. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1362. }
  1363. }
  1364. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1365. {
  1366. // 线性插值公式
  1367. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1368. }
  1369. #endregion
  1370. #region 绘制线段部分
  1371. public void SetLineWidth(float v)
  1372. {
  1373. lineWidth.Set(v);
  1374. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1375. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1376. }
  1377. #endregion
  1378. #region 亮度检测部分
  1379. public void SetInfraredFilterValue(float v)
  1380. {
  1381. infraredFileterValue.Set(v);
  1382. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1383. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1384. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1385. }
  1386. #endregion
  1387. public void resetInfraredPlayerPrefs()
  1388. {
  1389. //测试用
  1390. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1391. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1392. }
  1393. #region 显示Log部分信息
  1394. [SerializeField] Text _calibrationFixedText;
  1395. [SerializeField] Text _cameraSizeText;
  1396. [SerializeField] Text _quadUnityVectorListText;
  1397. /// <summary>
  1398. /// 校准时候的固定值分辨率
  1399. /// </summary>
  1400. /// <param name="v"></param>
  1401. public void SetCalibrationFixedText(Vector2 v)
  1402. {
  1403. _calibrationFixedText.text = v.x + "*" + v.y;
  1404. }
  1405. /// <summary>
  1406. /// 渲染摄像机当前分辨率
  1407. /// </summary>
  1408. /// <param name="v"></param>
  1409. public void SetCameraSizeText(Vector2 v)
  1410. {
  1411. _cameraSizeText.text = v.x + "*" + v.y;
  1412. }
  1413. /// <summary>
  1414. /// 渲染摄像机识别点
  1415. /// </summary>
  1416. /// <param name="v"></param>
  1417. public void SetQuadUnityVectorListText(string v)
  1418. {
  1419. _quadUnityVectorListText.text = v;
  1420. }
  1421. #endregion
  1422. }
  1423. public class ParamFloatValue
  1424. {
  1425. private string _saveKey;
  1426. private float _valueDefault;
  1427. private bool _valueLoaded;
  1428. private float _value;
  1429. public ParamFloatValue(string saveKey, float valueDefault)
  1430. {
  1431. _saveKey = saveKey;
  1432. _valueDefault = valueDefault;
  1433. }
  1434. public float Get()
  1435. {
  1436. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1437. return _value;
  1438. }
  1439. public void Set(float value)
  1440. {
  1441. _value = value;
  1442. PlayerPrefs.SetFloat(_saveKey, _value);
  1443. PlayerPrefs.Save();
  1444. }
  1445. }