InfraredDemo.cs 77 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. public class InfraredDemo : JCUnityLib.ViewBase
  14. {
  15. public static bool DebugInEditor = true;
  16. public static InfraredDemo _ins;
  17. [SerializeField]
  18. RectTransform canvasRectTransform;
  19. public Button mBtnSee;
  20. Reporter reporter;
  21. public Text FPSText;
  22. public static void Create()
  23. {
  24. if (_ins) return;
  25. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  26. DontDestroyOnLoad(o);
  27. _ins = o.GetComponent<InfraredDemo>();
  28. //添加一个父物体
  29. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  30. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  31. if (canvasScaler != null)
  32. {
  33. Destroy(canvasScaler);
  34. }
  35. RectTransform rectTransform = o.GetComponent<RectTransform>();
  36. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  37. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  38. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  39. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  40. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  41. //直接初始化一次
  42. _ins.InitInfraredCamera();
  43. }
  44. void Start()
  45. {
  46. //生成一个控制台
  47. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  48. if (obj != null) {
  49. reporter = obj.GetComponent<Reporter>();
  50. Application.logMessageReceived += HandleLog;
  51. // 模拟错误日志
  52. // Debug.LogError("Test Error: This is a simulated error message.");
  53. // 模拟异常日志
  54. // Debug.LogException(new System.Exception("Test Exception: This is a simulated exception."));
  55. }
  56. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  57. SetVisiable(false);
  58. InitDebugScreenPoint();
  59. // gameObject.AddComponent<FPSTester>();
  60. if (CommonConfig.StandaloneModeOrPlatformB)
  61. {
  62. mBtnSee.gameObject.SetActive(false);
  63. }
  64. else {
  65. mBtnSee.interactable = false;
  66. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  67. }
  68. //直接初始化一次
  69. //InitInfraredCamera();
  70. Debug.Log("[InfraredDemo] Start Function!");
  71. initToggle();
  72. initExport();
  73. InitFullScreen();
  74. #if UNITY_STANDALONE_WIN
  75. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  76. #endif
  77. }
  78. void OnDestroy()
  79. {
  80. if(reporter!= null) Application.logMessageReceived -= HandleLog;
  81. }
  82. void Update()
  83. {
  84. UpdateInfraredCamera();
  85. //UpdateDebugScreenPoint();
  86. if(reporter!=null) FPSText.text = "FPS:" + reporter.fps;
  87. }
  88. public void OnClick_See()
  89. {
  90. SetVisiable(!_visiable);
  91. }
  92. //初始化一次 initScreenLocateManual
  93. bool hasCalled = false;
  94. bool _visiable;
  95. void SetVisiable(bool value)
  96. {
  97. _visiable = value;
  98. transform.Find("Background").gameObject.SetActive(value);
  99. transform.Find("InfraredCamera").gameObject.SetActive(value);
  100. //如果是b端,控制这里按钮显示
  101. if (CommonConfig.StandaloneModeOrPlatformB)
  102. {
  103. mBtnSee.gameObject.SetActive(value);
  104. }
  105. updateBtnSee();
  106. Action<Text> onApplyToNext = (t) => {
  107. updateBtnSee();
  108. };
  109. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  110. //if (value) InitInfraredCamera();
  111. //刷新翻译的Dropdown
  112. if (value) {
  113. UpdateLanguage();
  114. updateDropdownResolution2();
  115. }
  116. //if (!hasCalled && value)
  117. //{
  118. // hasCalled = true;
  119. // //如果本地有记录,初始化一次
  120. // StartCoroutine(initScreenLocateManual());
  121. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  122. //}
  123. }
  124. void updateBtnSee() {
  125. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  126. }
  127. Text _spText;
  128. Vector2 _screenPoint;
  129. void InitDebugScreenPoint()
  130. {
  131. _spText = transform.Find("SPText").GetComponent<Text>();
  132. //_spText.gameObject.SetActive(DebugInEditor);
  133. _spText.gameObject.SetActive(false);
  134. }
  135. //void UpdateDebugScreenPoint()
  136. //{
  137. // if (!DebugInEditor) return;
  138. // if (infraredCameraHelper == null) return;
  139. // _screenPoint.x = Mathf.Clamp(
  140. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  141. // 0, Screen.width);
  142. // _screenPoint.y = Mathf.Clamp(
  143. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  144. // 0, Screen.height);
  145. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  146. // _spText.text = _screenPoint.ToString();
  147. //}
  148. #region 红外摄像
  149. [SerializeField] RawImage _cameraRender;
  150. [SerializeField] RawImage _cameraRender2;
  151. /// <summary>
  152. /// 测试texture
  153. /// </summary>
  154. public RawImage MyCameraRender2
  155. {
  156. get { return _cameraRender2; }
  157. set { _cameraRender2 = value; }
  158. }
  159. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  160. [SerializeField] List<RectTransform> _crosshairsInCamera;
  161. [SerializeField] Slider _sliderShakeFilter;
  162. [SerializeField] Button _btnReset;
  163. [SerializeField] Button _btnScreenLocateManual;
  164. [SerializeField] Button _btnScreenLocateManualAuto;
  165. [SerializeField] Slider _sliderCapture;
  166. [SerializeField] Slider _sliderDelay;
  167. [SerializeField] Dropdown _dropdownResolution;
  168. [SerializeField] Dropdown _dropdownResolution2;
  169. [SerializeField] Slider _sliderLineWidth;
  170. [SerializeField] Slider _fanWidth;
  171. //红外线阈值
  172. [SerializeField] Slider _infraredFilter;
  173. //调试UVC参数
  174. [SerializeField] GameObject _cameraParameterPanel;
  175. [SerializeField] Button _btnAdjusting;
  176. //野鸭选择
  177. [SerializeField] Dropdown _duckLevelDropdown;
  178. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  179. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  180. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  181. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  182. #if UNITY_ANDROID
  183. //初始化纹理-1280*720,index = 0
  184. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  185. //摄像机分辨率 -320*240,index = 10
  186. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  187. //摄像机分辨率 -只处理高低分辨率情况
  188. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  189. //string[] resolutions = { "高分辨率", "低分辨率" };
  190. #endif
  191. //抖动过滤值 - 6.0
  192. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  193. //亮度过滤阈值 - 0.8
  194. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  195. //准心的偏移值
  196. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  197. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  198. //线段宽度阈值
  199. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  200. //扇形宽度
  201. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  202. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  203. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  204. //红外准心,默认打开吧
  205. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  206. //野鸭测试存储
  207. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  208. //存储滑块信息。camera
  209. public Dictionary<string ,ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  210. public static InfraredCameraHelper infraredCameraHelper;
  211. public static bool running { get => infraredCameraHelper != null; }
  212. private bool _inited;
  213. #region 参数控制
  214. public GameObject togglePrefab; // 拖入一个Toggle预设体
  215. public GameObject sliderPrefab; // 拖入一个Slider预设体
  216. public GameObject spawnPoint;
  217. //自动曝光
  218. bool bAutoAE = false;
  219. Toggle CTRLAEToggle;
  220. Slider CTRLAEABSSlider;
  221. string[] sliderNameArray = new string[]{
  222. "自动曝光模式",
  223. "曝光时间(绝对)",
  224. "亮度", //
  225. "对比度",
  226. "色调",
  227. "饱和度",
  228. "锐度",
  229. "伽玛",
  230. //"白平衡温度",
  231. //"白平衡分量",
  232. "背光补偿",
  233. "增益" };
  234. string[] sliderStrArray = new string[]{
  235. "CTRL_AE",
  236. "CTRL_AE_ABS",
  237. "PU_BRIGHTNESS",
  238. "PU_CONTRAST",
  239. "PU_HUE",
  240. "PU_SATURATION",
  241. "PU_SHARPNESS",
  242. "PU_GAMMA",
  243. //"PU_WB_TEMP",
  244. //"PU_WB_COMPO",
  245. "PU_BACKLIGHT",
  246. "PU_GAIN" };
  247. UVCManager.CameraInfo currentCameraInfo;
  248. //初始化相机参数
  249. public void initSlider(UVCManager.CameraInfo cameraInfo)
  250. {
  251. if (currentCameraInfo != null) return;
  252. currentCameraInfo = cameraInfo;
  253. string[] sliderNameArrayKey = new string[] {
  254. "AutoExposureMode", // "自动曝光模式"
  255. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  256. "Brightness", // "亮度"
  257. "Contrast", // "对比度"
  258. "Hue", // "色调"
  259. "Saturation", // "饱和度"
  260. "Sharpness", // "锐度"
  261. "Gamma", // "伽玛"
  262. "BacklightCompensation", // "背光补偿"
  263. "Gain" // "增益"
  264. };
  265. for (int i = 0; i < sliderStrArray.Length; i++)
  266. {
  267. string typeStr = sliderStrArray[i];
  268. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  269. //不支持的,跳过
  270. bool bContains = cameraInfo.ContainsKey(typeStr);
  271. if (!bContains) continue;
  272. if (typeStr == "CTRL_AE")
  273. {
  274. //曝光Toggle
  275. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  276. toggleObject.SetActive(true);
  277. toggleObject.name = typeStr;
  278. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  279. //labelObj.text = sliderNameArray[i];
  280. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  281. Toggle toggle = toggleObject.GetComponent<Toggle>();
  282. CTRLAEToggle = toggle;
  283. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  284. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  285. int _currentValue = cameraInfo.GetValue(typeStr);
  286. 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
  287. toggle.isOn = bAutoAE;
  288. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  289. toggle.onValueChanged.AddListener((bool bValue) =>
  290. {
  291. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  292. if (typeStr == "CTRL_AE")
  293. {
  294. //开关控制是否自动曝光
  295. bAutoAE = bValue;
  296. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  297. int _value = bValue ? 8 : 1;
  298. //Debug.Log("_value " + _value);
  299. cameraInfo.SetValue(typeStr, _value);
  300. }
  301. });
  302. }
  303. else
  304. {
  305. //其余使用slider
  306. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  307. sliderObject.SetActive(true);
  308. sliderObject.name = typeStr;
  309. Slider slider = sliderObject.GetComponent<Slider>();
  310. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  311. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  312. //titleTextObj.text = sliderNameArray[i];//类型名字
  313. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  314. if (slider != null)
  315. {
  316. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  317. slider.minValue = _UVCCtrlInfo.min;
  318. slider.maxValue = _UVCCtrlInfo.max;
  319. slider.wholeNumbers = true;
  320. int _defValue = _UVCCtrlInfo.def;
  321. //指定默认值
  322. //5、UVC亮度 - 50
  323. //6、UVC对比度 - 50
  324. if (typeStr == "PU_BRIGHTNESS") {
  325. _defValue = 50;
  326. } else if (typeStr == "PU_CONTRAST") {
  327. _defValue = 50;
  328. }
  329. //记录一个typeStr类型的数据存储操作对象
  330. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  331. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  332. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  333. {
  334. //获取设置默认存储的值
  335. int _Value = (int)paramFloatValue.Get();
  336. cameraInfo.SetValue(typeStr, _Value);
  337. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  338. slider.value = _Value;
  339. textObj.text = _Value + "";
  340. }
  341. else {
  342. //获取设置当前值
  343. int _currentValue = cameraInfo.GetValue(typeStr);
  344. slider.value = _currentValue;
  345. textObj.text = _currentValue + "";
  346. }
  347. //如果是曝光slider
  348. if (typeStr == "CTRL_AE_ABS")
  349. {
  350. CTRLAEABSSlider = slider;
  351. slider.interactable = !bAutoAE;
  352. }
  353. slider.onValueChanged.AddListener((newValue) =>
  354. {
  355. var _value = Mathf.FloorToInt(newValue);
  356. textObj.text = _value + "";
  357. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  358. cameraInfo.SetValue(typeStr, _value);
  359. paramFloatValue.Set(_value);
  360. });
  361. }
  362. }
  363. }
  364. }
  365. public void OpenUVCPanel()
  366. {
  367. _cameraParameterPanel.SetActive(true);
  368. }
  369. public void CloseUVCPanel()
  370. {
  371. _cameraParameterPanel.SetActive(false);
  372. }
  373. public void onResetUVCData()
  374. {
  375. #if UNITY_ANDROID
  376. resetUVCData();
  377. #endif
  378. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  379. resetPCData();
  380. #endif
  381. }
  382. void resetUVCData() {
  383. if (currentCameraInfo == null) return;
  384. for (int i = 0; i < sliderStrArray.Length; i++)
  385. {
  386. string typeStr = sliderStrArray[i];
  387. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  388. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  389. if (!bContains) continue;
  390. if (typeStr == "CTRL_AE")
  391. {
  392. //toggle值不进行重置
  393. Debug.Log("CTRL_AE 不需要重置");
  394. }
  395. else if (typeStr == "CTRL_AE_ABS")
  396. {
  397. if (!bAutoAE)
  398. {
  399. //如果是手动曝光,重置值
  400. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  401. Slider slider = trans.GetComponent<Slider>();
  402. Text textObj = trans.Find("text").GetComponent<Text>();
  403. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  404. //获取当前值
  405. int _currentValue = currentCameraInfo.GetValue(typeStr);
  406. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  407. textObj.text = _AEInfo.def + "";
  408. slider.value = _AEInfo.def;
  409. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  410. }
  411. }
  412. else
  413. {
  414. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  415. Slider slider = trans.GetComponent<Slider>();
  416. Text textObj = trans.Find("text").GetComponent<Text>();
  417. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  418. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  419. //重置的值
  420. int _defValue = _UVCCtrlInfo.def;
  421. if (typeStr == "PU_BRIGHTNESS")
  422. {
  423. _defValue = (int)paramFloatValue.GetDefault();
  424. }
  425. else if (typeStr == "PU_CONTRAST")
  426. {
  427. _defValue = (int)paramFloatValue.GetDefault();
  428. }
  429. textObj.text = _defValue + "";
  430. slider.value = _defValue;
  431. //获取当前值
  432. int _currentValue = currentCameraInfo.GetValue(typeStr);
  433. //重置存储值
  434. paramFloatValue.Reset();
  435. //存储初始值,设置一次到UVC参数
  436. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  437. }
  438. }
  439. }
  440. //windows 相机
  441. string[] sliderNameArrayPC = new string[]{
  442. "亮度",
  443. "对比度",};
  444. string[] sliderNameArrayPCKey = new string[]{
  445. "Brightness",
  446. "Contrast",};
  447. string[] sliderStrArrayPC = new string[]{
  448. "PU_BRIGHTNESS",
  449. "PU_CONTRAST"};
  450. //记录一个typeStr类型的数据存储操作对象
  451. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  452. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  453. public void initSliderPC()
  454. {
  455. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  456. {
  457. string typeStr = sliderStrArrayPC[i];
  458. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  459. sliderObject.SetActive(true);
  460. sliderObject.name = typeStr;
  461. Slider slider = sliderObject.GetComponent<Slider>();
  462. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  463. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  464. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  465. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  466. if (slider != null)
  467. {
  468. slider.minValue = -1;
  469. slider.maxValue = 1;
  470. //记录一个typeStr类型的数据存储操作对象
  471. if (typeStr == "PU_BRIGHTNESS")
  472. {
  473. //获取设置默认存储的值
  474. float _Value = pcBRIGHTNESS.Get();
  475. infraredCameraHelper.SetBrightness(_Value);
  476. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  477. slider.value = _Value;
  478. textObj.text = _Value + "";
  479. slider.onValueChanged.AddListener((newValue) =>
  480. {
  481. var _value = newValue;
  482. textObj.text = _value + "";
  483. infraredCameraHelper.SetBrightness(_value);
  484. pcBRIGHTNESS.Set(_value);
  485. });
  486. }
  487. else if (typeStr == "PU_CONTRAST")
  488. {
  489. //获取设置默认存储的值
  490. float _Value = pcCONTRAST.Get();
  491. infraredCameraHelper.SetContrast(_Value);
  492. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  493. slider.value = _Value;
  494. textObj.text = _Value + "";
  495. slider.onValueChanged.AddListener((newValue) =>
  496. {
  497. var _value = newValue;
  498. textObj.text = _value + "";
  499. infraredCameraHelper.SetContrast(_value);
  500. pcCONTRAST.Set(_value);
  501. });
  502. }
  503. }
  504. }
  505. }
  506. void resetPCData() {
  507. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  508. {
  509. string typeStr = sliderStrArrayPC[i];
  510. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  511. Slider slider = trans.GetComponent<Slider>();
  512. Text textObj = trans.Find("text").GetComponent<Text>();
  513. //重置的值
  514. int _defValue = 0;
  515. if (typeStr == "PU_BRIGHTNESS")
  516. {
  517. _defValue = 0;
  518. infraredCameraHelper.SetBrightness(_defValue);
  519. }
  520. else if (typeStr == "PU_CONTRAST")
  521. {
  522. _defValue = 0;
  523. infraredCameraHelper.SetContrast(_defValue);
  524. }
  525. textObj.text = _defValue + "";
  526. slider.value = _defValue;
  527. }
  528. }
  529. #endregion
  530. void InitInfraredCamera()
  531. {
  532. if (_inited) return;
  533. _inited = true;
  534. //SDK创建
  535. if (infraredCameraHelper == null)
  536. {
  537. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  538. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  539. infraredCameraHelper.CreateToPc();
  540. #endif
  541. #if UNITY_ANDROID
  542. //开始时候设置一个默认分辨率
  543. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  544. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  545. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  546. #endif
  547. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  548. {
  549. if (Camera.main == null) return;
  550. Ray ray = Camera.main.ScreenPointToRay(point);
  551. Vector3 rayEndPoint = ray.GetPoint(200);
  552. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  553. // 挑战场景中其相机的父级有旋转,需要换算
  554. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  555. {
  556. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  557. }
  558. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  559. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  560. //移动目标游戏
  561. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  562. };
  563. //双点情况下更新
  564. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  565. {
  566. string _posText = "";
  567. // HideUICrosshairs(0);
  568. // HideUICrosshairs(1);
  569. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  570. for (int i = 0; i < points.Length; i++)
  571. {
  572. Vector2 point = points[i];
  573. // 判断是否为右屏并调整坐标
  574. if (i == 1)
  575. {
  576. point.x -= halfScreenWidth; // 同步到右屏坐标系
  577. }
  578. Ray ray = Camera.main.ScreenPointToRay(point);
  579. Vector3 rayEndPoint = ray.GetPoint(200);
  580. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  581. if (i == 0)
  582. {
  583. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  584. // ShowUICrosshairs(cameraLocations[0], 0);
  585. // ShowGameUICrosshairs(points[0], 0);
  586. _posText += "红0:" + points[0].ToString("F2");
  587. }
  588. if (i == 1)
  589. {
  590. if (CameraToLookNew.ins != null)
  591. {
  592. Transform m_controlObj = CameraToLookNew.ins.transform;
  593. m_controlObj.localRotation = quat;
  594. }
  595. //ShowUICrosshairs(cameraLocations[1], 1);
  596. // ShowGameUICrosshairs(points[1], 1);
  597. _posText += "\n";
  598. _posText += "黄1:" + points[1].ToString("F2");
  599. }
  600. // if (PosInfo) PosInfo.text = _posText;
  601. }
  602. };
  603. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  604. {
  605. //生成控制摄像机的参数滑条
  606. Debug.Log("初始化摄像机!");
  607. //可以操作按钮
  608. mBtnSee.interactable = true;
  609. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  610. updateBtnSee();
  611. //延迟重新设置一次分辨率
  612. StartCoroutine(delayInitOhterInfo(camera));
  613. };
  614. //屏幕变化时候
  615. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  616. {
  617. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  618. SetLocatePointsToCameraRender(list, 1, 1);
  619. //InfraredScreenPositioningView 页面
  620. if (list.Count == 4)
  621. {
  622. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  623. }
  624. else {
  625. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  626. }
  627. };
  628. //算法准备事件
  629. infraredCameraHelper.OnScreenLocateIsReady += () =>
  630. {
  631. Debug.Log("OnScreenLocateIsReady.");
  632. //b端设置偏移值
  633. if (CommonConfig.StandaloneModeOrPlatformB)
  634. {
  635. InitCenterOffset();
  636. }
  637. //开机默认单点,里面会设置一次数据
  638. SetSinglePoint(true);
  639. //设置双点数据
  640. //InitCenterOffsets(PlayerType.FirstPlayer);
  641. //InitCenterOffsets(PlayerType.SecondPlayer);
  642. };
  643. }
  644. }
  645. private void updateDropdownResolution2()
  646. {
  647. string[] resolutions = {
  648. TextAutoLanguage2.GetTextByKey("HighResolution"),
  649. TextAutoLanguage2.GetTextByKey("LowResolution")
  650. };
  651. // 清除默认选项
  652. _dropdownResolution2.ClearOptions();
  653. // 将分辨率字符串数组转换为 Dropdown 选项
  654. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  655. }
  656. /// <summary>
  657. /// 初始化一些游戏配置
  658. /// </summary>
  659. /// <returns></returns>
  660. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  661. //yield return new WaitForSeconds(1f);
  662. yield return new WaitForEndOfFrame();
  663. #if UNITY_ANDROID
  664. initSlider(camera);
  665. camera.GetResolutionsStrs();
  666. // 默认设置
  667. updateDropdownResolution2();
  668. int index = (int)resoution.Get();
  669. _dropdownResolution2.value = index;
  670. _dropdownResolution2.RefreshShownValue();
  671. // 处理 Dropdown 的选择变化
  672. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  673. #endif
  674. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  675. initSliderPC();
  676. //隐藏不需要的设置
  677. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  678. _dropdownResolution.gameObject.SetActive(false);
  679. _dropdownResolution2.gameObject.SetActive(false);
  680. #endif
  681. //震动阈值
  682. SetShakeFilterValue(shakeFilterValue.Get());
  683. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  684. //功能按钮
  685. //重置触发测试
  686. _btnReset.onClick.AddListener(OnClick_Reset);
  687. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  688. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  689. SetCaptureValue(captureValue.Get());
  690. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  691. SetDelayValue(delayValue.Get());
  692. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  693. //绘制线段
  694. SetLineWidth(lineWidth.Get());
  695. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  696. SetFanWidth(fanWidth.Get());
  697. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  698. //检测红外亮度阈值
  699. SetInfraredFilterValue(infraredFileterValue.Get());
  700. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  701. //野鸭设置初始关卡
  702. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  703. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  704. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  705. ////b端设置偏移值
  706. //if (CommonConfig.StandaloneModeOrPlatformB) {
  707. // InitCenterOffset();
  708. //}
  709. }
  710. /// <summary>
  711. /// 初始化时候获取设置和存储来控制显示准心
  712. /// </summary>
  713. /// <returns></returns>
  714. public bool bInitCrosshairShow() {
  715. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  716. }
  717. /// <summary>
  718. /// 获取弓箭准心存储值
  719. /// </summary>
  720. /// <returns></returns>
  721. public int getCrosshairValue() {
  722. return (int)crosshairValue.Get();
  723. }
  724. public void setCrosshairValue(bool bshow) {
  725. crosshairValue.Set(bshow ? 1 : 0);
  726. }
  727. public void onStartPreview()
  728. {
  729. infraredCameraHelper.onStartPreview();
  730. }
  731. public void onStopPreview()
  732. {
  733. infraredCameraHelper.onStopPreview();
  734. }
  735. /// <summary>
  736. /// 获取并且初始化一次记录点的数据
  737. /// </summary>
  738. /// <returns></returns>
  739. IEnumerator initScreenLocateManual()
  740. {
  741. yield return new WaitForSeconds(1f);
  742. infraredCameraHelper.InitScreenLocateManual();
  743. }
  744. IEnumerator RestartOrKillApp()
  745. {
  746. yield return new WaitForSeconds(0.3f);
  747. if (Application.isEditor) yield break;
  748. if (Application.platform == RuntimePlatform.Android)
  749. {
  750. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  751. {
  752. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  753. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  754. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  755. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  756. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  757. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  758. currentActivity.Call("startActivity", intent);
  759. currentActivity.Call("finish");
  760. var process = new AndroidJavaClass("android.os.Process");
  761. int pid = process.CallStatic<int>("myPid");
  762. process.CallStatic("killProcess", pid);
  763. }
  764. }
  765. else {
  766. // 获取当前应用程序的可执行文件路径
  767. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  768. // 重启应用程序
  769. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  770. {
  771. FileName = executablePath,
  772. UseShellExecute = false
  773. };
  774. System.Diagnostics.Process.Start(startInfo);
  775. // 退出当前应用程序
  776. Application.Quit();
  777. };
  778. }
  779. void UpdateInfraredCamera()
  780. {
  781. if (!_visiable) return;
  782. if (!_inited) return;
  783. if (infraredCameraHelper == null) return;
  784. //渲染相机画面
  785. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  786. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  787. if (ScreenLocate.Main.getUVCTexture)
  788. {
  789. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  790. {
  791. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  792. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  793. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  794. if (!isFullscreen) SetAllToggle(true);
  795. }
  796. else if (ScreenLocate.Main.OutputTextures[4] != null)
  797. {
  798. //缩小的情况下。显示黑白色差的合成图
  799. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  800. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  801. //底图缩小的情况下。不显示适配线段,并且隐藏points
  802. if (!isFullscreen) {
  803. if (showPoints) {
  804. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  805. for (int i = 0; i < pointsTF2.childCount; i++)
  806. {
  807. Transform pointTF = pointsTF2.GetChild(i);
  808. pointTF.gameObject.SetActive(false);
  809. showPoints = false;
  810. }
  811. }
  812. SetAllToggle(false);
  813. }
  814. }
  815. //_cameraRender.SetNativeSize();
  816. // _MaintainAspectRatio.AdjustSize();
  817. }
  818. //在相机画面显示准心
  819. if (ScreenLocate.Main)
  820. {
  821. var _sl = ScreenLocate.Main;
  822. var buffer = _sl.infraredSpotBuffer;
  823. if (buffer != null)
  824. {
  825. for (int i = 0; i < buffer.Length; i++)
  826. {
  827. if (buffer[i].CameraLocation != null)
  828. {
  829. //添加一个偏移量,使得最后输出的准心是指向正中心
  830. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  831. // 检测到光点
  832. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  833. _crosshairsInCamera[i].gameObject.SetActive(true);
  834. _crosshairsInCamera[i].anchoredPosition = pos;
  835. }
  836. else
  837. _crosshairsInCamera[i].gameObject.SetActive(false);
  838. }
  839. }
  840. //渲染固定摄像机分辨率
  841. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  842. //渲染摄像机大小
  843. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  844. //渲染摄像机识别点位置
  845. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  846. }
  847. }
  848. bool showPoints = false;
  849. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  850. {
  851. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  852. if (pointsTF2.childCount == points.Count)
  853. {
  854. Vector2 texSize = new Vector2(w, h);
  855. for (int i = 0; i < pointsTF2.childCount; i++)
  856. {
  857. Transform pointTF = pointsTF2.GetChild(i);
  858. Vector2 pos = points[i];
  859. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  860. pointTF.gameObject.SetActive(true);
  861. showPoints = true;
  862. }
  863. }
  864. else {
  865. for (int i = 0; i < pointsTF2.childCount; i++)
  866. {
  867. Transform pointTF = pointsTF2.GetChild(i);
  868. pointTF.gameObject.SetActive(false);
  869. showPoints = false;
  870. }
  871. }
  872. //绘制数据
  873. DrawTestLine();
  874. }
  875. #region 测试数据绘制
  876. [SerializeField] private Toggle curToggle;
  877. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  878. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  879. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  880. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  881. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  882. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  883. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  884. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  885. [SerializeField] RawImage _cameraRenderTest5;
  886. [SerializeField] RawImage _cameraRenderTest6;
  887. void DrawTestLine()
  888. {
  889. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  890. // 判断 texSize 是否为有效值
  891. if (texSize == Vector2.zero)
  892. {
  893. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  894. return;
  895. }
  896. // 设置三个屏幕四边形和线条生成器
  897. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  898. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  899. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  900. ScreenLocate.Main.ScreenIdentification?.QuadManual
  901. };
  902. LineGenerator[] lineGenerators = new LineGenerator[] {
  903. AutoUILineGenerator,
  904. SemiAutoUILineGenerator,
  905. ManualUILineGenerator
  906. };
  907. for (int i = 0; i < screenQuads.Length; i++)
  908. {
  909. if (screenQuads[i] == null)
  910. {
  911. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  912. continue;
  913. }
  914. if (lineGenerators[i] == null)
  915. {
  916. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  917. continue;
  918. }
  919. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  920. }
  921. // 清除旧选项并填充新的选项
  922. dropdown.ClearOptions();
  923. List<string> options = new List<string>();
  924. //for (int i = 0; i < screenQuads.Length; i++)
  925. //{
  926. // options.Add($"Quad {i + 1}");
  927. //}
  928. //options.Add("自动识别");
  929. //options.Add("半自动识别");
  930. //options.Add("手动识别");
  931. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  932. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  933. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  934. dropdown.AddOptions(options);
  935. // 添加监听器来处理选择事件
  936. dropdown.onValueChanged.AddListener((index) => {
  937. OnDropdownValueChanged(index, screenQuads);
  938. });
  939. if (screenQuads[0] != null || screenQuads[1] != null)
  940. {
  941. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  942. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  943. }
  944. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  945. //绘制白色线段
  946. var lo = new Vector2(-0.5f, -0.5f);
  947. CurUILineGenerator.Points = new Vector2[4] {
  948. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  949. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  950. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  951. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  952. }
  953. }
  954. // 当下拉框选项更改时调用的方法
  955. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  956. {
  957. if (index >= 0 && index < screenQuads.Length)
  958. {
  959. if (screenQuads[index] != null)
  960. {
  961. QuadrilateralInCamera selectedQuad = screenQuads[index];
  962. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  963. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  964. }
  965. else
  966. {
  967. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  968. }
  969. }
  970. else
  971. {
  972. Debug.LogWarning("所选索引超出范围!");
  973. }
  974. }
  975. /// <summary>
  976. /// 提取转换四边形的方法
  977. /// </summary>
  978. /// <param name="quad"></param>
  979. /// <param name="texSize"></param>
  980. /// <returns></returns>
  981. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  982. {
  983. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  984. {
  985. Debug.LogWarning("Invalid quadrilateral data provided.");
  986. return new Vector2[0]; // 返回空数组以避免异常
  987. }
  988. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  989. return new Vector2[4] {
  990. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  991. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  992. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  993. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  994. };
  995. }
  996. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  997. {
  998. if (points == null || points.Length < 1)
  999. {
  1000. Debug.LogWarning("Invalid point data provided.");
  1001. return new Vector2[0]; // 返回空数组以避免异常
  1002. }
  1003. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1004. List<Vector2> transformedPoints = new List<Vector2>();
  1005. // 遍历所有传入的点进行转换
  1006. foreach (var point in points)
  1007. {
  1008. // 转换每个点,考虑 texSize 和 pivot 偏移
  1009. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1010. transformedPoints.Add(transformedPoint);
  1011. }
  1012. return transformedPoints.ToArray();
  1013. }
  1014. void initToggle()
  1015. {
  1016. // 监听 Toggle 值的变化
  1017. if (curToggle != null)
  1018. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1019. // 监听 Toggle 值的变化
  1020. if (autoToggle != null)
  1021. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1022. if (semiAutoToggle != null)
  1023. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1024. if (manualToggle != null)
  1025. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1026. }
  1027. // 控制 LineGenerator 的启用/禁用
  1028. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1029. {
  1030. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1031. {
  1032. lineGenerator.enabled = isOn;
  1033. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1034. }
  1035. }
  1036. /// <summary>
  1037. /// 设置全部显示
  1038. /// </summary>
  1039. /// <param name="value"></param>
  1040. private void SetAllToggle(bool value) {
  1041. ToggleLineGenerator(CurUILineGenerator, value);
  1042. ToggleLineGenerator(AutoUILineGenerator, value);
  1043. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1044. ToggleLineGenerator(ManualUILineGenerator, value);
  1045. }
  1046. /// <summary>
  1047. /// 放大时候同步一次toggle
  1048. /// </summary>
  1049. private void SyncAllToggle()
  1050. {
  1051. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1052. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1053. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1054. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1055. }
  1056. // 下拉菜单用于显示纹理名称
  1057. public Dropdown textureDropdown;
  1058. // 按钮用于导出选中的纹理
  1059. public Button exportSelectedButton;
  1060. // 按钮用于导出所有纹理
  1061. public Button exportAllButton;
  1062. // 定义纹理名称
  1063. string[] textureNames;
  1064. /// <summary>
  1065. /// 更新一下菜单
  1066. /// </summary>
  1067. public void UpdateLanguage() {
  1068. string[] _textureNames = {
  1069. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1070. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1071. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1072. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1073. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1074. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1075. };
  1076. textureNames = _textureNames;
  1077. // 设置下拉菜单的选项
  1078. textureDropdown.ClearOptions();
  1079. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1080. }
  1081. void initExport() {
  1082. UpdateLanguage();
  1083. // 添加导出选中纹理的按钮点击事件
  1084. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1085. // 添加导出所有纹理的按钮点击事件
  1086. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1087. }
  1088. /// <summary>
  1089. /// 导出所有纹理
  1090. /// </summary>
  1091. public void SaveAllTexturesToLocal()
  1092. {
  1093. for (int i = 0; i < textureNames.Length; i++)
  1094. {
  1095. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1096. }
  1097. }
  1098. /// <summary>
  1099. /// 导出图片
  1100. /// </summary>
  1101. /// <param name="index"></param>
  1102. public void SaveTextureToLocal(int index)
  1103. {
  1104. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1105. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1106. {
  1107. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  1108. return;
  1109. }
  1110. // 定义保存路径
  1111. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1112. string baseName = $"{time}_Texture_{index}";
  1113. // 检查索引是否在命名数组内
  1114. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1115. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1116. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1117. #else
  1118. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1119. #endif
  1120. // 编码纹理为 PNG 格式
  1121. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1122. // 将字节写入文件
  1123. System.IO.File.WriteAllBytes(path, bytes);
  1124. Debug.Log($"Texture saved as: {path}");
  1125. }
  1126. //下面是处理对象放大缩小
  1127. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1128. public Button toggleButton; // 缩小时使用的按钮
  1129. private Vector2 originalSize;
  1130. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1131. private Vector2 originalAnchorMin;
  1132. private Vector2 originalAnchorMax;
  1133. private int originalSiblingIndex; // 保存初始的层级索引
  1134. private bool isFullscreen = false;
  1135. /// <summary>
  1136. /// 测试效果屏幕数据初始化
  1137. /// </summary>
  1138. void InitFullScreen() {
  1139. if (cameraObj1 != null)
  1140. {
  1141. // 保存初始大小、位置和层级索引
  1142. originalSize = cameraObj1.sizeDelta;
  1143. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1144. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1145. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1146. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1147. // 为 cameraObj1 添加点击事件
  1148. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1149. toggleButton.transform.parent.gameObject.SetActive(false);
  1150. }
  1151. if (toggleButton != null)
  1152. {
  1153. // 为按钮添加点击事件以恢复大小
  1154. toggleButton.onClick.AddListener(RestoreSize);
  1155. }
  1156. }
  1157. void ToggleFullscreen()
  1158. {
  1159. if (cameraObj1 == null) return;
  1160. if (!isFullscreen)
  1161. {
  1162. // 设置锚点为全屏,调整位置和偏移量
  1163. cameraObj1.anchorMin = Vector2.zero;
  1164. cameraObj1.anchorMax = Vector2.one;
  1165. cameraObj1.offsetMin = Vector2.zero;
  1166. cameraObj1.offsetMax = Vector2.zero;
  1167. cameraObj1.anchoredPosition = Vector3.zero;
  1168. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1169. //刷新一次点
  1170. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1171. toggleButton.transform.parent.gameObject.SetActive(true);
  1172. isFullscreen = true;
  1173. //放大情况根据toggle来显示
  1174. SyncAllToggle();
  1175. }
  1176. }
  1177. void RestoreSize()
  1178. {
  1179. if (cameraObj1 == null || !isFullscreen) return;
  1180. // 恢复锚点和偏移量
  1181. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1182. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1183. cameraObj1.sizeDelta = originalSize;
  1184. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1185. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1186. //刷新一次点
  1187. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1188. toggleButton.transform.parent.gameObject.SetActive(false);
  1189. isFullscreen = false;
  1190. }
  1191. #endregion
  1192. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1193. {
  1194. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1195. if (pointsTF2.childCount == points.Count)
  1196. {
  1197. Vector2 texSize = new Vector2(w, h);
  1198. for (int i = 0; i < pointsTF2.childCount; i++)
  1199. {
  1200. Transform pointTF = pointsTF2.GetChild(i);
  1201. Vector2 pos = points[i];
  1202. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1203. pointTF.gameObject.SetActive(true);
  1204. }
  1205. }
  1206. else
  1207. {
  1208. for (int i = 0; i < pointsTF2.childCount; i++)
  1209. {
  1210. Transform pointTF = pointsTF2.GetChild(i);
  1211. pointTF.gameObject.SetActive(false);
  1212. }
  1213. }
  1214. }
  1215. void SetShakeFilterValue(float v)
  1216. {
  1217. shakeFilterValue.Set(v);
  1218. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1219. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1220. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1221. }
  1222. /// <summary>
  1223. /// 重新设置分辨率
  1224. /// </summary>
  1225. /// <param name="index"></param>
  1226. public void resolutionRestartApp(int index)
  1227. {
  1228. #if UNITY_ANDROID
  1229. //StartCoroutine(RestartOrKillApp());
  1230. //获取第一个分辨率设置后设置size
  1231. switch (index)
  1232. {
  1233. case 0:
  1234. infraredCameraHelper.SetHighCameraResolution();
  1235. resoution.Set(index);
  1236. _dropdownResolution2.SetValueWithoutNotify(index);
  1237. break;
  1238. case 1:
  1239. infraredCameraHelper.SetLowCameraResolution();
  1240. resoution.Set(index);
  1241. _dropdownResolution2.SetValueWithoutNotify(index);
  1242. break;
  1243. }
  1244. #endif
  1245. }
  1246. /// <summary>
  1247. /// 初始化时候,设置的值
  1248. /// </summary>
  1249. /// <param name="index"></param>
  1250. public Vector2 SetDefByIndex(int index = 0)
  1251. {
  1252. //SetResolutionNew 里面对应的下标
  1253. Vector2 vec2 = new Vector2(320, 240);
  1254. switch (index)
  1255. {
  1256. case 0:
  1257. vec2 = new Vector2(320, 240);
  1258. break;
  1259. case 1:
  1260. vec2 = new Vector2(160, 120);
  1261. break;
  1262. }
  1263. return vec2;
  1264. }
  1265. /// <summary>
  1266. /// 当 Dropdown 选择变化时的处理方法
  1267. /// </summary>
  1268. /// <param name="OnResolutionChanged">320x240</param>
  1269. private void OnResolutionChanged(int index)
  1270. {
  1271. #if UNITY_ANDROID
  1272. Debug.Log("Selected Resolution: " + index);
  1273. // 将选定的分辨率转换为实际的宽度和高度
  1274. // 并且需要判断是否存在最低分辨率
  1275. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1276. {
  1277. // 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
  1278. infraredCameraHelper.SetLowCameraResolution();
  1279. // 保存选择的分辨率到 PlayerPrefs
  1280. resoution.Set(index);
  1281. }
  1282. else if(index == 0){
  1283. //如果是0就 使用高分辨率
  1284. infraredCameraHelper.SetHighCameraResolution();
  1285. // 保存选择的分辨率到 PlayerPrefs
  1286. resoution.Set(index);
  1287. }
  1288. #endif
  1289. }
  1290. /// <summary>
  1291. /// 野鸭关卡测试初始值
  1292. /// </summary>
  1293. /// <param name="optionIndex"></param>
  1294. public void SetDuckLevelTest(int optionIndex)
  1295. {
  1296. //选择下标+1
  1297. int v = optionIndex + 1;
  1298. duckHunterLevel.Set(v);
  1299. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1300. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1301. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1302. }
  1303. void OnClick_Reset()
  1304. {
  1305. //SetBrightness(1);
  1306. //SetSaturation(1);
  1307. //SetContrast(1);
  1308. SetShakeFilterValue(6);
  1309. SetLineWidth(4);
  1310. SetFanWidth(90);
  1311. SetInfraredFilterValue(0.8f);
  1312. SetCaptureValue(30.0f);
  1313. SetDelayValue(30.0f);
  1314. //重置为第一关
  1315. SetDuckLevelTest(0);
  1316. }
  1317. public void OnClickClearAll() {
  1318. PlayerPrefs.DeleteAll();
  1319. // 保存更改
  1320. PlayerPrefs.Save();
  1321. StartCoroutine(RestartOrKillApp());
  1322. }
  1323. void OnClick_ScreenLocateManual()
  1324. {
  1325. bool bEnter = true;
  1326. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1327. {
  1328. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1329. {
  1330. bEnter = true;
  1331. }
  1332. else
  1333. {
  1334. bEnter = false;
  1335. //只有红外设备才能进行屏幕识别
  1336. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1337. }
  1338. }
  1339. if (bEnter)
  1340. {
  1341. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1342. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1343. }
  1344. }
  1345. void OnClick_ScreenLocateManualAuto()
  1346. {
  1347. bool bEnter = true;
  1348. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1349. {
  1350. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1351. {
  1352. bEnter = true;
  1353. }
  1354. else
  1355. {
  1356. bEnter = false;
  1357. //只有红外设备才能进行屏幕识别
  1358. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1359. }
  1360. }
  1361. if (bEnter) {
  1362. ResetCenterOffset();
  1363. ResetPositioningData();
  1364. infraredCameraHelper.EnterScreenLocateManualAuto();
  1365. }
  1366. }
  1367. public void OnClick_SetAdjustPointsOffset()
  1368. {
  1369. var _sl = ScreenLocate.Main;
  1370. var buffer = _sl.infraredSpotBuffer;
  1371. if (buffer != null)
  1372. {
  1373. for (int i = 0; i < buffer.Length; i++)
  1374. {
  1375. if (buffer[i].CameraLocation != null)
  1376. {
  1377. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1378. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1379. Debug.Log("CenterOffset: " + centerOffset);
  1380. cameraLocationValue.Set(centerOffset);
  1381. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1382. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1383. screenUVValue.Set(uvCenterOffset);
  1384. //如果是新手教程场景里面的校准
  1385. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1386. if (infraredGuiderObj != null)
  1387. {
  1388. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1389. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1390. }
  1391. }
  1392. }
  1393. }
  1394. }
  1395. /// <summary>
  1396. /// 设置存储的中心偏移位置
  1397. /// </summary>
  1398. public void InitCenterOffset() {
  1399. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1400. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1401. }
  1402. /// <summary>
  1403. /// 重置中心点
  1404. /// </summary>
  1405. public void ResetCenterOffset() {
  1406. infraredCameraHelper.ResetCenterOffset();
  1407. }
  1408. /// <summary>
  1409. /// 撤销中心点
  1410. /// </summary>
  1411. public void RevokeCenterOffset()
  1412. {
  1413. infraredCameraHelper.RevokeCenterOffset();
  1414. }
  1415. /// <summary>
  1416. /// 重置定位数据
  1417. /// </summary>
  1418. public void ResetPositioningData(bool bSyncLocal = false) {
  1419. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1420. }
  1421. void SetCaptureValue(float v)
  1422. {
  1423. captureValue.Set(v);
  1424. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1425. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1426. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1427. }
  1428. void SetDelayValue(float v)
  1429. {
  1430. delayValue.Set(v);
  1431. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1432. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1433. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1434. }
  1435. #endregion
  1436. #region 相机感光度(默认修改对比度)
  1437. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1438. {
  1439. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1440. }
  1441. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1442. {
  1443. onSliderEvent(value, "PU_CONTRAST", min, max);
  1444. }
  1445. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1446. {
  1447. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1448. }
  1449. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1450. {
  1451. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1452. }
  1453. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1454. {
  1455. if (BluetoothWindows.IsWindows()) {
  1456. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1457. // 目标区间 [0, 10] 的边界值
  1458. double targetMin = min;
  1459. double targetMax = max;
  1460. double originalMin = -1;
  1461. double originalMax = 1;
  1462. // 计算转换后的值
  1463. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1464. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1465. _slider.SetValueWithoutNotify((float)v2);
  1466. return;
  1467. }
  1468. //功能也改为UVC的对比度
  1469. if (running)
  1470. {
  1471. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1472. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1473. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1474. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1475. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1476. // 目标区间 [0, 10] 的边界值
  1477. double targetMin = min;
  1478. double targetMax = max;
  1479. double originalMin = _UVCCtrlInfo.min;
  1480. double originalMax = _UVCCtrlInfo.max;
  1481. // 计算转换后的值
  1482. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1483. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1484. _slider.SetValueWithoutNotify((float)v2);
  1485. }
  1486. else _slider.SetValueWithoutNotify(5);
  1487. }
  1488. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1489. {
  1490. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1491. //pc
  1492. if (BluetoothWindows.IsWindows())
  1493. {
  1494. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1495. Slider slider = trans.GetComponent<Slider>();
  1496. Text textObj = trans.Find("text").GetComponent<Text>();
  1497. // 原始区间和目标区间的边界值
  1498. double originalMin = min;
  1499. double originalMax = max;
  1500. double targetMin = -1;
  1501. double targetMax = 1;
  1502. // 计算转换后的值
  1503. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1504. float _current = (float)result;
  1505. //Debug.Log("_current:" + _current + " , result:" + result);
  1506. textObj.text = _current + "";
  1507. slider.value = _current;
  1508. if (typeStr == "PU_CONTRAST")
  1509. {
  1510. infraredCameraHelper.SetContrast(_current);
  1511. pcCONTRAST.Set(_current);
  1512. }
  1513. else {
  1514. infraredCameraHelper.SetBrightness(_current);
  1515. pcBRIGHTNESS.Set(_current);
  1516. }
  1517. return;
  1518. }
  1519. //修改亮度时,调试界面的亮度也应该一起修改
  1520. //功能也改为UVC的对比度
  1521. if (running)
  1522. {
  1523. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1524. // .GetComponent<Slider>();
  1525. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1526. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1527. Slider slider = trans.GetComponent<Slider>();
  1528. Text textObj = trans.Find("text").GetComponent<Text>();
  1529. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1530. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1531. //value 0 ~ 10
  1532. // 原始区间和目标区间的边界值
  1533. double originalMin = min;
  1534. double originalMax = max;
  1535. double targetMin = _UVCCtrlInfo.min;
  1536. double targetMax = _UVCCtrlInfo.max;
  1537. // 计算转换后的值
  1538. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1539. int _current = (int)(result);
  1540. Debug.Log("_current:" + value + " , result:" + result);
  1541. textObj.text = _current + "";
  1542. slider.value = _current;
  1543. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1544. //存储初始值,设置一次到UVC参数
  1545. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1546. }
  1547. }
  1548. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1549. {
  1550. // 线性插值公式
  1551. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1552. }
  1553. #endregion
  1554. #region 绘制线段部分
  1555. public void SetLineWidth(float v)
  1556. {
  1557. lineWidth.Set(v);
  1558. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1559. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1560. }
  1561. public void SetFanWidth(float v)
  1562. {
  1563. fanWidth.Set(v);
  1564. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1565. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1566. }
  1567. #endregion
  1568. #region 双人准心
  1569. //红外准心,默认打开吧
  1570. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1571. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1572. /// <summary>
  1573. /// 初始化时候获取设置和存储来控制显示准心
  1574. /// </summary>
  1575. /// <returns></returns>
  1576. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1577. {
  1578. if (playerType == PlayerType.FirstPlayer)
  1579. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1580. else
  1581. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1582. }
  1583. /// <summary>
  1584. /// 获取弓箭准心存储值
  1585. /// </summary>
  1586. /// <returns></returns>
  1587. public int getDoubleCrosshairValue(PlayerType playerType)
  1588. {
  1589. if (playerType == PlayerType.FirstPlayer)
  1590. return (int)crosshairValue1P.Get();
  1591. else
  1592. return (int)crosshairValue2P.Get();
  1593. }
  1594. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1595. {
  1596. if (playerType == PlayerType.FirstPlayer)
  1597. crosshairValue1P.Set(bshow ? 1 : 0);
  1598. else
  1599. crosshairValue2P.Set(bshow ? 1 : 0);
  1600. }
  1601. #endregion
  1602. #region 双人中心点定位
  1603. [Header("红外点")]
  1604. [SerializeField] Button _infraredOffsetBtn1P;
  1605. [SerializeField] Button _infraredOffsetBtn2P;
  1606. //准心的偏移值
  1607. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1608. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1609. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1610. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1611. /// <summary>
  1612. /// 设置单点模式
  1613. /// </summary>
  1614. public void onToggleSinglePoint()
  1615. {
  1616. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1617. if (!infraredCameraHelper.IsSinglePoint())
  1618. {
  1619. infraredCameraHelper.SetSinglePoint(true);
  1620. }
  1621. else
  1622. {
  1623. infraredCameraHelper.SetSinglePoint(false);
  1624. }
  1625. }
  1626. /// <summary>
  1627. /// 设置是否是单,双点模式
  1628. /// </summary>
  1629. /// <param name="value"></param>
  1630. public void SetSinglePoint(bool value) {
  1631. infraredCameraHelper.SetSinglePoint(value);
  1632. //重新设置双点数据
  1633. InitCenterOffsets(PlayerType.FirstPlayer);
  1634. InitCenterOffsets(PlayerType.SecondPlayer);
  1635. }
  1636. /// <summary>
  1637. /// 偏移点按钮
  1638. /// </summary>
  1639. public void InitOffsetBtns()
  1640. {
  1641. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1642. {
  1643. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1644. });
  1645. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1646. {
  1647. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1648. });
  1649. }
  1650. /// <summary>
  1651. /// 设置存储的中心偏移位置--双点
  1652. /// </summary>
  1653. public void InitCenterOffsets(PlayerType playerType)
  1654. {
  1655. if (infraredCameraHelper.IsSinglePoint())
  1656. {
  1657. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1658. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1659. }
  1660. else
  1661. {
  1662. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1663. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1664. }
  1665. }
  1666. /// <summary>
  1667. /// 撤销中心点--双点
  1668. /// </summary>
  1669. public void RevokeCenterOffsets()
  1670. {
  1671. infraredCameraHelper.RevokeCenterOffsets();
  1672. }
  1673. /// <summary>
  1674. /// 重置中心点--双点
  1675. /// </summary>
  1676. public void ResetCenterOffsets()
  1677. {
  1678. infraredCameraHelper.ResetCenterOffsets();
  1679. }
  1680. /// <summary>
  1681. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1682. /// </summary>
  1683. /// <param name="playerType">玩家类型</param>
  1684. public void SetAdjustPointsOffset(PlayerType playerType)
  1685. {
  1686. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1687. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1688. if (buffer != null)
  1689. {
  1690. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1691. {
  1692. if (infraredCameraHelper.IsSinglePoint())
  1693. { //单点
  1694. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1695. cameraLocationValue.Set(centerOffset);
  1696. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1697. screenUVValue.Set(uvCenterOffset);
  1698. }
  1699. else
  1700. {
  1701. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1702. cameraLocationValue1P.Set(centerOffset);
  1703. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1704. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1705. screenUVValue1P.Set(uvCenterOffset);
  1706. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1707. }
  1708. }
  1709. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1710. {
  1711. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1712. cameraLocationValue2P.Set(centerOffset);
  1713. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1714. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1715. screenUVValue2P.Set(uvCenterOffset);
  1716. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1717. }
  1718. }
  1719. }
  1720. #endregion
  1721. #region 亮度检测部分
  1722. public void SetInfraredFilterValue(float v)
  1723. {
  1724. infraredFileterValue.Set(v);
  1725. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1726. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1727. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1728. }
  1729. #endregion
  1730. public void resetInfraredPlayerPrefs()
  1731. {
  1732. //测试用
  1733. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1734. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1735. }
  1736. #region 显示Log部分信息
  1737. [SerializeField] Text _calibrationFixedText;
  1738. [SerializeField] Text _cameraSizeText;
  1739. [SerializeField] Text _quadUnityVectorListText;
  1740. /// <summary>
  1741. /// 校准时候的固定值分辨率
  1742. /// </summary>
  1743. /// <param name="v"></param>
  1744. public void SetCalibrationFixedText(Vector2 v)
  1745. {
  1746. _calibrationFixedText.text = v.x + "*" + v.y;
  1747. }
  1748. /// <summary>
  1749. /// 渲染摄像机当前分辨率
  1750. /// </summary>
  1751. /// <param name="v"></param>
  1752. public void SetCameraSizeText(Vector2 v)
  1753. {
  1754. _cameraSizeText.text = v.x + "*" + v.y;
  1755. }
  1756. /// <summary>
  1757. /// 渲染摄像机识别点
  1758. /// </summary>
  1759. /// <param name="v"></param>
  1760. public void SetQuadUnityVectorListText(string v)
  1761. {
  1762. _quadUnityVectorListText.text = v;
  1763. }
  1764. #endregion
  1765. #region 错误日志
  1766. public void HandleLog(string logString, string stackTrace, LogType type)
  1767. {
  1768. if (type == LogType.Exception || type == LogType.Error)
  1769. {
  1770. SaveLogToFile(logString, stackTrace);
  1771. }
  1772. }
  1773. void SaveLogToFile(string message, string stackTrace)
  1774. {
  1775. string path;
  1776. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1777. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1778. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1779. #else
  1780. // 其他平台使用 Application.persistentDataPath
  1781. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1782. #endif
  1783. // 打印路径确认
  1784. Debug.Log($"Log file saved at: {path}");
  1785. // 将日志写入到指定路径的文件中
  1786. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  1787. }
  1788. #endregion
  1789. }
  1790. public class ParamFloatValue
  1791. {
  1792. private string _saveKey;
  1793. private float _valueDefault;
  1794. private bool _valueLoaded;
  1795. private float _value;
  1796. public ParamFloatValue(string saveKey, float valueDefault)
  1797. {
  1798. _saveKey = saveKey;
  1799. _valueDefault = valueDefault;
  1800. }
  1801. public float Get()
  1802. {
  1803. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1804. return _value;
  1805. }
  1806. public float GetDefault() {
  1807. return _valueDefault;
  1808. }
  1809. public string GetKey()
  1810. {
  1811. return _saveKey;
  1812. }
  1813. public void Set(float value)
  1814. {
  1815. _value = value;
  1816. PlayerPrefs.SetFloat(_saveKey, _value);
  1817. PlayerPrefs.Save();
  1818. }
  1819. /// <summary>
  1820. /// 重置成默认值
  1821. /// </summary>
  1822. public void Reset() {
  1823. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  1824. PlayerPrefs.Save();
  1825. }
  1826. }
  1827. /// <summary>
  1828. /// 存储Vector2
  1829. /// </summary>
  1830. public class ParamVector2Value
  1831. {
  1832. private string _saveKey;
  1833. private Vector2 _valueDefault;
  1834. private bool _valueLoaded;
  1835. private Vector2 _value;
  1836. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  1837. {
  1838. _saveKey = saveKey;
  1839. _valueDefault = valueDefault;
  1840. }
  1841. public Vector2 Get()
  1842. {
  1843. if (!_valueLoaded)
  1844. {
  1845. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  1846. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  1847. _value = new Vector2(x, y);
  1848. _valueLoaded = true;
  1849. }
  1850. return _value;
  1851. }
  1852. public Vector2 GetDefault()
  1853. {
  1854. return _valueDefault;
  1855. }
  1856. public string GetKey()
  1857. {
  1858. return _saveKey;
  1859. }
  1860. public void Set(Vector2 value)
  1861. {
  1862. _value = value;
  1863. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  1864. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  1865. PlayerPrefs.Save();
  1866. }
  1867. /// <summary>
  1868. /// 重置成默认值
  1869. /// </summary>
  1870. public void Reset()
  1871. {
  1872. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  1873. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  1874. PlayerPrefs.Save();
  1875. }
  1876. }