InfraredDemo.cs 89 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using InfraredManager;
  6. using ZIM;
  7. using System.Linq;
  8. using SLAMUVC;
  9. using System;
  10. using SmartBowSDK;
  11. using ZIM.Unity;
  12. using o0InfraredLocate.ZIM;
  13. using WildAttack;
  14. public enum ScreenPointTypeEnum
  15. {
  16. None = 0,//没有模式,用于初始化
  17. HalfScreen = 1, // 半屏模式
  18. FullScreen = 2 // 全屏模式
  19. }
  20. public class InfraredDemo : JCUnityLib.ViewBase
  21. {
  22. public static bool DebugInEditor = true;
  23. public static InfraredDemo _ins;
  24. [SerializeField]
  25. RectTransform canvasRectTransform;
  26. public Button mBtnSee;
  27. Reporter reporter;
  28. public Text FPSText;
  29. public static void Create()
  30. {
  31. if (_ins) return;
  32. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  33. DontDestroyOnLoad(o);
  34. _ins = o.GetComponent<InfraredDemo>();
  35. //添加一个父物体
  36. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  37. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  38. if (canvasScaler != null)
  39. {
  40. Destroy(canvasScaler);
  41. }
  42. RectTransform rectTransform = o.GetComponent<RectTransform>();
  43. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  44. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  45. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  46. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  47. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  48. //直接初始化一次
  49. _ins.InitInfraredCamera();
  50. }
  51. void Start()
  52. {
  53. //生成一个控制台
  54. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  55. if (obj != null)
  56. {
  57. reporter = obj.GetComponent<Reporter>();
  58. //Application.logMessageReceived += HandleLog;
  59. // 模拟错误日志
  60. // Debug.LogError("Test Error: This is a simulated error message.");
  61. // 模拟异常日志
  62. // Debug.LogException(new System.Exception("Test Exception: This is a simulated exception."));
  63. }
  64. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  65. SetVisiable(false);
  66. InitDebugScreenPoint();
  67. // gameObject.AddComponent<FPSTester>();
  68. if (CommonConfig.StandaloneModeOrPlatformB)
  69. {
  70. mBtnSee.gameObject.SetActive(false);
  71. }
  72. else
  73. {
  74. mBtnSee.interactable = false;
  75. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  76. }
  77. //直接初始化一次
  78. //InitInfraredCamera();
  79. Debug.Log("[InfraredDemo] Start Function!");
  80. initToggle();
  81. initExport();
  82. InitFullScreen();
  83. #if UNITY_STANDALONE_WIN
  84. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  85. #endif
  86. }
  87. void OnDestroy()
  88. {
  89. //if (reporter != null) Application.logMessageReceived -= HandleLog;
  90. }
  91. void Update()
  92. {
  93. UpdateInfraredCamera();
  94. //UpdateDebugScreenPoint();
  95. if (reporter != null) FPSText.text = "FPS:" + reporter.fps;
  96. }
  97. public void OnClick_See()
  98. {
  99. SetVisiable(!_visiable);
  100. }
  101. //初始化一次 initScreenLocateManual
  102. bool hasCalled = false;
  103. bool _visiable;
  104. void SetVisiable(bool value)
  105. {
  106. _visiable = value;
  107. transform.Find("Background").gameObject.SetActive(value);
  108. transform.Find("InfraredCamera").gameObject.SetActive(value);
  109. //如果是b端,控制这里按钮显示
  110. if (CommonConfig.StandaloneModeOrPlatformB)
  111. {
  112. mBtnSee.gameObject.SetActive(value);
  113. }
  114. updateBtnSee();
  115. Action<Text> onApplyToNext = (t) =>
  116. {
  117. updateBtnSee();
  118. };
  119. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  120. //if (value) InitInfraredCamera();
  121. //刷新翻译的Dropdown
  122. if (value)
  123. {
  124. UpdateLanguage();
  125. updateDropdownResolution2();
  126. }
  127. //if (!hasCalled && value)
  128. //{
  129. // hasCalled = true;
  130. // //如果本地有记录,初始化一次
  131. // StartCoroutine(initScreenLocateManual());
  132. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  133. //}
  134. }
  135. void updateBtnSee()
  136. {
  137. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  138. }
  139. Text _spText;
  140. Vector2 _screenPoint;
  141. void InitDebugScreenPoint()
  142. {
  143. _spText = transform.Find("SPText").GetComponent<Text>();
  144. //_spText.gameObject.SetActive(DebugInEditor);
  145. _spText.gameObject.SetActive(false);
  146. }
  147. //void UpdateDebugScreenPoint()
  148. //{
  149. // if (!DebugInEditor) return;
  150. // if (infraredCameraHelper == null) return;
  151. // _screenPoint.x = Mathf.Clamp(
  152. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  153. // 0, Screen.width);
  154. // _screenPoint.y = Mathf.Clamp(
  155. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  156. // 0, Screen.height);
  157. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  158. // _spText.text = _screenPoint.ToString();
  159. //}
  160. #region 红外摄像
  161. [SerializeField] RawImage _cameraRender;
  162. [SerializeField] RawImage _cameraRender2;
  163. /// <summary>
  164. /// 测试texture
  165. /// </summary>
  166. public RawImage MyCameraRender2
  167. {
  168. get { return _cameraRender2; }
  169. set { _cameraRender2 = value; }
  170. }
  171. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  172. [SerializeField] List<RectTransform> _crosshairsInCamera;
  173. [SerializeField] Slider _sliderShakeFilter;
  174. [SerializeField] Button _btnReset;
  175. [SerializeField] Button _btnScreenLocateManual;
  176. [SerializeField] Button _btnScreenLocateManualAuto;
  177. [SerializeField] Slider _sliderCapture;
  178. [SerializeField] Slider _sliderDelay;
  179. [SerializeField] Dropdown _dropdownResolution;
  180. [SerializeField] Dropdown _dropdownResolution2;
  181. [SerializeField] Slider _sliderLineWidth;
  182. [SerializeField] Slider _fanWidth;
  183. //红外线阈值
  184. [SerializeField] Slider _infraredFilter;
  185. //调试UVC参数
  186. [SerializeField] GameObject _cameraParameterPanel;
  187. [SerializeField] Button _btnAdjusting;
  188. //野鸭选择
  189. [SerializeField] Dropdown _duckLevelDropdown;
  190. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  191. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  192. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  193. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  194. #if UNITY_ANDROID || UNITY_IOS
  195. //初始化纹理-1280*720,index = 0
  196. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  197. //摄像机分辨率 -320*240,index = 10
  198. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  199. //摄像机分辨率 -只处理高低分辨率情况
  200. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  201. //string[] resolutions = { "高分辨率", "低分辨率" };
  202. public ParamFloatValue mirrorIndex = new ParamFloatValue("ic_mirror", 0);
  203. #endif
  204. //抖动过滤值 - 6.0
  205. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  206. //亮度过滤阈值 - 0.8
  207. #if UNITY_IOS
  208. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.6f);
  209. #else
  210. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  211. #endif
  212. //准心的偏移值
  213. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  214. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  215. //线段宽度阈值
  216. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  217. //扇形宽度
  218. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  219. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  220. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  221. //红外准心,默认打开吧
  222. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  223. //野鸭测试存储
  224. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  225. //存储滑块信息。camera
  226. public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  227. public static InfraredCameraHelper infraredCameraHelper;
  228. public static bool running { get => infraredCameraHelper != null; }
  229. private bool _inited;
  230. Camera leftCamera = null;
  231. Camera rightCamera = null;
  232. #region 参数控制
  233. public GameObject togglePrefab; // 拖入一个Toggle预设体
  234. public GameObject sliderPrefab; // 拖入一个Slider预设体
  235. public GameObject spawnPoint;
  236. //自动曝光
  237. bool bAutoAE = false;
  238. Toggle CTRLAEToggle;
  239. Slider CTRLAEABSSlider;
  240. string[] sliderNameArray = new string[]{
  241. "自动曝光模式",
  242. "曝光时间(绝对)",
  243. "亮度", //
  244. "对比度",
  245. "色调",
  246. "饱和度",
  247. "锐度",
  248. "伽玛",
  249. //"白平衡温度",
  250. //"白平衡分量",
  251. "背光补偿",
  252. "增益" };
  253. string[] sliderStrArray = new string[]{
  254. "CTRL_AE",
  255. "CTRL_AE_ABS",
  256. "PU_BRIGHTNESS",
  257. "PU_CONTRAST",
  258. "PU_HUE",
  259. "PU_SATURATION",
  260. "PU_SHARPNESS",
  261. "PU_GAMMA",
  262. //"PU_WB_TEMP",
  263. //"PU_WB_COMPO",
  264. "PU_BACKLIGHT",
  265. "PU_GAIN" };
  266. UVCManager.CameraInfo currentCameraInfo;
  267. //初始化相机参数
  268. public void initSlider(UVCManager.CameraInfo cameraInfo)
  269. {
  270. if (currentCameraInfo != null) return;
  271. currentCameraInfo = cameraInfo;
  272. string[] sliderNameArrayKey = new string[] {
  273. "AutoExposureMode", // "自动曝光模式"
  274. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  275. "Brightness", // "亮度"
  276. "Contrast", // "对比度"
  277. "Hue", // "色调"
  278. "Saturation", // "饱和度"
  279. "Sharpness", // "锐度"
  280. "Gamma", // "伽玛"
  281. "BacklightCompensation", // "背光补偿"
  282. "Gain" // "增益"
  283. };
  284. for (int i = 0; i < sliderStrArray.Length; i++)
  285. {
  286. string typeStr = sliderStrArray[i];
  287. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  288. //不支持的,跳过
  289. bool bContains = cameraInfo.ContainsKey(typeStr);
  290. if (!bContains) continue;
  291. if (typeStr == "CTRL_AE")
  292. {
  293. //曝光Toggle
  294. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  295. toggleObject.SetActive(true);
  296. toggleObject.name = typeStr;
  297. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  298. //labelObj.text = sliderNameArray[i];
  299. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  300. Toggle toggle = toggleObject.GetComponent<Toggle>();
  301. CTRLAEToggle = toggle;
  302. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  303. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  304. int _currentValue = cameraInfo.GetValue(typeStr);
  305. bAutoAE = _currentValue == 8 ? true : false; //如果当前值是 8,则当前摄像机是自动曝光模式
  306. toggle.isOn = bAutoAE;
  307. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  308. toggle.onValueChanged.AddListener((bool bValue) =>
  309. {
  310. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  311. if (typeStr == "CTRL_AE")
  312. {
  313. //开关控制是否自动曝光
  314. bAutoAE = bValue;
  315. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  316. int _value = bValue ? 8 : 1;
  317. //Debug.Log("_value " + _value);
  318. cameraInfo.SetValue(typeStr, _value);
  319. }
  320. });
  321. }
  322. else
  323. {
  324. //其余使用slider
  325. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  326. sliderObject.SetActive(true);
  327. sliderObject.name = typeStr;
  328. Slider slider = sliderObject.GetComponent<Slider>();
  329. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  330. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  331. //titleTextObj.text = sliderNameArray[i];//类型名字
  332. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  333. if (slider != null)
  334. {
  335. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  336. slider.minValue = _UVCCtrlInfo.min;
  337. slider.maxValue = _UVCCtrlInfo.max;
  338. slider.wholeNumbers = true;
  339. int _defValue = _UVCCtrlInfo.def;
  340. //指定默认值
  341. //5、UVC亮度 - 50
  342. //6、UVC对比度 - 50
  343. #if UNITY_ANDROID
  344. if (typeStr == "PU_BRIGHTNESS")
  345. {
  346. _defValue = 50;
  347. }
  348. else if (typeStr == "PU_CONTRAST")
  349. {
  350. _defValue = 50;
  351. }
  352. #endif
  353. //记录一个typeStr类型的数据存储操作对象
  354. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  355. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  356. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  357. {
  358. //获取设置默认存储的值
  359. int _Value = (int)paramFloatValue.Get();
  360. cameraInfo.SetValue(typeStr, _Value);
  361. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  362. slider.value = _Value;
  363. textObj.text = _Value + "";
  364. }
  365. else
  366. {
  367. //获取设置当前值
  368. int _currentValue = cameraInfo.GetValue(typeStr);
  369. slider.value = _currentValue;
  370. textObj.text = _currentValue + "";
  371. }
  372. //如果是曝光slider
  373. if (typeStr == "CTRL_AE_ABS")
  374. {
  375. CTRLAEABSSlider = slider;
  376. slider.interactable = !bAutoAE;
  377. }
  378. slider.onValueChanged.AddListener((newValue) =>
  379. {
  380. var _value = Mathf.FloorToInt(newValue);
  381. textObj.text = _value + "";
  382. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  383. cameraInfo.SetValue(typeStr, _value);
  384. paramFloatValue.Set(_value);
  385. });
  386. }
  387. }
  388. }
  389. }
  390. public void OpenUVCPanel()
  391. {
  392. _cameraParameterPanel.SetActive(true);
  393. }
  394. public void CloseUVCPanel()
  395. {
  396. _cameraParameterPanel.SetActive(false);
  397. }
  398. public void onResetUVCData()
  399. {
  400. #if UNITY_ANDROID || UNITY_IOS
  401. resetUVCData();
  402. #endif
  403. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  404. resetPCData();
  405. #endif
  406. }
  407. void resetUVCData()
  408. {
  409. if (currentCameraInfo == null) return;
  410. for (int i = 0; i < sliderStrArray.Length; i++)
  411. {
  412. string typeStr = sliderStrArray[i];
  413. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  414. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  415. if (!bContains) continue;
  416. if (typeStr == "CTRL_AE")
  417. {
  418. //toggle值不进行重置
  419. Debug.Log("CTRL_AE 不需要重置");
  420. }
  421. else if (typeStr == "CTRL_AE_ABS")
  422. {
  423. if (!bAutoAE)
  424. {
  425. //如果是手动曝光,重置值
  426. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  427. Slider slider = trans.GetComponent<Slider>();
  428. Text textObj = trans.Find("text").GetComponent<Text>();
  429. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  430. //获取当前值
  431. int _currentValue = currentCameraInfo.GetValue(typeStr);
  432. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  433. textObj.text = _AEInfo.def + "";
  434. slider.value = _AEInfo.def;
  435. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  436. }
  437. }
  438. else
  439. {
  440. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  441. Slider slider = trans.GetComponent<Slider>();
  442. Text textObj = trans.Find("text").GetComponent<Text>();
  443. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  444. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  445. //重置的值
  446. int _defValue = _UVCCtrlInfo.def;
  447. if (typeStr == "PU_BRIGHTNESS")
  448. {
  449. _defValue = (int)paramFloatValue.GetDefault();
  450. }
  451. else if (typeStr == "PU_CONTRAST")
  452. {
  453. _defValue = (int)paramFloatValue.GetDefault();
  454. }
  455. textObj.text = _defValue + "";
  456. slider.value = _defValue;
  457. //获取当前值
  458. int _currentValue = currentCameraInfo.GetValue(typeStr);
  459. //重置存储值
  460. paramFloatValue.Reset();
  461. //存储初始值,设置一次到UVC参数
  462. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  463. }
  464. }
  465. }
  466. //windows 相机
  467. string[] sliderNameArrayPC = new string[]{
  468. "亮度",
  469. "对比度",};
  470. string[] sliderNameArrayPCKey = new string[]{
  471. "Brightness",
  472. "Contrast",};
  473. string[] sliderStrArrayPC = new string[]{
  474. "PU_BRIGHTNESS",
  475. "PU_CONTRAST"};
  476. //记录一个typeStr类型的数据存储操作对象
  477. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  478. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  479. public void initSliderPC()
  480. {
  481. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  482. {
  483. string typeStr = sliderStrArrayPC[i];
  484. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  485. sliderObject.SetActive(true);
  486. sliderObject.name = typeStr;
  487. Slider slider = sliderObject.GetComponent<Slider>();
  488. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  489. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  490. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  491. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  492. if (slider != null)
  493. {
  494. slider.minValue = -1;
  495. slider.maxValue = 1;
  496. //记录一个typeStr类型的数据存储操作对象
  497. if (typeStr == "PU_BRIGHTNESS")
  498. {
  499. //获取设置默认存储的值
  500. float _Value = pcBRIGHTNESS.Get();
  501. infraredCameraHelper.SetBrightness(_Value);
  502. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  503. slider.value = _Value;
  504. textObj.text = _Value + "";
  505. slider.onValueChanged.AddListener((newValue) =>
  506. {
  507. var _value = newValue;
  508. textObj.text = _value + "";
  509. infraredCameraHelper.SetBrightness(_value);
  510. pcBRIGHTNESS.Set(_value);
  511. });
  512. }
  513. else if (typeStr == "PU_CONTRAST")
  514. {
  515. //获取设置默认存储的值
  516. float _Value = pcCONTRAST.Get();
  517. infraredCameraHelper.SetContrast(_Value);
  518. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  519. slider.value = _Value;
  520. textObj.text = _Value + "";
  521. slider.onValueChanged.AddListener((newValue) =>
  522. {
  523. var _value = newValue;
  524. textObj.text = _value + "";
  525. infraredCameraHelper.SetContrast(_value);
  526. pcCONTRAST.Set(_value);
  527. });
  528. }
  529. }
  530. }
  531. }
  532. void resetPCData()
  533. {
  534. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  535. {
  536. string typeStr = sliderStrArrayPC[i];
  537. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  538. Slider slider = trans.GetComponent<Slider>();
  539. Text textObj = trans.Find("text").GetComponent<Text>();
  540. //重置的值
  541. int _defValue = 0;
  542. if (typeStr == "PU_BRIGHTNESS")
  543. {
  544. _defValue = 0;
  545. infraredCameraHelper.SetBrightness(_defValue);
  546. }
  547. else if (typeStr == "PU_CONTRAST")
  548. {
  549. _defValue = 0;
  550. infraredCameraHelper.SetContrast(_defValue);
  551. }
  552. textObj.text = _defValue + "";
  553. slider.value = _defValue;
  554. }
  555. }
  556. #endregion
  557. void InitInfraredCamera()
  558. {
  559. if (_inited) return;
  560. _inited = true;
  561. //SDK创建
  562. if (infraredCameraHelper == null)
  563. {
  564. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  565. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  566. infraredCameraHelper.CreateToPc();
  567. #endif
  568. #if UNITY_ANDROID || UNITY_IOS
  569. //开始时候设置一个默认分辨率
  570. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  571. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  572. CameraMirror cameraMirror = (CameraMirror)mirrorIndex.Get();
  573. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y, cameraMirror);
  574. #endif
  575. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  576. {
  577. if (Camera.main == null) return;
  578. Ray ray = Camera.main.ScreenPointToRay(point);
  579. Vector3 rayEndPoint = ray.GetPoint(200);
  580. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  581. // 挑战场景中其相机的父级有旋转,需要换算
  582. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  583. {
  584. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  585. }
  586. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  587. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  588. //移动目标游戏
  589. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  590. ShowUICrosshairs(cameraLocation, 0);
  591. };
  592. //双点情况下更新
  593. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  594. {
  595. // 获取左右相机
  596. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  597. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  598. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  599. for (int i = 0; i < points.Length; i++)
  600. {
  601. Vector2 point = points[i];
  602. // 判断是否为右屏并调整坐标
  603. //if (i == 1)
  604. //{
  605. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  606. //}
  607. if (i == 0 && leftCamera != null)
  608. {
  609. Ray ray1 = leftCamera.ScreenPointToRay(point);
  610. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  611. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  612. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  613. // ShowUICrosshairs(cameraLocations[0], 0);
  614. }
  615. if (i == 1 && rightCamera != null) //大点算2p
  616. {
  617. Ray ray2 = rightCamera.ScreenPointToRay(point);
  618. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  619. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  620. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  621. // ShowUICrosshairs(cameraLocations[1], 1);
  622. }
  623. ShowUICrosshairs(cameraLocations[i], i);
  624. }
  625. };
  626. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  627. {
  628. //生成控制摄像机的参数滑条
  629. Debug.Log("初始化摄像机!");
  630. //可以操作按钮
  631. mBtnSee.interactable = true;
  632. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  633. updateBtnSee();
  634. //延迟重新设置一次分辨率
  635. StartCoroutine(delayInitOhterInfo(camera));
  636. };
  637. //屏幕变化时候
  638. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  639. {
  640. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  641. SetLocatePointsToCameraRender(list, 1, 1);
  642. //InfraredScreenPositioningView 页面
  643. if (list.Count == 4)
  644. {
  645. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  646. }
  647. else
  648. {
  649. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  650. }
  651. };
  652. //算法准备事件
  653. infraredCameraHelper.OnScreenLocateIsReady += () =>
  654. {
  655. Debug.Log("OnScreenLocateIsReady.");
  656. //b端设置偏移值
  657. if (CommonConfig.StandaloneModeOrPlatformB)
  658. {
  659. InitCenterOffset();
  660. }
  661. //开机默认单点,里面会设置一次数据
  662. SetSinglePoint(true);
  663. //设置双点数据
  664. //InitCenterOffsets(PlayerType.FirstPlayer);
  665. //InitCenterOffsets(PlayerType.SecondPlayer);
  666. };
  667. }
  668. }
  669. private void updateDropdownResolution2()
  670. {
  671. string[] resolutions = {
  672. TextAutoLanguage2.GetTextByKey("HighResolution"),
  673. TextAutoLanguage2.GetTextByKey("LowResolution")
  674. };
  675. // 清除默认选项
  676. _dropdownResolution2.ClearOptions();
  677. // 将分辨率字符串数组转换为 Dropdown 选项
  678. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  679. }
  680. /// <summary>
  681. /// 初始化一些游戏配置
  682. /// </summary>
  683. /// <returns></returns>
  684. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  685. {
  686. //yield return new WaitForSeconds(1f);
  687. yield return new WaitForEndOfFrame();
  688. #if UNITY_ANDROID || UNITY_IOS
  689. initSlider(camera);
  690. camera.GetResolutionsStrs();
  691. // 默认设置
  692. updateDropdownResolution2();
  693. int index = (int)resoution.Get();
  694. _dropdownResolution2.value = index;
  695. _dropdownResolution2.RefreshShownValue();
  696. // 处理 Dropdown 的选择变化
  697. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  698. #endif
  699. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  700. initSliderPC();
  701. //隐藏不需要的设置
  702. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  703. _dropdownResolution.gameObject.SetActive(false);
  704. _dropdownResolution2.gameObject.SetActive(false);
  705. #endif
  706. //震动阈值
  707. SetShakeFilterValue(shakeFilterValue.Get());
  708. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  709. //功能按钮
  710. //重置触发测试
  711. _btnReset.onClick.AddListener(OnClick_Reset);
  712. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  713. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  714. SetCaptureValue(captureValue.Get());
  715. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  716. SetDelayValue(delayValue.Get());
  717. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  718. //绘制线段
  719. SetLineWidth(lineWidth.Get());
  720. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  721. SetFanWidth(fanWidth.Get());
  722. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  723. //检测红外亮度阈值
  724. SetInfraredFilterValue(infraredFileterValue.Get());
  725. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  726. //野鸭设置初始关卡
  727. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  728. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  729. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  730. ////b端设置偏移值
  731. //if (CommonConfig.StandaloneModeOrPlatformB) {
  732. // InitCenterOffset();
  733. //}
  734. }
  735. /// <summary>
  736. /// 初始化时候获取设置和存储来控制显示准心
  737. /// </summary>
  738. /// <returns></returns>
  739. public bool bInitCrosshairShow()
  740. {
  741. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  742. }
  743. /// <summary>
  744. /// 获取弓箭准心存储值
  745. /// </summary>
  746. /// <returns></returns>
  747. public int getCrosshairValue()
  748. {
  749. return (int)crosshairValue.Get();
  750. }
  751. public void setCrosshairValue(bool bshow)
  752. {
  753. crosshairValue.Set(bshow ? 1 : 0);
  754. }
  755. public void onStartPreview()
  756. {
  757. infraredCameraHelper.onStartPreview();
  758. }
  759. public void onStopPreview()
  760. {
  761. infraredCameraHelper.onStopPreview();
  762. }
  763. //水平
  764. public void onFlipHorizontally()
  765. {
  766. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  767. mirrorIndex.Set((int)cameraMirror);
  768. infraredCameraHelper.onFlipHorizontally();
  769. }
  770. //垂直
  771. public void onFlipVertically()
  772. {
  773. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  774. mirrorIndex.Set((int)cameraMirror);
  775. infraredCameraHelper.onFlipVertically();
  776. }
  777. /// <summary>
  778. /// 获取并且初始化一次记录点的数据
  779. /// </summary>
  780. /// <returns></returns>
  781. IEnumerator initScreenLocateManual()
  782. {
  783. yield return new WaitForSeconds(1f);
  784. infraredCameraHelper.InitScreenLocateManual();
  785. }
  786. IEnumerator RestartOrKillApp()
  787. {
  788. yield return new WaitForSeconds(0.3f);
  789. if (Application.isEditor) yield break;
  790. if (Application.platform == RuntimePlatform.Android)
  791. {
  792. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  793. {
  794. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  795. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  796. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  797. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  798. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  799. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  800. currentActivity.Call("startActivity", intent);
  801. currentActivity.Call("finish");
  802. var process = new AndroidJavaClass("android.os.Process");
  803. int pid = process.CallStatic<int>("myPid");
  804. process.CallStatic("killProcess", pid);
  805. }
  806. }
  807. else
  808. {
  809. // 获取当前应用程序的可执行文件路径
  810. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  811. // 重启应用程序
  812. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  813. {
  814. FileName = executablePath,
  815. UseShellExecute = false
  816. };
  817. System.Diagnostics.Process.Start(startInfo);
  818. // 退出当前应用程序
  819. Application.Quit();
  820. }
  821. ;
  822. }
  823. void UpdateInfraredCamera()
  824. {
  825. if (!_visiable) return;
  826. if (!_inited) return;
  827. if (infraredCameraHelper == null) return;
  828. //渲染相机画面
  829. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  830. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  831. if (ScreenLocate.Main.getUVCTexture)
  832. {
  833. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  834. {
  835. if (isDiffTexture)
  836. {
  837. if (ScreenLocate.Main.OutputDiffTexture != null && ScreenLocate.Main.OutputDiffTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  838. _cameraRender.texture = ScreenLocate.Main.OutputDiffTexture;
  839. }
  840. else {
  841. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  842. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  843. }
  844. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  845. if (!isFullscreen) SetAllToggle(true);
  846. }
  847. else if (ScreenLocate.Main.OutputTextures[4] != null)
  848. {
  849. //缩小的情况下。显示黑白色差的合成图
  850. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  851. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  852. //底图缩小的情况下。不显示适配线段,并且隐藏points
  853. if (!isFullscreen)
  854. {
  855. if (showPoints)
  856. {
  857. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  858. for (int i = 0; i < pointsTF2.childCount; i++)
  859. {
  860. Transform pointTF = pointsTF2.GetChild(i);
  861. pointTF.gameObject.SetActive(false);
  862. showPoints = false;
  863. }
  864. }
  865. SetAllToggle(false);
  866. }
  867. }
  868. //_cameraRender.SetNativeSize();
  869. // _MaintainAspectRatio.AdjustSize();
  870. }
  871. //在相机画面显示准心
  872. if (ScreenLocate.Main)
  873. {
  874. var _sl = ScreenLocate.Main;
  875. //var buffer = _sl.infraredSpotBuffer;
  876. //if (buffer != null)
  877. //{
  878. // for (int i = 0; i < buffer.Length; i++)
  879. // {
  880. // if (buffer[i].CameraLocation != null)
  881. // {
  882. // //添加一个偏移量,使得最后输出的准心是指向正中心
  883. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  884. // // 检测到光点
  885. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  886. // _crosshairsInCamera[i].gameObject.SetActive(true);
  887. // _crosshairsInCamera[i].anchoredPosition = pos;
  888. // }
  889. // else
  890. // _crosshairsInCamera[i].gameObject.SetActive(false);
  891. // }
  892. //}
  893. //渲染固定摄像机分辨率
  894. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  895. //渲染摄像机大小
  896. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  897. //渲染摄像机识别点位置
  898. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  899. }
  900. }
  901. /// <summary>
  902. /// 更新屏幕下的十字准心位置
  903. /// </summary>
  904. /// <param name="value"></param>
  905. void ShowUICrosshairs(Vector2 newPoint2, int index)
  906. {
  907. ////获取一个偏移量,使得最后输出的准心是指向正中心
  908. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  909. // 检测到光点
  910. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  911. //红色为最大值则按顺序赋值,反之最小
  912. int curIndex = index;
  913. //if (bIdentifyRed)
  914. //{
  915. // curIndex = index;
  916. //}
  917. //else
  918. //{
  919. // curIndex = 1 - index;
  920. //}
  921. if (curIndex == 0 && isDiffTexture)
  922. {
  923. curIndex = 2;
  924. _crosshairsInCamera[0].gameObject.SetActive(false);
  925. }
  926. else {
  927. _crosshairsInCamera[2].gameObject.SetActive(false);
  928. }
  929. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  930. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  931. }
  932. bool showPoints = false;
  933. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  934. {
  935. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  936. if (pointsTF2.childCount == points.Count)
  937. {
  938. Vector2 texSize = new Vector2(w, h);
  939. for (int i = 0; i < pointsTF2.childCount; i++)
  940. {
  941. Transform pointTF = pointsTF2.GetChild(i);
  942. Vector2 pos = points[i];
  943. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  944. pointTF.gameObject.SetActive(true);
  945. showPoints = true;
  946. }
  947. }
  948. else
  949. {
  950. for (int i = 0; i < pointsTF2.childCount; i++)
  951. {
  952. Transform pointTF = pointsTF2.GetChild(i);
  953. pointTF.gameObject.SetActive(false);
  954. showPoints = false;
  955. }
  956. }
  957. //绘制数据
  958. DrawTestLine();
  959. }
  960. #region 测试数据绘制
  961. [SerializeField] private Toggle curToggle;
  962. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  963. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  964. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  965. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  966. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  967. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  968. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  969. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  970. [SerializeField] RawImage _cameraRenderTest5;
  971. [SerializeField] RawImage _cameraRenderTest6;
  972. public RawImage MyCameraRender6
  973. {
  974. get { return _cameraRenderTest6; }
  975. set { _cameraRenderTest6 = value; }
  976. }
  977. void DrawTestLine()
  978. {
  979. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  980. // 判断 texSize 是否为有效值
  981. if (texSize == Vector2.zero)
  982. {
  983. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  984. return;
  985. }
  986. // 设置三个屏幕四边形和线条生成器
  987. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  988. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  989. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  990. ScreenLocate.Main.ScreenIdentification?.QuadManual
  991. };
  992. LineGenerator[] lineGenerators = new LineGenerator[] {
  993. AutoUILineGenerator,
  994. SemiAutoUILineGenerator,
  995. ManualUILineGenerator
  996. };
  997. for (int i = 0; i < screenQuads.Length; i++)
  998. {
  999. if (screenQuads[i] == null)
  1000. {
  1001. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  1002. continue;
  1003. }
  1004. if (lineGenerators[i] == null)
  1005. {
  1006. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1007. continue;
  1008. }
  1009. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1010. }
  1011. // 清除旧选项并填充新的选项
  1012. dropdown.ClearOptions();
  1013. List<string> options = new List<string>();
  1014. //for (int i = 0; i < screenQuads.Length; i++)
  1015. //{
  1016. // options.Add($"Quad {i + 1}");
  1017. //}
  1018. //options.Add("自动识别");
  1019. //options.Add("半自动识别");
  1020. //options.Add("手动识别");
  1021. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1022. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1023. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1024. dropdown.AddOptions(options);
  1025. // 添加监听器来处理选择事件
  1026. dropdown.onValueChanged.AddListener((index) =>
  1027. {
  1028. OnDropdownValueChanged(index, screenQuads);
  1029. });
  1030. //if (screenQuads[0] != null || screenQuads[1] != null)
  1031. //{
  1032. // Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1033. // if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1034. //}
  1035. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1036. {
  1037. //绘制白色线段
  1038. var lo = new Vector2(-0.5f, -0.5f);
  1039. CurUILineGenerator.Points = new Vector2[4] {
  1040. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1041. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1042. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1043. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1044. }
  1045. }
  1046. // 当下拉框选项更改时调用的方法
  1047. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1048. {
  1049. if (index >= 0 && index < screenQuads.Length)
  1050. {
  1051. if (screenQuads[index] != null)
  1052. {
  1053. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1054. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1055. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1056. }
  1057. else
  1058. {
  1059. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1060. }
  1061. }
  1062. else
  1063. {
  1064. Debug.LogWarning("所选索引超出范围!");
  1065. }
  1066. }
  1067. /// <summary>
  1068. /// 提取转换四边形的方法
  1069. /// </summary>
  1070. /// <param name="quad"></param>
  1071. /// <param name="texSize"></param>
  1072. /// <returns></returns>
  1073. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1074. {
  1075. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1076. {
  1077. Debug.LogWarning("Invalid quadrilateral data provided.");
  1078. return new Vector2[0]; // 返回空数组以避免异常
  1079. }
  1080. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1081. return new Vector2[4] {
  1082. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1083. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1084. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1085. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1086. };
  1087. }
  1088. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1089. {
  1090. if (points == null || points.Length < 1)
  1091. {
  1092. Debug.LogWarning("Invalid point data provided.");
  1093. return new Vector2[0]; // 返回空数组以避免异常
  1094. }
  1095. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1096. List<Vector2> transformedPoints = new List<Vector2>();
  1097. // 遍历所有传入的点进行转换
  1098. foreach (var point in points)
  1099. {
  1100. // 转换每个点,考虑 texSize 和 pivot 偏移
  1101. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1102. transformedPoints.Add(transformedPoint);
  1103. }
  1104. return transformedPoints.ToArray();
  1105. }
  1106. void initToggle()
  1107. {
  1108. // 监听 Toggle 值的变化
  1109. if (curToggle != null)
  1110. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1111. // 监听 Toggle 值的变化
  1112. if (autoToggle != null)
  1113. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1114. if (semiAutoToggle != null)
  1115. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1116. if (manualToggle != null)
  1117. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1118. }
  1119. // 控制 LineGenerator 的启用/禁用
  1120. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1121. {
  1122. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1123. {
  1124. lineGenerator.enabled = isOn;
  1125. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1126. }
  1127. }
  1128. /// <summary>
  1129. /// 设置全部显示
  1130. /// </summary>
  1131. /// <param name="value"></param>
  1132. private void SetAllToggle(bool value)
  1133. {
  1134. ToggleLineGenerator(CurUILineGenerator, value);
  1135. ToggleLineGenerator(AutoUILineGenerator, value);
  1136. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1137. ToggleLineGenerator(ManualUILineGenerator, value);
  1138. }
  1139. /// <summary>
  1140. /// 放大时候同步一次toggle
  1141. /// </summary>
  1142. private void SyncAllToggle()
  1143. {
  1144. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1145. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1146. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1147. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1148. }
  1149. // 下拉菜单用于显示纹理名称
  1150. public Dropdown textureDropdown;
  1151. // 按钮用于导出选中的纹理
  1152. public Button exportSelectedButton;
  1153. // 按钮用于导出所有纹理
  1154. public Button exportAllButton;
  1155. // 定义纹理名称
  1156. string[] textureNames;
  1157. /// <summary>
  1158. /// 更新一下菜单
  1159. /// </summary>
  1160. public void UpdateLanguage()
  1161. {
  1162. string[] _textureNames = {
  1163. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1164. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1165. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1166. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1167. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1168. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1169. };
  1170. textureNames = _textureNames;
  1171. // 设置下拉菜单的选项
  1172. textureDropdown.ClearOptions();
  1173. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1174. }
  1175. void initExport()
  1176. {
  1177. UpdateLanguage();
  1178. // 添加导出选中纹理的按钮点击事件
  1179. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1180. // 添加导出所有纹理的按钮点击事件
  1181. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1182. }
  1183. /// <summary>
  1184. /// 导出所有纹理
  1185. /// </summary>
  1186. public void SaveAllTexturesToLocal()
  1187. {
  1188. for (int i = 0; i < textureNames.Length; i++)
  1189. {
  1190. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1191. }
  1192. }
  1193. /// <summary>
  1194. /// 导出图片
  1195. /// </summary>
  1196. /// <param name="index"></param>
  1197. public void SaveTextureToLocal(int index)
  1198. {
  1199. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1200. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1201. {
  1202. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1203. return;
  1204. }
  1205. // 定义保存路径
  1206. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1207. string baseName = $"{time}_Texture_{index}";
  1208. // 检查索引是否在命名数组内
  1209. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1210. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1211. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1212. #else
  1213. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1214. #endif
  1215. // 编码纹理为 PNG 格式
  1216. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1217. // 将字节写入文件
  1218. System.IO.File.WriteAllBytes(path, bytes);
  1219. Debug.Log($"Texture saved as: {path}");
  1220. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1221. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1222. //});
  1223. }
  1224. //下面是处理对象放大缩小
  1225. [Header("放大红外页面显示部分,包括差值图")]
  1226. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1227. public Button toggleButton; // 缩小时使用的按钮
  1228. public Button whiteTestButton; // 白色背景触发时候的按钮,进入画中画
  1229. public Button whiteTestButtonBack; // 退出画中画
  1230. public GameObject whiteTestPanel; //白色的背景
  1231. public Dropdown whiteTestDropdown; //白色的背景下选择渲染目标
  1232. public Toggle whiteTestUseDiffTextureToggle;//选择应用的差值图?
  1233. public Text whiteTestSliderText;
  1234. public Slider whiteTestSlider;
  1235. private Vector2 originalSize;
  1236. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1237. private Vector2 originalAnchorMin;
  1238. private Vector2 originalAnchorMax;
  1239. private int originalSiblingIndex; // 保存初始的层级索引
  1240. private bool isFullscreen = false;
  1241. private bool isDiffTexture = false;
  1242. private bool isOpen = false;
  1243. /// <summary>
  1244. /// 测试效果屏幕数据初始化
  1245. /// </summary>
  1246. void InitFullScreen()
  1247. {
  1248. whiteTestDropdown.ClearOptions();
  1249. List<string> options = new List<string>();
  1250. options.Add("红外图像");
  1251. options.Add("差值图像");
  1252. //options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1253. //options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1254. whiteTestDropdown.AddOptions(options);
  1255. // 添加监听器来处理选择事件
  1256. whiteTestDropdown.onValueChanged.AddListener(OnwhiteTestDropdownValueChanged);
  1257. whiteTestUseDiffTextureToggle.onValueChanged.AddListener(OnWhiteTestUseDiffTextureToggleValueChanged);
  1258. whiteTestSlider.onValueChanged.AddListener(OnWhiteTestSliderChanged);
  1259. if (cameraObj1 != null)
  1260. {
  1261. // 保存初始大小、位置和层级索引
  1262. originalSize = cameraObj1.sizeDelta;
  1263. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1264. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1265. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1266. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1267. // 为 cameraObj1 添加点击事件
  1268. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1269. whiteTestButton.onClick.AddListener(WhiteTestFullScreen);
  1270. whiteTestButtonBack.onClick.AddListener(WhiteTestFullScreenBack);
  1271. toggleButton.transform.parent.gameObject.SetActive(false);
  1272. }
  1273. if (toggleButton != null)
  1274. {
  1275. // 为按钮添加点击事件以恢复大小
  1276. toggleButton.onClick.AddListener(RestoreSize);
  1277. }
  1278. }
  1279. void OnwhiteTestDropdownValueChanged(int index) {
  1280. isDiffTexture = index == 0 ? false : true;
  1281. }
  1282. void OnWhiteTestUseDiffTextureToggleValueChanged(bool isChange) {
  1283. // Debug.Log(isChange);
  1284. ScreenLocate.Main.SetUsingCameraImageDifference = isChange;
  1285. }
  1286. void OnWhiteTestSliderChanged(float value) {
  1287. if (value > whiteTestSlider.maxValue || value < whiteTestSlider.minValue) {
  1288. Debug.LogError($"滑块值异常 maxValue:{whiteTestSlider.maxValue},minValue:{whiteTestSlider.minValue},currentValue:{value}");
  1289. return;
  1290. }
  1291. OnWhiteTestSlderTextSet(value);
  1292. }
  1293. void OnWhiteTestSlderTextSet(float value) {
  1294. whiteTestSliderText.text = "预选框Size:" + value;
  1295. ScreenLocate.Main.HighlightLocateSize = value;
  1296. }
  1297. void ToggleFullscreen()
  1298. {
  1299. if (cameraObj1 == null) return;
  1300. if (!isOpen) {
  1301. //获取预选课的初始值
  1302. OnWhiteTestSlderTextSet(ScreenLocate.Main.HighlightLocateSize);
  1303. whiteTestSlider.value = ScreenLocate.Main.HighlightLocateSize;
  1304. }
  1305. isOpen = true;
  1306. if (!isFullscreen)
  1307. {
  1308. // 设置锚点为全屏,调整位置和偏移量
  1309. cameraObj1.anchorMin = Vector2.zero;
  1310. cameraObj1.anchorMax = Vector2.one;
  1311. cameraObj1.offsetMin = Vector2.zero;
  1312. cameraObj1.offsetMax = Vector2.zero;
  1313. cameraObj1.anchoredPosition = Vector3.zero;
  1314. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1315. //刷新一次点
  1316. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1317. toggleButton.transform.parent.gameObject.SetActive(true);
  1318. isFullscreen = true;
  1319. //放大情况根据toggle来显示
  1320. SyncAllToggle();
  1321. }
  1322. }
  1323. void WhiteTestFullScreen()
  1324. {
  1325. if (cameraObj1 == null) return;
  1326. if (isFullscreen)
  1327. {
  1328. // 恢复锚点和偏移量
  1329. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1330. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1331. cameraObj1.sizeDelta = originalSize * 0.8f;
  1332. cameraObj1.anchoredPosition = new Vector2(cameraObj1.sizeDelta.x/2, -cameraObj1.sizeDelta.y/2);
  1333. //刷新一次点
  1334. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1335. toggleButton.transform.parent.gameObject.SetActive(false);
  1336. whiteTestPanel.SetActive(true);
  1337. whiteTestPanel.GetComponent<RectTransform>().SetSiblingIndex(cameraObj1.parent.childCount - 2); // 倒数第二层
  1338. isFullscreen = false;
  1339. }
  1340. }
  1341. void WhiteTestFullScreenBack() {
  1342. whiteTestPanel.SetActive(false);
  1343. ToggleFullscreen();
  1344. }
  1345. void RestoreSize()
  1346. {
  1347. if (cameraObj1 == null || !isFullscreen) return;
  1348. // 恢复锚点和偏移量
  1349. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1350. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1351. cameraObj1.sizeDelta = originalSize;
  1352. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1353. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1354. //刷新一次点
  1355. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1356. toggleButton.transform.parent.gameObject.SetActive(false);
  1357. isFullscreen = false;
  1358. //完全退出去后,重置一下选择差值信息
  1359. isDiffTexture = false;
  1360. whiteTestDropdown.value = 0;
  1361. }
  1362. #endregion
  1363. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1364. {
  1365. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1366. if (pointsTF2.childCount == points.Count)
  1367. {
  1368. Vector2 texSize = new Vector2(w, h);
  1369. for (int i = 0; i < pointsTF2.childCount; i++)
  1370. {
  1371. Transform pointTF = pointsTF2.GetChild(i);
  1372. Vector2 pos = points[i];
  1373. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1374. pointTF.gameObject.SetActive(true);
  1375. }
  1376. }
  1377. else
  1378. {
  1379. for (int i = 0; i < pointsTF2.childCount; i++)
  1380. {
  1381. Transform pointTF = pointsTF2.GetChild(i);
  1382. pointTF.gameObject.SetActive(false);
  1383. }
  1384. }
  1385. }
  1386. void SetShakeFilterValue(float v)
  1387. {
  1388. shakeFilterValue.Set(v);
  1389. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1390. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1391. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1392. }
  1393. /// <summary>
  1394. /// 重新设置分辨率
  1395. /// </summary>
  1396. /// <param name="index"></param>
  1397. public void resolutionRestartApp(int index)
  1398. {
  1399. #if UNITY_ANDROID || UNITY_IOS
  1400. //StartCoroutine(RestartOrKillApp());
  1401. //获取第一个分辨率设置后设置size
  1402. switch (index)
  1403. {
  1404. case 0:
  1405. infraredCameraHelper.SetHighCameraResolution();
  1406. resoution.Set(index);
  1407. _dropdownResolution2.SetValueWithoutNotify(index);
  1408. break;
  1409. case 1:
  1410. infraredCameraHelper.SetLowCameraResolution();
  1411. resoution.Set(index);
  1412. _dropdownResolution2.SetValueWithoutNotify(index);
  1413. break;
  1414. }
  1415. #endif
  1416. }
  1417. /// <summary>
  1418. /// 初始化时候,设置的值
  1419. /// </summary>
  1420. /// <param name="index"></param>
  1421. public Vector2 SetDefByIndex(int index = 0)
  1422. {
  1423. //SetResolutionNew 里面对应的下标
  1424. Vector2 vec2 = new Vector2(320, 240);
  1425. switch (index)
  1426. {
  1427. case 0:
  1428. vec2 = new Vector2(320, 240);
  1429. break;
  1430. case 1:
  1431. vec2 = new Vector2(160, 120);
  1432. break;
  1433. }
  1434. return vec2;
  1435. }
  1436. /// <summary>
  1437. /// 当 Dropdown 选择变化时的处理方法
  1438. /// </summary>
  1439. /// <param name="OnResolutionChanged">320x240</param>
  1440. private void OnResolutionChanged(int index)
  1441. {
  1442. #if UNITY_ANDROID || UNITY_IOS
  1443. Debug.Log("Selected Resolution: " + index);
  1444. // 将选定的分辨率转换为实际的宽度和高度
  1445. // 并且需要判断是否存在最低分辨率
  1446. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1447. {
  1448. // 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
  1449. infraredCameraHelper.SetLowCameraResolution();
  1450. // 保存选择的分辨率到 PlayerPrefs
  1451. resoution.Set(index);
  1452. }
  1453. else if (index == 0)
  1454. {
  1455. //如果是0就 使用高分辨率
  1456. infraredCameraHelper.SetHighCameraResolution();
  1457. // 保存选择的分辨率到 PlayerPrefs
  1458. resoution.Set(index);
  1459. }
  1460. #endif
  1461. }
  1462. /// <summary>
  1463. /// 野鸭关卡测试初始值
  1464. /// </summary>
  1465. /// <param name="optionIndex"></param>
  1466. public void SetDuckLevelTest(int optionIndex)
  1467. {
  1468. //选择下标+1
  1469. int v = optionIndex + 1;
  1470. duckHunterLevel.Set(v);
  1471. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1472. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1473. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1474. }
  1475. void OnClick_Reset()
  1476. {
  1477. //SetBrightness(1);
  1478. //SetSaturation(1);
  1479. //SetContrast(1);
  1480. SetShakeFilterValue(6);
  1481. SetLineWidth(4);
  1482. SetFanWidth(90);
  1483. #if UNITY_IOS
  1484. SetInfraredFilterValue(0.6f);
  1485. #else
  1486. SetInfraredFilterValue(0.8f);
  1487. #endif
  1488. SetCaptureValue(30.0f);
  1489. SetDelayValue(30.0f);
  1490. //重置为第一关
  1491. SetDuckLevelTest(0);
  1492. }
  1493. /// <summary>
  1494. /// 清除当前红外存储的所有key
  1495. /// </summary>
  1496. public void OnClickClearInfraredGuider()
  1497. {
  1498. BluetoothAim.ins.ClearAllInfraredGuider();
  1499. }
  1500. public void OnClickClearAll()
  1501. {
  1502. PlayerPrefs.DeleteAll();
  1503. // 保存更改
  1504. PlayerPrefs.Save();
  1505. StartCoroutine(RestartOrKillApp());
  1506. }
  1507. void OnClick_ScreenLocateManual()
  1508. {
  1509. bool bEnter = true;
  1510. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1511. {
  1512. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1513. {
  1514. bEnter = true;
  1515. }
  1516. else
  1517. {
  1518. bEnter = false;
  1519. //只有红外设备才能进行屏幕识别
  1520. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1521. }
  1522. }
  1523. if (bEnter)
  1524. {
  1525. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1526. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1527. }
  1528. }
  1529. void OnClick_ScreenLocateManualAuto()
  1530. {
  1531. bool bEnter = true;
  1532. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1533. {
  1534. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1535. {
  1536. bEnter = true;
  1537. }
  1538. else
  1539. {
  1540. bEnter = false;
  1541. //只有红外设备才能进行屏幕识别
  1542. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1543. }
  1544. }
  1545. if (bEnter)
  1546. {
  1547. ResetCenterOffset();
  1548. ResetPositioningData();
  1549. infraredCameraHelper.EnterScreenLocateManualAuto();
  1550. }
  1551. }
  1552. public void OnClick_SetAdjustPointsOffset()
  1553. {
  1554. //var _sl = ScreenLocate.Main;
  1555. //var buffer = _sl.infraredSpotBuffer;
  1556. //if (buffer != null)
  1557. //{
  1558. // for (int i = 0; i < buffer.Length; i++)
  1559. // {
  1560. // if (buffer[i].CameraLocation != null)
  1561. // {
  1562. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1563. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1564. // Debug.Log("CenterOffset: " + centerOffset);
  1565. // cameraLocationValue.Set(centerOffset);
  1566. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1567. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1568. // screenUVValue.Set(uvCenterOffset);
  1569. // //如果是新手教程场景里面的校准
  1570. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1571. // if (infraredGuiderObj != null)
  1572. // {
  1573. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1574. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1575. // }
  1576. // }
  1577. // }
  1578. //}
  1579. //只能校准第一个
  1580. if (infraredCameraHelper.IsSinglePoint())
  1581. {
  1582. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1583. }
  1584. else
  1585. {
  1586. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1587. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1588. }
  1589. }
  1590. public void OnClick_SetAdjustPointsOffset_full()
  1591. {
  1592. if (infraredCameraHelper.IsSinglePoint())
  1593. {
  1594. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1595. }
  1596. else
  1597. {
  1598. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1599. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1600. }
  1601. }
  1602. /// <summary>
  1603. /// 设置存储的中心偏移位置
  1604. /// </summary>
  1605. public void InitCenterOffset()
  1606. {
  1607. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1608. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1609. }
  1610. /// <summary>
  1611. /// 重置中心点
  1612. /// </summary>
  1613. public void ResetCenterOffset()
  1614. {
  1615. infraredCameraHelper.ResetCenterOffset();
  1616. }
  1617. /// <summary>
  1618. /// 撤销中心点
  1619. /// </summary>
  1620. public void RevokeCenterOffset()
  1621. {
  1622. infraredCameraHelper.RevokeCenterOffset();
  1623. }
  1624. /// <summary>
  1625. /// 重置定位数据
  1626. /// </summary>
  1627. public void ResetPositioningData(bool bSyncLocal = false)
  1628. {
  1629. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1630. }
  1631. void SetCaptureValue(float v)
  1632. {
  1633. captureValue.Set(v);
  1634. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1635. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1636. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1637. }
  1638. void SetDelayValue(float v)
  1639. {
  1640. delayValue.Set(v);
  1641. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1642. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1643. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1644. }
  1645. #endregion
  1646. #region 相机感光度(默认修改对比度)
  1647. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1648. {
  1649. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1650. }
  1651. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1652. {
  1653. onSliderEvent(value, "PU_CONTRAST", min, max);
  1654. }
  1655. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1656. {
  1657. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1658. }
  1659. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1660. {
  1661. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1662. }
  1663. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1664. {
  1665. if (BluetoothWindows.IsWindows())
  1666. {
  1667. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1668. // 目标区间 [0, 10] 的边界值
  1669. double targetMin = min;
  1670. double targetMax = max;
  1671. double originalMin = -1;
  1672. double originalMax = 1;
  1673. // 计算转换后的值
  1674. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1675. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1676. _slider.SetValueWithoutNotify((float)v2);
  1677. return;
  1678. }
  1679. //功能也改为UVC的对比度
  1680. if (running)
  1681. {
  1682. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1683. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1684. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1685. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1686. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1687. // 目标区间 [0, 10] 的边界值
  1688. double targetMin = min;
  1689. double targetMax = max;
  1690. double originalMin = _UVCCtrlInfo.min;
  1691. double originalMax = _UVCCtrlInfo.max;
  1692. // 计算转换后的值
  1693. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1694. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1695. _slider.SetValueWithoutNotify((float)v2);
  1696. }
  1697. else _slider.SetValueWithoutNotify(5);
  1698. }
  1699. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1700. {
  1701. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1702. //pc
  1703. if (BluetoothWindows.IsWindows())
  1704. {
  1705. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1706. Slider slider = trans.GetComponent<Slider>();
  1707. Text textObj = trans.Find("text").GetComponent<Text>();
  1708. // 原始区间和目标区间的边界值
  1709. double originalMin = min;
  1710. double originalMax = max;
  1711. double targetMin = -1;
  1712. double targetMax = 1;
  1713. // 计算转换后的值
  1714. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1715. float _current = (float)result;
  1716. //Debug.Log("_current:" + _current + " , result:" + result);
  1717. textObj.text = _current + "";
  1718. slider.value = _current;
  1719. if (typeStr == "PU_CONTRAST")
  1720. {
  1721. infraredCameraHelper.SetContrast(_current);
  1722. pcCONTRAST.Set(_current);
  1723. }
  1724. else
  1725. {
  1726. infraredCameraHelper.SetBrightness(_current);
  1727. pcBRIGHTNESS.Set(_current);
  1728. }
  1729. return;
  1730. }
  1731. //修改亮度时,调试界面的亮度也应该一起修改
  1732. //功能也改为UVC的对比度
  1733. if (running)
  1734. {
  1735. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1736. // .GetComponent<Slider>();
  1737. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1738. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1739. Slider slider = trans.GetComponent<Slider>();
  1740. Text textObj = trans.Find("text").GetComponent<Text>();
  1741. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1742. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1743. //value 0 ~ 10
  1744. // 原始区间和目标区间的边界值
  1745. double originalMin = min;
  1746. double originalMax = max;
  1747. double targetMin = _UVCCtrlInfo.min;
  1748. double targetMax = _UVCCtrlInfo.max;
  1749. // 计算转换后的值
  1750. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1751. int _current = (int)(result);
  1752. Debug.Log("_current:" + value + " , result:" + result);
  1753. textObj.text = _current + "";
  1754. slider.value = _current;
  1755. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1756. //存储初始值,设置一次到UVC参数
  1757. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1758. }
  1759. }
  1760. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1761. {
  1762. // 线性插值公式
  1763. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1764. }
  1765. #endregion
  1766. #region 绘制线段部分
  1767. public void SetLineWidth(float v)
  1768. {
  1769. lineWidth.Set(v);
  1770. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1771. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1772. }
  1773. public void SetFanWidth(float v)
  1774. {
  1775. fanWidth.Set(v);
  1776. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1777. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1778. }
  1779. #endregion
  1780. #region 双人准心
  1781. //红外准心,默认打开吧
  1782. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1783. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1784. /// <summary>
  1785. /// 初始化时候获取设置和存储来控制显示准心
  1786. /// </summary>
  1787. /// <returns></returns>
  1788. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1789. {
  1790. if (playerType == PlayerType.FirstPlayer)
  1791. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1792. else
  1793. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1794. }
  1795. /// <summary>
  1796. /// 获取弓箭准心存储值
  1797. /// </summary>
  1798. /// <returns></returns>
  1799. public int getDoubleCrosshairValue(PlayerType playerType)
  1800. {
  1801. if (playerType == PlayerType.FirstPlayer)
  1802. return (int)crosshairValue1P.Get();
  1803. else
  1804. return (int)crosshairValue2P.Get();
  1805. }
  1806. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1807. {
  1808. if (playerType == PlayerType.FirstPlayer)
  1809. crosshairValue1P.Set(bshow ? 1 : 0);
  1810. else
  1811. crosshairValue2P.Set(bshow ? 1 : 0);
  1812. }
  1813. #endregion
  1814. #region 双人中心点定位
  1815. [Header("红外点")]
  1816. [SerializeField] Button _infraredOffsetBtn1P;
  1817. [SerializeField] Button _infraredOffsetBtn2P;
  1818. //准心的偏移值
  1819. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1820. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1821. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1822. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1823. //双点模式下的全屏偏移量,相当于两个单点
  1824. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1825. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1826. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1827. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1828. /// <summary>
  1829. /// 设置单点模式
  1830. /// </summary>
  1831. public void onToggleSinglePoint()
  1832. {
  1833. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1834. if (!infraredCameraHelper.IsSinglePoint())
  1835. {
  1836. infraredCameraHelper.SetSinglePoint(true);
  1837. }
  1838. else
  1839. {
  1840. infraredCameraHelper.SetSinglePoint(false);
  1841. }
  1842. }
  1843. /// <summary>
  1844. /// 设置是否是单,双点模式
  1845. /// </summary>
  1846. /// <param name="value"></param>
  1847. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1848. {
  1849. infraredCameraHelper.SetSinglePoint(value);
  1850. //重新设置双点数据
  1851. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1852. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1853. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1854. }
  1855. /// <summary>
  1856. /// 偏移点按钮
  1857. /// </summary>
  1858. public void InitOffsetBtns()
  1859. {
  1860. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1861. {
  1862. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1863. });
  1864. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1865. {
  1866. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1867. });
  1868. }
  1869. /// <summary>
  1870. /// 设置存储的中心偏移位置--双点
  1871. /// </summary>
  1872. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1873. {
  1874. if (infraredCameraHelper.IsSinglePoint())
  1875. {
  1876. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1877. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1878. }
  1879. else
  1880. {
  1881. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1882. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1883. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1884. }
  1885. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1886. {
  1887. //全屏双点
  1888. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1889. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1890. }
  1891. }
  1892. }
  1893. /// <summary>
  1894. /// 撤销中心点--双点
  1895. /// </summary>
  1896. public void RevokeCenterOffsets()
  1897. {
  1898. infraredCameraHelper.RevokeCenterOffsets();
  1899. }
  1900. /// <summary>
  1901. /// 重置中心点--双点
  1902. /// </summary>
  1903. public void ResetCenterOffsets()
  1904. {
  1905. infraredCameraHelper.ResetCenterOffsets();
  1906. }
  1907. /// <summary>
  1908. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1909. /// </summary>
  1910. /// <param name="playerType">玩家类型</param>
  1911. public void SetAdjustPointsOffset(PlayerType playerType)
  1912. {
  1913. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1914. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1915. if (buffer != null)
  1916. {
  1917. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1918. {
  1919. if (infraredCameraHelper.IsSinglePoint())
  1920. { //单点
  1921. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1922. cameraLocationValue.Set(centerOffset);
  1923. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1924. screenUVValue.Set(uvCenterOffset);
  1925. //如果是新手教程场景里面的校准
  1926. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1927. if (infraredGuiderObj != null)
  1928. {
  1929. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1930. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1931. }
  1932. }
  1933. else
  1934. {
  1935. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1936. cameraLocationValue1P.Set(centerOffset);
  1937. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1938. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1939. screenUVValue1P.Set(uvCenterOffset);
  1940. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1941. }
  1942. }
  1943. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1944. {
  1945. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1946. cameraLocationValue2P.Set(centerOffset);
  1947. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1948. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1949. screenUVValue2P.Set(uvCenterOffset);
  1950. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1951. }
  1952. }
  1953. }
  1954. //记录全屏双点校准
  1955. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1956. {
  1957. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1958. if (infraredCameraHelper.IsSinglePoint()) return;
  1959. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1960. if (buffer != null)
  1961. {
  1962. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1963. {
  1964. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1965. cameraLocationValue1P_full.Set(centerOffset);
  1966. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1967. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1968. screenUVValue1P_full.Set(uvCenterOffset);
  1969. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1970. }
  1971. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1972. {
  1973. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1974. cameraLocationValue2P_full.Set(centerOffset);
  1975. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1976. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1977. screenUVValue2P_full.Set(uvCenterOffset);
  1978. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1979. Debug.Log("设置点2");
  1980. }
  1981. }
  1982. }
  1983. #endregion
  1984. #region 亮度检测部分
  1985. public void SetInfraredFilterValue(float v)
  1986. {
  1987. infraredFileterValue.Set(v);
  1988. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1989. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1990. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1991. }
  1992. #endregion
  1993. public void resetInfraredPlayerPrefs()
  1994. {
  1995. //测试用
  1996. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1997. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1998. }
  1999. #region 显示Log部分信息
  2000. [SerializeField] Text _calibrationFixedText;
  2001. [SerializeField] Text _cameraSizeText;
  2002. [SerializeField] Text _quadUnityVectorListText;
  2003. /// <summary>
  2004. /// 校准时候的固定值分辨率
  2005. /// </summary>
  2006. /// <param name="v"></param>
  2007. public void SetCalibrationFixedText(Vector2 v)
  2008. {
  2009. _calibrationFixedText.text = v.x + "*" + v.y;
  2010. }
  2011. /// <summary>
  2012. /// 渲染摄像机当前分辨率
  2013. /// </summary>
  2014. /// <param name="v"></param>
  2015. public void SetCameraSizeText(Vector2 v)
  2016. {
  2017. _cameraSizeText.text = v.x + "*" + v.y;
  2018. }
  2019. /// <summary>
  2020. /// 渲染摄像机识别点
  2021. /// </summary>
  2022. /// <param name="v"></param>
  2023. public void SetQuadUnityVectorListText(string v)
  2024. {
  2025. _quadUnityVectorListText.text = v;
  2026. }
  2027. #endregion
  2028. #region 错误日志
  2029. public void HandleLog(string logString, string stackTrace, LogType type)
  2030. {
  2031. if (type == LogType.Exception || type == LogType.Error)
  2032. {
  2033. SaveLogToFile(logString, stackTrace);
  2034. }
  2035. }
  2036. void SaveLogToFile(string message, string stackTrace)
  2037. {
  2038. string path;
  2039. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  2040. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  2041. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  2042. #else
  2043. // 其他平台使用 Application.persistentDataPath
  2044. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  2045. #endif
  2046. // 打印路径确认
  2047. Debug.Log($"Log file saved at: {path}");
  2048. // 将日志写入到指定路径的文件中
  2049. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  2050. }
  2051. #endregion
  2052. }
  2053. public class ParamFloatValue
  2054. {
  2055. private string _saveKey;
  2056. private float _valueDefault;
  2057. private bool _valueLoaded;
  2058. private float _value;
  2059. public ParamFloatValue(string saveKey, float valueDefault)
  2060. {
  2061. _saveKey = saveKey;
  2062. _valueDefault = valueDefault;
  2063. }
  2064. public float Get()
  2065. {
  2066. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  2067. return _value;
  2068. }
  2069. public float GetDefault()
  2070. {
  2071. return _valueDefault;
  2072. }
  2073. public string GetKey()
  2074. {
  2075. return _saveKey;
  2076. }
  2077. public void Set(float value)
  2078. {
  2079. _value = value;
  2080. PlayerPrefs.SetFloat(_saveKey, _value);
  2081. PlayerPrefs.Save();
  2082. }
  2083. /// <summary>
  2084. /// 重置成默认值
  2085. /// </summary>
  2086. public void Reset()
  2087. {
  2088. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2089. PlayerPrefs.Save();
  2090. }
  2091. }
  2092. /// <summary>
  2093. /// 存储Vector2
  2094. /// </summary>
  2095. public class ParamVector2Value
  2096. {
  2097. private string _saveKey;
  2098. private Vector2 _valueDefault;
  2099. private bool _valueLoaded;
  2100. private Vector2 _value;
  2101. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2102. {
  2103. _saveKey = saveKey;
  2104. _valueDefault = valueDefault;
  2105. }
  2106. public Vector2 Get()
  2107. {
  2108. if (!_valueLoaded)
  2109. {
  2110. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2111. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2112. _value = new Vector2(x, y);
  2113. _valueLoaded = true;
  2114. }
  2115. return _value;
  2116. }
  2117. public Vector2 GetDefault()
  2118. {
  2119. return _valueDefault;
  2120. }
  2121. public string GetKey()
  2122. {
  2123. return _saveKey;
  2124. }
  2125. public void Set(Vector2 value)
  2126. {
  2127. _value = value;
  2128. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2129. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2130. PlayerPrefs.Save();
  2131. }
  2132. /// <summary>
  2133. /// 重置成默认值
  2134. /// </summary>
  2135. public void Reset()
  2136. {
  2137. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2138. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2139. PlayerPrefs.Save();
  2140. }
  2141. }