InfraredDemo.cs 86 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. //跑九轴时候,不处理这里位置
  578. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  579. if (Camera.main == null) return;
  580. Ray ray = Camera.main.ScreenPointToRay(point);
  581. Vector3 rayEndPoint = ray.GetPoint(200);
  582. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  583. // 挑战场景中其相机的父级有旋转,需要换算
  584. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  585. {
  586. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  587. }
  588. if (GameAssistUI.ins && GameAssistUI.ins.scaleAimOn)
  589. {
  590. if (CameraToLook.ins != null)
  591. {
  592. // 平滑旋转逻辑
  593. float dt = Mathf.Min(Time.deltaTime, 0.05f); // 避免低帧率造成旋转跳跃
  594. float smoothingFactor = GameMgr.gameType == 1 ? 12 : 7f; // 原始未开镜的FOV,可调节,数值越大越“跟手”
  595. CameraToLook.ins.localRotation = Quaternion.Slerp(
  596. CameraToLook.ins.localRotation,
  597. quat,
  598. dt * GameAssistUI.ins.currentSensitivity * smoothingFactor
  599. );
  600. }
  601. }
  602. else {
  603. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  604. }
  605. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  606. //移动目标游戏
  607. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  608. ShowUICrosshairs(cameraLocation, 0);
  609. };
  610. //双点情况下更新
  611. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  612. {
  613. // 获取左右相机
  614. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  615. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  616. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  617. for (int i = 0; i < points.Length; i++)
  618. {
  619. Vector2 point = points[i];
  620. // 判断是否为右屏并调整坐标
  621. //if (i == 1)
  622. //{
  623. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  624. //}
  625. if (i == 0 && leftCamera != null)
  626. {
  627. Ray ray1 = leftCamera.ScreenPointToRay(point);
  628. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  629. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  630. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  631. // ShowUICrosshairs(cameraLocations[0], 0);
  632. }
  633. if (i == 1 && rightCamera != null) //大点算2p
  634. {
  635. Ray ray2 = rightCamera.ScreenPointToRay(point);
  636. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  637. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  638. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  639. // ShowUICrosshairs(cameraLocations[1], 1);
  640. }
  641. ShowUICrosshairs(cameraLocations[i], i);
  642. }
  643. };
  644. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  645. {
  646. //生成控制摄像机的参数滑条
  647. Debug.Log("初始化摄像机!");
  648. //可以操作按钮
  649. mBtnSee.interactable = true;
  650. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  651. updateBtnSee();
  652. //延迟重新设置一次分辨率
  653. StartCoroutine(delayInitOhterInfo(camera));
  654. };
  655. //屏幕变化时候
  656. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  657. {
  658. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  659. SetLocatePointsToCameraRender(list, 1, 1);
  660. //InfraredScreenPositioningView 页面
  661. if (list.Count == 4)
  662. {
  663. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  664. }
  665. else
  666. {
  667. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  668. }
  669. };
  670. //算法准备事件
  671. infraredCameraHelper.OnScreenLocateIsReady += () =>
  672. {
  673. Debug.Log("OnScreenLocateIsReady.");
  674. //b端设置偏移值
  675. if (CommonConfig.StandaloneModeOrPlatformB)
  676. {
  677. InitCenterOffset();
  678. }
  679. //开机默认单点,里面会设置一次数据
  680. SetSinglePoint(true);
  681. //设置双点数据
  682. //InitCenterOffsets(PlayerType.FirstPlayer);
  683. //InitCenterOffsets(PlayerType.SecondPlayer);
  684. };
  685. }
  686. }
  687. private void updateDropdownResolution2()
  688. {
  689. string[] resolutions = {
  690. TextAutoLanguage2.GetTextByKey("HighResolution"),
  691. TextAutoLanguage2.GetTextByKey("LowResolution")
  692. };
  693. // 清除默认选项
  694. _dropdownResolution2.ClearOptions();
  695. // 将分辨率字符串数组转换为 Dropdown 选项
  696. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  697. }
  698. /// <summary>
  699. /// 初始化一些游戏配置
  700. /// </summary>
  701. /// <returns></returns>
  702. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  703. {
  704. //yield return new WaitForSeconds(1f);
  705. yield return new WaitForEndOfFrame();
  706. #if UNITY_ANDROID || UNITY_IOS
  707. initSlider(camera);
  708. camera.GetResolutionsStrs();
  709. // 默认设置
  710. updateDropdownResolution2();
  711. int index = (int)resoution.Get();
  712. _dropdownResolution2.value = index;
  713. _dropdownResolution2.RefreshShownValue();
  714. // 处理 Dropdown 的选择变化
  715. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  716. #endif
  717. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  718. initSliderPC();
  719. //隐藏不需要的设置
  720. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  721. _dropdownResolution.gameObject.SetActive(false);
  722. _dropdownResolution2.gameObject.SetActive(false);
  723. #endif
  724. //震动阈值
  725. SetShakeFilterValue(shakeFilterValue.Get());
  726. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  727. //功能按钮
  728. //重置触发测试
  729. _btnReset.onClick.AddListener(OnClick_Reset);
  730. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  731. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  732. SetCaptureValue(captureValue.Get());
  733. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  734. SetDelayValue(delayValue.Get());
  735. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  736. //绘制线段
  737. SetLineWidth(lineWidth.Get());
  738. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  739. SetFanWidth(fanWidth.Get());
  740. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  741. //检测红外亮度阈值
  742. SetInfraredFilterValue(infraredFileterValue.Get());
  743. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  744. //野鸭设置初始关卡
  745. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  746. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  747. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  748. ////b端设置偏移值
  749. //if (CommonConfig.StandaloneModeOrPlatformB) {
  750. // InitCenterOffset();
  751. //}
  752. }
  753. /// <summary>
  754. /// 初始化时候获取设置和存储来控制显示准心
  755. /// </summary>
  756. /// <returns></returns>
  757. public bool bInitCrosshairShow()
  758. {
  759. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  760. }
  761. /// <summary>
  762. /// 获取弓箭准心存储值
  763. /// </summary>
  764. /// <returns></returns>
  765. public int getCrosshairValue()
  766. {
  767. return (int)crosshairValue.Get();
  768. }
  769. public void setCrosshairValue(bool bshow)
  770. {
  771. crosshairValue.Set(bshow ? 1 : 0);
  772. }
  773. public void onStartPreview()
  774. {
  775. infraredCameraHelper.onStartPreview();
  776. }
  777. public void onStopPreview()
  778. {
  779. infraredCameraHelper.onStopPreview();
  780. }
  781. //水平
  782. public void onFlipHorizontally()
  783. {
  784. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  785. mirrorIndex.Set((int)cameraMirror);
  786. infraredCameraHelper.onFlipHorizontally();
  787. }
  788. //垂直
  789. public void onFlipVertically()
  790. {
  791. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  792. mirrorIndex.Set((int)cameraMirror);
  793. infraredCameraHelper.onFlipVertically();
  794. }
  795. /// <summary>
  796. /// 获取并且初始化一次记录点的数据
  797. /// </summary>
  798. /// <returns></returns>
  799. IEnumerator initScreenLocateManual()
  800. {
  801. yield return new WaitForSeconds(1f);
  802. infraredCameraHelper.InitScreenLocateManual();
  803. }
  804. IEnumerator RestartOrKillApp()
  805. {
  806. yield return new WaitForSeconds(0.3f);
  807. if (Application.isEditor) yield break;
  808. if (Application.platform == RuntimePlatform.Android)
  809. {
  810. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  811. {
  812. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  813. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  814. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  815. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  816. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  817. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  818. currentActivity.Call("startActivity", intent);
  819. currentActivity.Call("finish");
  820. var process = new AndroidJavaClass("android.os.Process");
  821. int pid = process.CallStatic<int>("myPid");
  822. process.CallStatic("killProcess", pid);
  823. }
  824. }
  825. else
  826. {
  827. // 获取当前应用程序的可执行文件路径
  828. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  829. // 重启应用程序
  830. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  831. {
  832. FileName = executablePath,
  833. UseShellExecute = false
  834. };
  835. System.Diagnostics.Process.Start(startInfo);
  836. // 退出当前应用程序
  837. Application.Quit();
  838. }
  839. ;
  840. }
  841. void UpdateInfraredCamera()
  842. {
  843. if (!_visiable) return;
  844. if (!_inited) return;
  845. if (infraredCameraHelper == null) return;
  846. //渲染相机画面
  847. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  848. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  849. if (ScreenLocate.Main.getUVCTexture)
  850. {
  851. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  852. {
  853. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  854. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  855. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  856. if (!isFullscreen) SetAllToggle(true);
  857. }
  858. else if (ScreenLocate.Main.OutputTextures[4] != null)
  859. {
  860. //缩小的情况下。显示黑白色差的合成图
  861. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  862. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  863. //底图缩小的情况下。不显示适配线段,并且隐藏points
  864. if (!isFullscreen)
  865. {
  866. if (showPoints)
  867. {
  868. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  869. for (int i = 0; i < pointsTF2.childCount; i++)
  870. {
  871. Transform pointTF = pointsTF2.GetChild(i);
  872. pointTF.gameObject.SetActive(false);
  873. showPoints = false;
  874. }
  875. }
  876. SetAllToggle(false);
  877. }
  878. }
  879. //_cameraRender.SetNativeSize();
  880. // _MaintainAspectRatio.AdjustSize();
  881. }
  882. //在相机画面显示准心
  883. if (ScreenLocate.Main)
  884. {
  885. var _sl = ScreenLocate.Main;
  886. //var buffer = _sl.infraredSpotBuffer;
  887. //if (buffer != null)
  888. //{
  889. // for (int i = 0; i < buffer.Length; i++)
  890. // {
  891. // if (buffer[i].CameraLocation != null)
  892. // {
  893. // //添加一个偏移量,使得最后输出的准心是指向正中心
  894. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  895. // // 检测到光点
  896. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  897. // _crosshairsInCamera[i].gameObject.SetActive(true);
  898. // _crosshairsInCamera[i].anchoredPosition = pos;
  899. // }
  900. // else
  901. // _crosshairsInCamera[i].gameObject.SetActive(false);
  902. // }
  903. //}
  904. //渲染固定摄像机分辨率
  905. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  906. //渲染摄像机大小
  907. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  908. //渲染摄像机识别点位置
  909. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  910. }
  911. }
  912. /// <summary>
  913. /// 更新屏幕下的十字准心位置
  914. /// </summary>
  915. /// <param name="value"></param>
  916. void ShowUICrosshairs(Vector2 newPoint2, int index)
  917. {
  918. ////获取一个偏移量,使得最后输出的准心是指向正中心
  919. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  920. // 检测到光点
  921. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  922. //红色为最大值则按顺序赋值,反之最小
  923. int curIndex = index;
  924. //if (bIdentifyRed)
  925. //{
  926. // curIndex = index;
  927. //}
  928. //else
  929. //{
  930. // curIndex = 1 - index;
  931. //}
  932. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  933. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  934. }
  935. bool showPoints = false;
  936. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  937. {
  938. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  939. if (pointsTF2.childCount == points.Count)
  940. {
  941. Vector2 texSize = new Vector2(w, h);
  942. for (int i = 0; i < pointsTF2.childCount; i++)
  943. {
  944. Transform pointTF = pointsTF2.GetChild(i);
  945. Vector2 pos = points[i];
  946. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  947. pointTF.gameObject.SetActive(true);
  948. showPoints = true;
  949. }
  950. }
  951. else
  952. {
  953. for (int i = 0; i < pointsTF2.childCount; i++)
  954. {
  955. Transform pointTF = pointsTF2.GetChild(i);
  956. pointTF.gameObject.SetActive(false);
  957. showPoints = false;
  958. }
  959. }
  960. //绘制数据
  961. DrawTestLine();
  962. }
  963. #region 测试数据绘制
  964. [SerializeField] private Toggle curToggle;
  965. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  966. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  967. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  968. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  969. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  970. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  971. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  972. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  973. [SerializeField] RawImage _cameraRenderTest5;
  974. [SerializeField] RawImage _cameraRenderTest6;
  975. void DrawTestLine()
  976. {
  977. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  978. // 判断 texSize 是否为有效值
  979. if (texSize == Vector2.zero)
  980. {
  981. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  982. return;
  983. }
  984. // 设置三个屏幕四边形和线条生成器
  985. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  986. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  987. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  988. ScreenLocate.Main.ScreenIdentification?.QuadManual
  989. };
  990. LineGenerator[] lineGenerators = new LineGenerator[] {
  991. AutoUILineGenerator,
  992. SemiAutoUILineGenerator,
  993. ManualUILineGenerator
  994. };
  995. for (int i = 0; i < screenQuads.Length; i++)
  996. {
  997. if (screenQuads[i] == null)
  998. {
  999. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  1000. continue;
  1001. }
  1002. if (lineGenerators[i] == null)
  1003. {
  1004. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1005. continue;
  1006. }
  1007. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1008. }
  1009. // 清除旧选项并填充新的选项
  1010. dropdown.ClearOptions();
  1011. List<string> options = new List<string>();
  1012. //for (int i = 0; i < screenQuads.Length; i++)
  1013. //{
  1014. // options.Add($"Quad {i + 1}");
  1015. //}
  1016. //options.Add("自动识别");
  1017. //options.Add("半自动识别");
  1018. //options.Add("手动识别");
  1019. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1020. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1021. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1022. dropdown.AddOptions(options);
  1023. // 添加监听器来处理选择事件
  1024. dropdown.onValueChanged.AddListener((index) =>
  1025. {
  1026. OnDropdownValueChanged(index, screenQuads);
  1027. });
  1028. if (screenQuads[0] != null || screenQuads[1] != null)
  1029. {
  1030. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1031. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1032. }
  1033. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1034. {
  1035. //绘制白色线段
  1036. var lo = new Vector2(-0.5f, -0.5f);
  1037. CurUILineGenerator.Points = new Vector2[4] {
  1038. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1039. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1040. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1041. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1042. }
  1043. }
  1044. // 当下拉框选项更改时调用的方法
  1045. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1046. {
  1047. if (index >= 0 && index < screenQuads.Length)
  1048. {
  1049. if (screenQuads[index] != null)
  1050. {
  1051. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1052. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1053. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1054. }
  1055. else
  1056. {
  1057. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1058. }
  1059. }
  1060. else
  1061. {
  1062. Debug.LogWarning("所选索引超出范围!");
  1063. }
  1064. }
  1065. /// <summary>
  1066. /// 提取转换四边形的方法
  1067. /// </summary>
  1068. /// <param name="quad"></param>
  1069. /// <param name="texSize"></param>
  1070. /// <returns></returns>
  1071. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1072. {
  1073. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1074. {
  1075. Debug.LogWarning("Invalid quadrilateral data provided.");
  1076. return new Vector2[0]; // 返回空数组以避免异常
  1077. }
  1078. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1079. return new Vector2[4] {
  1080. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1081. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1082. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1083. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1084. };
  1085. }
  1086. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1087. {
  1088. if (points == null || points.Length < 1)
  1089. {
  1090. Debug.LogWarning("Invalid point data provided.");
  1091. return new Vector2[0]; // 返回空数组以避免异常
  1092. }
  1093. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1094. List<Vector2> transformedPoints = new List<Vector2>();
  1095. // 遍历所有传入的点进行转换
  1096. foreach (var point in points)
  1097. {
  1098. // 转换每个点,考虑 texSize 和 pivot 偏移
  1099. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1100. transformedPoints.Add(transformedPoint);
  1101. }
  1102. return transformedPoints.ToArray();
  1103. }
  1104. void initToggle()
  1105. {
  1106. // 监听 Toggle 值的变化
  1107. if (curToggle != null)
  1108. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1109. // 监听 Toggle 值的变化
  1110. if (autoToggle != null)
  1111. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1112. if (semiAutoToggle != null)
  1113. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1114. if (manualToggle != null)
  1115. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1116. }
  1117. // 控制 LineGenerator 的启用/禁用
  1118. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1119. {
  1120. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1121. {
  1122. lineGenerator.enabled = isOn;
  1123. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1124. }
  1125. }
  1126. /// <summary>
  1127. /// 设置全部显示
  1128. /// </summary>
  1129. /// <param name="value"></param>
  1130. private void SetAllToggle(bool value)
  1131. {
  1132. ToggleLineGenerator(CurUILineGenerator, value);
  1133. ToggleLineGenerator(AutoUILineGenerator, value);
  1134. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1135. ToggleLineGenerator(ManualUILineGenerator, value);
  1136. }
  1137. /// <summary>
  1138. /// 放大时候同步一次toggle
  1139. /// </summary>
  1140. private void SyncAllToggle()
  1141. {
  1142. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1143. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1144. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1145. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1146. }
  1147. // 下拉菜单用于显示纹理名称
  1148. public Dropdown textureDropdown;
  1149. // 按钮用于导出选中的纹理
  1150. public Button exportSelectedButton;
  1151. // 按钮用于导出所有纹理
  1152. public Button exportAllButton;
  1153. // 定义纹理名称
  1154. string[] textureNames;
  1155. /// <summary>
  1156. /// 更新一下菜单
  1157. /// </summary>
  1158. public void UpdateLanguage()
  1159. {
  1160. string[] _textureNames = {
  1161. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1162. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1163. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1164. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1165. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1166. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1167. };
  1168. textureNames = _textureNames;
  1169. // 设置下拉菜单的选项
  1170. textureDropdown.ClearOptions();
  1171. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1172. }
  1173. void initExport()
  1174. {
  1175. UpdateLanguage();
  1176. // 添加导出选中纹理的按钮点击事件
  1177. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1178. // 添加导出所有纹理的按钮点击事件
  1179. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1180. }
  1181. /// <summary>
  1182. /// 导出所有纹理
  1183. /// </summary>
  1184. public void SaveAllTexturesToLocal()
  1185. {
  1186. for (int i = 0; i < textureNames.Length; i++)
  1187. {
  1188. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1189. }
  1190. }
  1191. /// <summary>
  1192. /// 导出图片
  1193. /// </summary>
  1194. /// <param name="index"></param>
  1195. public void SaveTextureToLocal(int index)
  1196. {
  1197. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1198. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1199. {
  1200. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1201. return;
  1202. }
  1203. // 定义保存路径
  1204. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1205. string baseName = $"{time}_Texture_{index}";
  1206. // 检查索引是否在命名数组内
  1207. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1208. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1209. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1210. #else
  1211. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1212. #endif
  1213. // 编码纹理为 PNG 格式
  1214. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1215. // 将字节写入文件
  1216. System.IO.File.WriteAllBytes(path, bytes);
  1217. Debug.Log($"Texture saved as: {path}");
  1218. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1219. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1220. //});
  1221. }
  1222. //下面是处理对象放大缩小
  1223. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1224. public Button toggleButton; // 缩小时使用的按钮
  1225. private Vector2 originalSize;
  1226. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1227. private Vector2 originalAnchorMin;
  1228. private Vector2 originalAnchorMax;
  1229. private int originalSiblingIndex; // 保存初始的层级索引
  1230. private bool isFullscreen = false;
  1231. /// <summary>
  1232. /// 测试效果屏幕数据初始化
  1233. /// </summary>
  1234. void InitFullScreen()
  1235. {
  1236. if (cameraObj1 != null)
  1237. {
  1238. // 保存初始大小、位置和层级索引
  1239. originalSize = cameraObj1.sizeDelta;
  1240. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1241. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1242. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1243. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1244. // 为 cameraObj1 添加点击事件
  1245. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1246. toggleButton.transform.parent.gameObject.SetActive(false);
  1247. }
  1248. if (toggleButton != null)
  1249. {
  1250. // 为按钮添加点击事件以恢复大小
  1251. toggleButton.onClick.AddListener(RestoreSize);
  1252. }
  1253. }
  1254. void ToggleFullscreen()
  1255. {
  1256. if (cameraObj1 == null) return;
  1257. if (!isFullscreen)
  1258. {
  1259. // 设置锚点为全屏,调整位置和偏移量
  1260. cameraObj1.anchorMin = Vector2.zero;
  1261. cameraObj1.anchorMax = Vector2.one;
  1262. cameraObj1.offsetMin = Vector2.zero;
  1263. cameraObj1.offsetMax = Vector2.zero;
  1264. cameraObj1.anchoredPosition = Vector3.zero;
  1265. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1266. //刷新一次点
  1267. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1268. toggleButton.transform.parent.gameObject.SetActive(true);
  1269. isFullscreen = true;
  1270. //放大情况根据toggle来显示
  1271. SyncAllToggle();
  1272. }
  1273. }
  1274. void RestoreSize()
  1275. {
  1276. if (cameraObj1 == null || !isFullscreen) return;
  1277. // 恢复锚点和偏移量
  1278. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1279. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1280. cameraObj1.sizeDelta = originalSize;
  1281. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1282. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1283. //刷新一次点
  1284. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1285. toggleButton.transform.parent.gameObject.SetActive(false);
  1286. isFullscreen = false;
  1287. }
  1288. #endregion
  1289. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1290. {
  1291. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1292. if (pointsTF2.childCount == points.Count)
  1293. {
  1294. Vector2 texSize = new Vector2(w, h);
  1295. for (int i = 0; i < pointsTF2.childCount; i++)
  1296. {
  1297. Transform pointTF = pointsTF2.GetChild(i);
  1298. Vector2 pos = points[i];
  1299. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1300. pointTF.gameObject.SetActive(true);
  1301. }
  1302. }
  1303. else
  1304. {
  1305. for (int i = 0; i < pointsTF2.childCount; i++)
  1306. {
  1307. Transform pointTF = pointsTF2.GetChild(i);
  1308. pointTF.gameObject.SetActive(false);
  1309. }
  1310. }
  1311. }
  1312. void SetShakeFilterValue(float v)
  1313. {
  1314. shakeFilterValue.Set(v);
  1315. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1316. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1317. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1318. }
  1319. /// <summary>
  1320. /// 重新设置分辨率
  1321. /// </summary>
  1322. /// <param name="index"></param>
  1323. public void resolutionRestartApp(int index)
  1324. {
  1325. #if UNITY_ANDROID || UNITY_IOS
  1326. //StartCoroutine(RestartOrKillApp());
  1327. //获取第一个分辨率设置后设置size
  1328. switch (index)
  1329. {
  1330. case 0:
  1331. infraredCameraHelper.SetHighCameraResolution();
  1332. resoution.Set(index);
  1333. _dropdownResolution2.SetValueWithoutNotify(index);
  1334. break;
  1335. case 1:
  1336. infraredCameraHelper.SetLowCameraResolution();
  1337. resoution.Set(index);
  1338. _dropdownResolution2.SetValueWithoutNotify(index);
  1339. break;
  1340. }
  1341. #endif
  1342. }
  1343. /// <summary>
  1344. /// 初始化时候,设置的值
  1345. /// </summary>
  1346. /// <param name="index"></param>
  1347. public Vector2 SetDefByIndex(int index = 0)
  1348. {
  1349. //SetResolutionNew 里面对应的下标
  1350. Vector2 vec2 = new Vector2(320, 240);
  1351. switch (index)
  1352. {
  1353. case 0:
  1354. vec2 = new Vector2(320, 240);
  1355. break;
  1356. case 1:
  1357. vec2 = new Vector2(160, 120);
  1358. break;
  1359. }
  1360. return vec2;
  1361. }
  1362. /// <summary>
  1363. /// 当 Dropdown 选择变化时的处理方法
  1364. /// </summary>
  1365. /// <param name="OnResolutionChanged">320x240</param>
  1366. private void OnResolutionChanged(int index)
  1367. {
  1368. #if UNITY_ANDROID || UNITY_IOS
  1369. Debug.Log("Selected Resolution: " + index);
  1370. // 将选定的分辨率转换为实际的宽度和高度
  1371. // 并且需要判断是否存在最低分辨率
  1372. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1373. {
  1374. // 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
  1375. infraredCameraHelper.SetLowCameraResolution();
  1376. // 保存选择的分辨率到 PlayerPrefs
  1377. resoution.Set(index);
  1378. }
  1379. else if (index == 0)
  1380. {
  1381. //如果是0就 使用高分辨率
  1382. infraredCameraHelper.SetHighCameraResolution();
  1383. // 保存选择的分辨率到 PlayerPrefs
  1384. resoution.Set(index);
  1385. }
  1386. #endif
  1387. }
  1388. /// <summary>
  1389. /// 野鸭关卡测试初始值
  1390. /// </summary>
  1391. /// <param name="optionIndex"></param>
  1392. public void SetDuckLevelTest(int optionIndex)
  1393. {
  1394. //选择下标+1
  1395. int v = optionIndex + 1;
  1396. duckHunterLevel.Set(v);
  1397. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1398. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1399. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1400. }
  1401. void OnClick_Reset()
  1402. {
  1403. //SetBrightness(1);
  1404. //SetSaturation(1);
  1405. //SetContrast(1);
  1406. SetShakeFilterValue(6);
  1407. SetLineWidth(4);
  1408. SetFanWidth(90);
  1409. #if UNITY_IOS
  1410. SetInfraredFilterValue(0.6f);
  1411. #else
  1412. SetInfraredFilterValue(0.8f);
  1413. #endif
  1414. SetCaptureValue(30.0f);
  1415. SetDelayValue(30.0f);
  1416. //重置为第一关
  1417. SetDuckLevelTest(0);
  1418. }
  1419. /// <summary>
  1420. /// 清除当前红外存储的所有key
  1421. /// </summary>
  1422. public void OnClickClearInfraredGuider()
  1423. {
  1424. BluetoothAim.ins.ClearAllInfraredGuider();
  1425. }
  1426. public void OnClickClearAll()
  1427. {
  1428. PlayerPrefs.DeleteAll();
  1429. // 保存更改
  1430. PlayerPrefs.Save();
  1431. StartCoroutine(RestartOrKillApp());
  1432. }
  1433. void OnClick_ScreenLocateManual()
  1434. {
  1435. bool bEnter = true;
  1436. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1437. {
  1438. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1439. {
  1440. bEnter = true;
  1441. }
  1442. else
  1443. {
  1444. bEnter = false;
  1445. //只有红外设备才能进行屏幕识别
  1446. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1447. }
  1448. }
  1449. if (bEnter)
  1450. {
  1451. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1452. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1453. }
  1454. }
  1455. void OnClick_ScreenLocateManualAuto()
  1456. {
  1457. bool bEnter = true;
  1458. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1459. {
  1460. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1461. {
  1462. bEnter = true;
  1463. }
  1464. else
  1465. {
  1466. bEnter = false;
  1467. //只有红外设备才能进行屏幕识别
  1468. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1469. }
  1470. }
  1471. if (bEnter)
  1472. {
  1473. ResetCenterOffset();
  1474. ResetPositioningData();
  1475. infraredCameraHelper.EnterScreenLocateManualAuto();
  1476. }
  1477. }
  1478. public void OnClick_SetAdjustPointsOffset()
  1479. {
  1480. //var _sl = ScreenLocate.Main;
  1481. //var buffer = _sl.infraredSpotBuffer;
  1482. //if (buffer != null)
  1483. //{
  1484. // for (int i = 0; i < buffer.Length; i++)
  1485. // {
  1486. // if (buffer[i].CameraLocation != null)
  1487. // {
  1488. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1489. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1490. // Debug.Log("CenterOffset: " + centerOffset);
  1491. // cameraLocationValue.Set(centerOffset);
  1492. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1493. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1494. // screenUVValue.Set(uvCenterOffset);
  1495. // //如果是新手教程场景里面的校准
  1496. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1497. // if (infraredGuiderObj != null)
  1498. // {
  1499. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1500. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1501. // }
  1502. // }
  1503. // }
  1504. //}
  1505. //只能校准第一个
  1506. if (infraredCameraHelper.IsSinglePoint())
  1507. {
  1508. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1509. }
  1510. else
  1511. {
  1512. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1513. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1514. }
  1515. }
  1516. public void OnClick_SetAdjustPointsOffset_full()
  1517. {
  1518. if (infraredCameraHelper.IsSinglePoint())
  1519. {
  1520. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1521. }
  1522. else
  1523. {
  1524. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1525. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1526. }
  1527. }
  1528. /// <summary>
  1529. /// 设置存储的中心偏移位置
  1530. /// </summary>
  1531. public void InitCenterOffset()
  1532. {
  1533. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1534. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1535. }
  1536. /// <summary>
  1537. /// 重置中心点
  1538. /// </summary>
  1539. public void ResetCenterOffset()
  1540. {
  1541. infraredCameraHelper.ResetCenterOffset();
  1542. }
  1543. /// <summary>
  1544. /// 撤销中心点
  1545. /// </summary>
  1546. public void RevokeCenterOffset()
  1547. {
  1548. infraredCameraHelper.RevokeCenterOffset();
  1549. }
  1550. /// <summary>
  1551. /// 重置定位数据
  1552. /// </summary>
  1553. public void ResetPositioningData(bool bSyncLocal = false)
  1554. {
  1555. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1556. }
  1557. void SetCaptureValue(float v)
  1558. {
  1559. captureValue.Set(v);
  1560. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1561. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1562. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1563. }
  1564. void SetDelayValue(float v)
  1565. {
  1566. delayValue.Set(v);
  1567. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1568. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1569. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1570. }
  1571. #endregion
  1572. #region 相机感光度(默认修改对比度)
  1573. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1574. {
  1575. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1576. }
  1577. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1578. {
  1579. onSliderEvent(value, "PU_CONTRAST", min, max);
  1580. }
  1581. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1582. {
  1583. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1584. }
  1585. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1586. {
  1587. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1588. }
  1589. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1590. {
  1591. if (BluetoothWindows.IsWindows())
  1592. {
  1593. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1594. // 目标区间 [0, 10] 的边界值
  1595. double targetMin = min;
  1596. double targetMax = max;
  1597. double originalMin = -1;
  1598. double originalMax = 1;
  1599. // 计算转换后的值
  1600. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1601. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1602. _slider.SetValueWithoutNotify((float)v2);
  1603. return;
  1604. }
  1605. //功能也改为UVC的对比度
  1606. if (running)
  1607. {
  1608. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1609. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1610. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1611. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1612. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1613. // 目标区间 [0, 10] 的边界值
  1614. double targetMin = min;
  1615. double targetMax = max;
  1616. double originalMin = _UVCCtrlInfo.min;
  1617. double originalMax = _UVCCtrlInfo.max;
  1618. // 计算转换后的值
  1619. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1620. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1621. _slider.SetValueWithoutNotify((float)v2);
  1622. }
  1623. else _slider.SetValueWithoutNotify(5);
  1624. }
  1625. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1626. {
  1627. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1628. //pc
  1629. if (BluetoothWindows.IsWindows())
  1630. {
  1631. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1632. Slider slider = trans.GetComponent<Slider>();
  1633. Text textObj = trans.Find("text").GetComponent<Text>();
  1634. // 原始区间和目标区间的边界值
  1635. double originalMin = min;
  1636. double originalMax = max;
  1637. double targetMin = -1;
  1638. double targetMax = 1;
  1639. // 计算转换后的值
  1640. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1641. float _current = (float)result;
  1642. //Debug.Log("_current:" + _current + " , result:" + result);
  1643. textObj.text = _current + "";
  1644. slider.value = _current;
  1645. if (typeStr == "PU_CONTRAST")
  1646. {
  1647. infraredCameraHelper.SetContrast(_current);
  1648. pcCONTRAST.Set(_current);
  1649. }
  1650. else
  1651. {
  1652. infraredCameraHelper.SetBrightness(_current);
  1653. pcBRIGHTNESS.Set(_current);
  1654. }
  1655. return;
  1656. }
  1657. //修改亮度时,调试界面的亮度也应该一起修改
  1658. //功能也改为UVC的对比度
  1659. if (running)
  1660. {
  1661. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1662. // .GetComponent<Slider>();
  1663. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1664. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1665. Slider slider = trans.GetComponent<Slider>();
  1666. Text textObj = trans.Find("text").GetComponent<Text>();
  1667. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1668. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1669. //value 0 ~ 10
  1670. // 原始区间和目标区间的边界值
  1671. double originalMin = min;
  1672. double originalMax = max;
  1673. double targetMin = _UVCCtrlInfo.min;
  1674. double targetMax = _UVCCtrlInfo.max;
  1675. // 计算转换后的值
  1676. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1677. int _current = (int)(result);
  1678. Debug.Log("_current:" + value + " , result:" + result);
  1679. textObj.text = _current + "";
  1680. slider.value = _current;
  1681. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1682. //存储初始值,设置一次到UVC参数
  1683. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1684. }
  1685. }
  1686. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1687. {
  1688. // 线性插值公式
  1689. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1690. }
  1691. #endregion
  1692. #region 绘制线段部分
  1693. public void SetLineWidth(float v)
  1694. {
  1695. lineWidth.Set(v);
  1696. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1697. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1698. }
  1699. public void SetFanWidth(float v)
  1700. {
  1701. fanWidth.Set(v);
  1702. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1703. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1704. }
  1705. #endregion
  1706. #region 双人准心
  1707. //红外准心,默认打开吧
  1708. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1709. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1710. /// <summary>
  1711. /// 初始化时候获取设置和存储来控制显示准心
  1712. /// </summary>
  1713. /// <returns></returns>
  1714. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1715. {
  1716. if (playerType == PlayerType.FirstPlayer)
  1717. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1718. else
  1719. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1720. }
  1721. /// <summary>
  1722. /// 获取弓箭准心存储值
  1723. /// </summary>
  1724. /// <returns></returns>
  1725. public int getDoubleCrosshairValue(PlayerType playerType)
  1726. {
  1727. if (playerType == PlayerType.FirstPlayer)
  1728. return (int)crosshairValue1P.Get();
  1729. else
  1730. return (int)crosshairValue2P.Get();
  1731. }
  1732. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1733. {
  1734. if (playerType == PlayerType.FirstPlayer)
  1735. crosshairValue1P.Set(bshow ? 1 : 0);
  1736. else
  1737. crosshairValue2P.Set(bshow ? 1 : 0);
  1738. }
  1739. #endregion
  1740. #region 双人中心点定位
  1741. [Header("红外点")]
  1742. [SerializeField] Button _infraredOffsetBtn1P;
  1743. [SerializeField] Button _infraredOffsetBtn2P;
  1744. //准心的偏移值
  1745. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1746. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1747. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1748. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1749. //双点模式下的全屏偏移量,相当于两个单点
  1750. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1751. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1752. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1753. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1754. /// <summary>
  1755. /// 设置单点模式
  1756. /// </summary>
  1757. public void onToggleSinglePoint()
  1758. {
  1759. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1760. if (!infraredCameraHelper.IsSinglePoint())
  1761. {
  1762. infraredCameraHelper.SetSinglePoint(true);
  1763. }
  1764. else
  1765. {
  1766. infraredCameraHelper.SetSinglePoint(false);
  1767. }
  1768. }
  1769. /// <summary>
  1770. /// 设置是否是单,双点模式
  1771. /// </summary>
  1772. /// <param name="value"></param>
  1773. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1774. {
  1775. if (!infraredCameraHelper.getScreenLocate()) return;
  1776. infraredCameraHelper.SetSinglePoint(value);
  1777. //重新设置双点数据
  1778. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1779. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1780. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1781. }
  1782. /// <summary>
  1783. /// 偏移点按钮
  1784. /// </summary>
  1785. public void InitOffsetBtns()
  1786. {
  1787. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1788. {
  1789. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1790. });
  1791. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1792. {
  1793. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1794. });
  1795. }
  1796. /// <summary>
  1797. /// 设置存储的中心偏移位置--双点
  1798. /// </summary>
  1799. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1800. {
  1801. if (!infraredCameraHelper.getScreenLocate()) return;
  1802. if (infraredCameraHelper.IsSinglePoint())
  1803. {
  1804. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1805. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1806. }
  1807. else
  1808. {
  1809. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1810. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1811. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1812. }
  1813. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1814. {
  1815. //全屏双点
  1816. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1817. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1818. }
  1819. }
  1820. }
  1821. /// <summary>
  1822. /// 撤销中心点--双点
  1823. /// </summary>
  1824. public void RevokeCenterOffsets()
  1825. {
  1826. if (!infraredCameraHelper.getScreenLocate()) return;
  1827. infraredCameraHelper.RevokeCenterOffsets();
  1828. }
  1829. /// <summary>
  1830. /// 重置中心点--双点
  1831. /// </summary>
  1832. public void ResetCenterOffsets()
  1833. {
  1834. if (!infraredCameraHelper.getScreenLocate()) return;
  1835. infraredCameraHelper.ResetCenterOffsets();
  1836. }
  1837. /// <summary>
  1838. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1839. /// </summary>
  1840. /// <param name="playerType">玩家类型</param>
  1841. public void SetAdjustPointsOffset(PlayerType playerType)
  1842. {
  1843. if (!infraredCameraHelper.getScreenLocate()) return;
  1844. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1845. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1846. if (buffer != null)
  1847. {
  1848. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1849. {
  1850. if (infraredCameraHelper.IsSinglePoint())
  1851. { //单点
  1852. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1853. cameraLocationValue.Set(centerOffset);
  1854. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1855. screenUVValue.Set(uvCenterOffset);
  1856. //如果是新手教程场景里面的校准
  1857. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1858. if (infraredGuiderObj != null)
  1859. {
  1860. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1861. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1862. }
  1863. }
  1864. else
  1865. {
  1866. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1867. cameraLocationValue1P.Set(centerOffset);
  1868. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1869. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1870. screenUVValue1P.Set(uvCenterOffset);
  1871. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1872. }
  1873. }
  1874. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1875. {
  1876. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1877. cameraLocationValue2P.Set(centerOffset);
  1878. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1879. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1880. screenUVValue2P.Set(uvCenterOffset);
  1881. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1882. }
  1883. }
  1884. }
  1885. //记录全屏双点校准
  1886. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1887. {
  1888. if (!infraredCameraHelper.getScreenLocate()) return;
  1889. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1890. if (infraredCameraHelper.IsSinglePoint()) return;
  1891. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1892. if (buffer != null)
  1893. {
  1894. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1895. {
  1896. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1897. cameraLocationValue1P_full.Set(centerOffset);
  1898. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1899. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1900. screenUVValue1P_full.Set(uvCenterOffset);
  1901. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1902. }
  1903. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1904. {
  1905. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1906. cameraLocationValue2P_full.Set(centerOffset);
  1907. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1908. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1909. screenUVValue2P_full.Set(uvCenterOffset);
  1910. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1911. Debug.Log("设置点2");
  1912. }
  1913. }
  1914. }
  1915. #endregion
  1916. #region 亮度检测部分
  1917. public void SetInfraredFilterValue(float v)
  1918. {
  1919. if (!infraredCameraHelper.getScreenLocate()) return;
  1920. infraredFileterValue.Set(v);
  1921. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1922. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1923. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1924. }
  1925. #endregion
  1926. public void resetInfraredPlayerPrefs()
  1927. {
  1928. //测试用
  1929. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1930. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1931. }
  1932. #region 显示Log部分信息
  1933. [SerializeField] Text _calibrationFixedText;
  1934. [SerializeField] Text _cameraSizeText;
  1935. [SerializeField] Text _quadUnityVectorListText;
  1936. /// <summary>
  1937. /// 校准时候的固定值分辨率
  1938. /// </summary>
  1939. /// <param name="v"></param>
  1940. public void SetCalibrationFixedText(Vector2 v)
  1941. {
  1942. _calibrationFixedText.text = v.x + "*" + v.y;
  1943. }
  1944. /// <summary>
  1945. /// 渲染摄像机当前分辨率
  1946. /// </summary>
  1947. /// <param name="v"></param>
  1948. public void SetCameraSizeText(Vector2 v)
  1949. {
  1950. _cameraSizeText.text = v.x + "*" + v.y;
  1951. }
  1952. /// <summary>
  1953. /// 渲染摄像机识别点
  1954. /// </summary>
  1955. /// <param name="v"></param>
  1956. public void SetQuadUnityVectorListText(string v)
  1957. {
  1958. _quadUnityVectorListText.text = v;
  1959. }
  1960. #endregion
  1961. #region 错误日志
  1962. public void HandleLog(string logString, string stackTrace, LogType type)
  1963. {
  1964. if (type == LogType.Exception || type == LogType.Error)
  1965. {
  1966. SaveLogToFile(logString, stackTrace);
  1967. }
  1968. }
  1969. void SaveLogToFile(string message, string stackTrace)
  1970. {
  1971. string path;
  1972. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1973. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1974. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1975. #else
  1976. // 其他平台使用 Application.persistentDataPath
  1977. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1978. #endif
  1979. // 打印路径确认
  1980. Debug.Log($"Log file saved at: {path}");
  1981. // 将日志写入到指定路径的文件中
  1982. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  1983. }
  1984. #endregion
  1985. }
  1986. public class ParamFloatValue
  1987. {
  1988. private string _saveKey;
  1989. private float _valueDefault;
  1990. private bool _valueLoaded;
  1991. private float _value;
  1992. public ParamFloatValue(string saveKey, float valueDefault)
  1993. {
  1994. _saveKey = saveKey;
  1995. _valueDefault = valueDefault;
  1996. }
  1997. public float Get()
  1998. {
  1999. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  2000. return _value;
  2001. }
  2002. public float GetDefault()
  2003. {
  2004. return _valueDefault;
  2005. }
  2006. public string GetKey()
  2007. {
  2008. return _saveKey;
  2009. }
  2010. public void Set(float value)
  2011. {
  2012. _value = value;
  2013. PlayerPrefs.SetFloat(_saveKey, _value);
  2014. PlayerPrefs.Save();
  2015. }
  2016. /// <summary>
  2017. /// 重置成默认值
  2018. /// </summary>
  2019. public void Reset()
  2020. {
  2021. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2022. PlayerPrefs.Save();
  2023. }
  2024. }
  2025. /// <summary>
  2026. /// 存储Vector2
  2027. /// </summary>
  2028. public class ParamVector2Value
  2029. {
  2030. private string _saveKey;
  2031. private Vector2 _valueDefault;
  2032. private bool _valueLoaded;
  2033. private Vector2 _value;
  2034. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2035. {
  2036. _saveKey = saveKey;
  2037. _valueDefault = valueDefault;
  2038. }
  2039. public Vector2 Get()
  2040. {
  2041. if (!_valueLoaded)
  2042. {
  2043. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2044. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2045. _value = new Vector2(x, y);
  2046. _valueLoaded = true;
  2047. }
  2048. return _value;
  2049. }
  2050. public Vector2 GetDefault()
  2051. {
  2052. return _valueDefault;
  2053. }
  2054. public string GetKey()
  2055. {
  2056. return _saveKey;
  2057. }
  2058. public void Set(Vector2 value)
  2059. {
  2060. _value = value;
  2061. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2062. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2063. PlayerPrefs.Save();
  2064. }
  2065. /// <summary>
  2066. /// 重置成默认值
  2067. /// </summary>
  2068. public void Reset()
  2069. {
  2070. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2071. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2072. PlayerPrefs.Save();
  2073. }
  2074. }