InfraredDemo.cs 69 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 MyInfraredInsertcoin;
  14. public class InfraredDemo : JCUnityLib.ViewBase
  15. {
  16. public static bool DebugInEditor = true;
  17. public static InfraredDemo _ins;
  18. [SerializeField]
  19. RectTransform canvasRectTransform;
  20. public Button mBtnSee;
  21. Reporter reporter;
  22. public Text FPSText;
  23. public static void Create()
  24. {
  25. if (_ins) return;
  26. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  27. DontDestroyOnLoad(o);
  28. _ins = o.GetComponent<InfraredDemo>();
  29. //添加一个父物体
  30. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  31. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  32. if (canvasScaler != null)
  33. {
  34. Destroy(canvasScaler);
  35. }
  36. RectTransform rectTransform = o.GetComponent<RectTransform>();
  37. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  38. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  39. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  40. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  41. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  42. //直接初始化一次
  43. _ins.InitInfraredCamera();
  44. }
  45. void Start()
  46. {
  47. //生成一个控制台
  48. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  49. if (obj != null) {
  50. reporter = obj.GetComponent<Reporter>();
  51. Application.logMessageReceived += HandleLog;
  52. // 模拟错误日志
  53. // Debug.LogError("Test Error: This is a simulated error message.");
  54. // 模拟异常日志
  55. // Debug.LogException(new System.Exception("Test Exception: This is a simulated exception."));
  56. }
  57. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  58. SetVisiable(false);
  59. InitDebugScreenPoint();
  60. // gameObject.AddComponent<FPSTester>();
  61. if (CommonConfig.StandaloneModeOrPlatformB)
  62. {
  63. mBtnSee.gameObject.SetActive(false);
  64. }
  65. else {
  66. mBtnSee.interactable = false;
  67. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  68. }
  69. //直接初始化一次
  70. //InitInfraredCamera();
  71. Debug.Log("[InfraredDemo] Start Function!");
  72. initToggle();
  73. initExport();
  74. InitFullScreen();
  75. #if UNITY_STANDALONE_WIN
  76. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  77. #endif
  78. }
  79. void OnDestroy()
  80. {
  81. if(reporter!= null) Application.logMessageReceived -= HandleLog;
  82. }
  83. void OnGUI()
  84. {
  85. ShowVersionCode();
  86. }
  87. private void ShowVersionCode()
  88. {
  89. GUIStyle labelFont = new GUIStyle();
  90. labelFont.normal.textColor = new Color(1, 0.6f, 0.6f);
  91. labelFont.fontSize = Mathf.CeilToInt(Screen.height * 0.03f);
  92. GUI.Label(new Rect(Screen.width / 100, Screen.height / 100, 100, 100), "game-20250409-1422-5-1", labelFont);
  93. }
  94. void Update()
  95. {
  96. UpdateInfraredCamera();
  97. //UpdateDebugScreenPoint();
  98. if(reporter!=null) FPSText.text = "FPS:" + reporter.fps;
  99. }
  100. public void OnClick_See()
  101. {
  102. SetVisiable(!_visiable);
  103. }
  104. //初始化一次 initScreenLocateManual
  105. bool hasCalled = false;
  106. bool _visiable;
  107. void SetVisiable(bool value)
  108. {
  109. _visiable = value;
  110. transform.Find("Background").gameObject.SetActive(value);
  111. transform.Find("InfraredCamera").gameObject.SetActive(value);
  112. //如果是b端,控制这里按钮显示
  113. if (CommonConfig.StandaloneModeOrPlatformB)
  114. {
  115. mBtnSee.gameObject.SetActive(value);
  116. }
  117. updateBtnSee();
  118. Action<Text> onApplyToNext = (t) => {
  119. updateBtnSee();
  120. };
  121. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  122. //if (value) InitInfraredCamera();
  123. //刷新翻译的Dropdown
  124. if (value) {
  125. UpdateLanguage();
  126. updateDropdownResolution2();
  127. }
  128. //if (!hasCalled && value)
  129. //{
  130. // hasCalled = true;
  131. // //如果本地有记录,初始化一次
  132. // StartCoroutine(initScreenLocateManual());
  133. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  134. //}
  135. }
  136. void updateBtnSee() {
  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
  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. #endif
  203. //抖动过滤值 - 6.0
  204. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  205. //亮度过滤阈值 - 0.8
  206. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  207. //准心的偏移值
  208. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  209. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  210. //线段宽度阈值
  211. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  212. //扇形宽度
  213. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  214. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  215. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  216. //红外准心,默认打开吧
  217. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  218. //野鸭测试存储
  219. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  220. //存储滑块信息。camera
  221. public Dictionary<string ,ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  222. public static InfraredCameraHelper infraredCameraHelper;
  223. public static bool running { get => infraredCameraHelper != null; }
  224. private bool _inited;
  225. #region 参数控制
  226. public GameObject togglePrefab; // 拖入一个Toggle预设体
  227. public GameObject sliderPrefab; // 拖入一个Slider预设体
  228. public GameObject spawnPoint;
  229. //自动曝光
  230. bool bAutoAE = false;
  231. Toggle CTRLAEToggle;
  232. Slider CTRLAEABSSlider;
  233. string[] sliderNameArray = new string[]{
  234. "自动曝光模式",
  235. "曝光时间(绝对)",
  236. "亮度", //
  237. "对比度",
  238. "色调",
  239. "饱和度",
  240. "锐度",
  241. "伽玛",
  242. //"白平衡温度",
  243. //"白平衡分量",
  244. "背光补偿",
  245. "增益" };
  246. string[] sliderStrArray = new string[]{
  247. "CTRL_AE",
  248. "CTRL_AE_ABS",
  249. "PU_BRIGHTNESS",
  250. "PU_CONTRAST",
  251. "PU_HUE",
  252. "PU_SATURATION",
  253. "PU_SHARPNESS",
  254. "PU_GAMMA",
  255. //"PU_WB_TEMP",
  256. //"PU_WB_COMPO",
  257. "PU_BACKLIGHT",
  258. "PU_GAIN" };
  259. UVCManager.CameraInfo currentCameraInfo;
  260. //初始化相机参数
  261. public void initSlider(UVCManager.CameraInfo cameraInfo)
  262. {
  263. if (currentCameraInfo != null) return;
  264. currentCameraInfo = cameraInfo;
  265. string[] sliderNameArrayKey = new string[] {
  266. "AutoExposureMode", // "自动曝光模式"
  267. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  268. "Brightness", // "亮度"
  269. "Contrast", // "对比度"
  270. "Hue", // "色调"
  271. "Saturation", // "饱和度"
  272. "Sharpness", // "锐度"
  273. "Gamma", // "伽玛"
  274. "BacklightCompensation", // "背光补偿"
  275. "Gain" // "增益"
  276. };
  277. for (int i = 0; i < sliderStrArray.Length; i++)
  278. {
  279. string typeStr = sliderStrArray[i];
  280. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  281. //不支持的,跳过
  282. bool bContains = cameraInfo.ContainsKey(typeStr);
  283. if (!bContains) continue;
  284. if (typeStr == "CTRL_AE")
  285. {
  286. //曝光Toggle
  287. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  288. toggleObject.SetActive(true);
  289. toggleObject.name = typeStr;
  290. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  291. //labelObj.text = sliderNameArray[i];
  292. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  293. Toggle toggle = toggleObject.GetComponent<Toggle>();
  294. CTRLAEToggle = toggle;
  295. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  296. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  297. int _currentValue = cameraInfo.GetValue(typeStr);
  298. 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
  299. toggle.isOn = bAutoAE;
  300. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  301. toggle.onValueChanged.AddListener((bool bValue) =>
  302. {
  303. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  304. if (typeStr == "CTRL_AE")
  305. {
  306. //开关控制是否自动曝光
  307. bAutoAE = bValue;
  308. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  309. int _value = bValue ? 8 : 1;
  310. //Debug.Log("_value " + _value);
  311. cameraInfo.SetValue(typeStr, _value);
  312. }
  313. });
  314. }
  315. else
  316. {
  317. //其余使用slider
  318. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  319. sliderObject.SetActive(true);
  320. sliderObject.name = typeStr;
  321. Slider slider = sliderObject.GetComponent<Slider>();
  322. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  323. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  324. //titleTextObj.text = sliderNameArray[i];//类型名字
  325. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  326. if (slider != null)
  327. {
  328. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  329. slider.minValue = _UVCCtrlInfo.min;
  330. slider.maxValue = _UVCCtrlInfo.max;
  331. slider.wholeNumbers = true;
  332. int _defValue = _UVCCtrlInfo.def;
  333. //指定默认值
  334. //5、UVC亮度 - 50
  335. //6、UVC对比度 - 50
  336. if (typeStr == "PU_BRIGHTNESS") {
  337. _defValue = 50;
  338. } else if (typeStr == "PU_CONTRAST") {
  339. _defValue = 50;
  340. }
  341. //记录一个typeStr类型的数据存储操作对象
  342. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  343. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  344. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  345. {
  346. //获取设置默认存储的值
  347. int _Value = (int)paramFloatValue.Get();
  348. cameraInfo.SetValue(typeStr, _Value);
  349. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  350. slider.value = _Value;
  351. textObj.text = _Value + "";
  352. }
  353. else {
  354. //获取设置当前值
  355. int _currentValue = cameraInfo.GetValue(typeStr);
  356. slider.value = _currentValue;
  357. textObj.text = _currentValue + "";
  358. }
  359. //如果是曝光slider
  360. if (typeStr == "CTRL_AE_ABS")
  361. {
  362. CTRLAEABSSlider = slider;
  363. slider.interactable = !bAutoAE;
  364. }
  365. slider.onValueChanged.AddListener((newValue) =>
  366. {
  367. var _value = Mathf.FloorToInt(newValue);
  368. textObj.text = _value + "";
  369. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  370. cameraInfo.SetValue(typeStr, _value);
  371. paramFloatValue.Set(_value);
  372. });
  373. }
  374. }
  375. }
  376. }
  377. public void OpenUVCPanel()
  378. {
  379. _cameraParameterPanel.SetActive(true);
  380. }
  381. public void CloseUVCPanel()
  382. {
  383. _cameraParameterPanel.SetActive(false);
  384. }
  385. public void onResetUVCData()
  386. {
  387. #if UNITY_ANDROID
  388. resetUVCData();
  389. #endif
  390. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  391. resetPCData();
  392. #endif
  393. }
  394. void resetUVCData() {
  395. if (currentCameraInfo == null) return;
  396. for (int i = 0; i < sliderStrArray.Length; i++)
  397. {
  398. string typeStr = sliderStrArray[i];
  399. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  400. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  401. if (!bContains) continue;
  402. if (typeStr == "CTRL_AE")
  403. {
  404. //toggle值不进行重置
  405. Debug.Log("CTRL_AE 不需要重置");
  406. }
  407. else if (typeStr == "CTRL_AE_ABS")
  408. {
  409. if (!bAutoAE)
  410. {
  411. //如果是手动曝光,重置值
  412. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  413. Slider slider = trans.GetComponent<Slider>();
  414. Text textObj = trans.Find("text").GetComponent<Text>();
  415. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  416. //获取当前值
  417. int _currentValue = currentCameraInfo.GetValue(typeStr);
  418. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  419. textObj.text = _AEInfo.def + "";
  420. slider.value = _AEInfo.def;
  421. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  422. }
  423. }
  424. else
  425. {
  426. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  427. Slider slider = trans.GetComponent<Slider>();
  428. Text textObj = trans.Find("text").GetComponent<Text>();
  429. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  430. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  431. //重置的值
  432. int _defValue = _UVCCtrlInfo.def;
  433. if (typeStr == "PU_BRIGHTNESS")
  434. {
  435. _defValue = (int)paramFloatValue.GetDefault();
  436. }
  437. else if (typeStr == "PU_CONTRAST")
  438. {
  439. _defValue = (int)paramFloatValue.GetDefault();
  440. }
  441. textObj.text = _defValue + "";
  442. slider.value = _defValue;
  443. //获取当前值
  444. int _currentValue = currentCameraInfo.GetValue(typeStr);
  445. //重置存储值
  446. paramFloatValue.Reset();
  447. //存储初始值,设置一次到UVC参数
  448. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  449. }
  450. }
  451. }
  452. //windows 相机
  453. string[] sliderNameArrayPC = new string[]{
  454. "亮度",
  455. "对比度",};
  456. string[] sliderNameArrayPCKey = new string[]{
  457. "Brightness",
  458. "Contrast",};
  459. string[] sliderStrArrayPC = new string[]{
  460. "PU_BRIGHTNESS",
  461. "PU_CONTRAST"};
  462. //记录一个typeStr类型的数据存储操作对象
  463. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  464. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  465. public void initSliderPC()
  466. {
  467. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  468. {
  469. string typeStr = sliderStrArrayPC[i];
  470. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  471. sliderObject.SetActive(true);
  472. sliderObject.name = typeStr;
  473. Slider slider = sliderObject.GetComponent<Slider>();
  474. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  475. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  476. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  477. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  478. if (slider != null)
  479. {
  480. slider.minValue = -1;
  481. slider.maxValue = 1;
  482. //记录一个typeStr类型的数据存储操作对象
  483. if (typeStr == "PU_BRIGHTNESS")
  484. {
  485. //获取设置默认存储的值
  486. float _Value = pcBRIGHTNESS.Get();
  487. infraredCameraHelper.SetBrightness(_Value);
  488. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  489. slider.value = _Value;
  490. textObj.text = _Value + "";
  491. slider.onValueChanged.AddListener((newValue) =>
  492. {
  493. var _value = newValue;
  494. textObj.text = _value + "";
  495. infraredCameraHelper.SetBrightness(_value);
  496. pcBRIGHTNESS.Set(_value);
  497. });
  498. }
  499. else if (typeStr == "PU_CONTRAST")
  500. {
  501. //获取设置默认存储的值
  502. float _Value = pcCONTRAST.Get();
  503. infraredCameraHelper.SetContrast(_Value);
  504. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  505. slider.value = _Value;
  506. textObj.text = _Value + "";
  507. slider.onValueChanged.AddListener((newValue) =>
  508. {
  509. var _value = newValue;
  510. textObj.text = _value + "";
  511. infraredCameraHelper.SetContrast(_value);
  512. pcCONTRAST.Set(_value);
  513. });
  514. }
  515. }
  516. }
  517. }
  518. void resetPCData() {
  519. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  520. {
  521. string typeStr = sliderStrArrayPC[i];
  522. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  523. Slider slider = trans.GetComponent<Slider>();
  524. Text textObj = trans.Find("text").GetComponent<Text>();
  525. //重置的值
  526. int _defValue = 0;
  527. if (typeStr == "PU_BRIGHTNESS")
  528. {
  529. _defValue = 0;
  530. infraredCameraHelper.SetBrightness(_defValue);
  531. }
  532. else if (typeStr == "PU_CONTRAST")
  533. {
  534. _defValue = 0;
  535. infraredCameraHelper.SetContrast(_defValue);
  536. }
  537. textObj.text = _defValue + "";
  538. slider.value = _defValue;
  539. }
  540. }
  541. #endregion
  542. void InitInfraredCamera()
  543. {
  544. if (_inited) return;
  545. _inited = true;
  546. //SDK创建
  547. if (infraredCameraHelper == null)
  548. {
  549. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  550. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  551. infraredCameraHelper.CreateToPc();
  552. #endif
  553. #if UNITY_ANDROID
  554. //开始时候设置一个默认分辨率
  555. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  556. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  557. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  558. #endif
  559. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  560. {
  561. //处理待机视频部分
  562. StandbyVideoManager._ins?.DetectPointerMovement(point);
  563. //跑九轴时候,不处理这里位置
  564. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  565. if (Camera.main == null) return;
  566. Ray ray = Camera.main.ScreenPointToRay(point);
  567. Vector3 rayEndPoint = ray.GetPoint(200);
  568. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  569. // 挑战场景中其相机的父级有旋转,需要换算
  570. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  571. {
  572. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  573. }
  574. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  575. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  576. //移动目标游戏
  577. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  578. };
  579. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  580. {
  581. //生成控制摄像机的参数滑条
  582. Debug.Log("初始化摄像机!");
  583. //可以操作按钮
  584. mBtnSee.interactable = true;
  585. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  586. updateBtnSee();
  587. //延迟重新设置一次分辨率
  588. StartCoroutine(delayInitOhterInfo(camera));
  589. };
  590. //屏幕变化时候
  591. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  592. {
  593. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  594. SetLocatePointsToCameraRender(list, 1, 1);
  595. //InfraredScreenPositioningView 页面
  596. if (list.Count == 4)
  597. {
  598. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  599. }
  600. else {
  601. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  602. }
  603. };
  604. //算法准备事件
  605. infraredCameraHelper.OnScreenLocateIsReady += () =>
  606. {
  607. Debug.Log("OnScreenLocateIsReady.");
  608. //b端设置偏移值
  609. if (CommonConfig.StandaloneModeOrPlatformB)
  610. {
  611. InitCenterOffset();
  612. }
  613. };
  614. }
  615. }
  616. private void updateDropdownResolution2()
  617. {
  618. string[] resolutions = {
  619. TextAutoLanguage2.GetTextByKey("HighResolution"),
  620. TextAutoLanguage2.GetTextByKey("LowResolution")
  621. };
  622. // 清除默认选项
  623. _dropdownResolution2.ClearOptions();
  624. // 将分辨率字符串数组转换为 Dropdown 选项
  625. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  626. }
  627. /// <summary>
  628. /// 初始化一些游戏配置
  629. /// </summary>
  630. /// <returns></returns>
  631. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  632. //yield return new WaitForSeconds(1f);
  633. yield return new WaitForEndOfFrame();
  634. #if UNITY_ANDROID
  635. initSlider(camera);
  636. camera.GetResolutionsStrs();
  637. // 默认设置
  638. updateDropdownResolution2();
  639. int index = (int)resoution.Get();
  640. _dropdownResolution2.value = index;
  641. _dropdownResolution2.RefreshShownValue();
  642. // 处理 Dropdown 的选择变化
  643. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  644. #endif
  645. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  646. initSliderPC();
  647. //隐藏不需要的设置
  648. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  649. _dropdownResolution.gameObject.SetActive(false);
  650. _dropdownResolution2.gameObject.SetActive(false);
  651. #endif
  652. //震动阈值
  653. SetShakeFilterValue(shakeFilterValue.Get());
  654. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  655. //功能按钮
  656. //重置触发测试
  657. _btnReset.onClick.AddListener(OnClick_Reset);
  658. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  659. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  660. SetCaptureValue(captureValue.Get());
  661. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  662. SetDelayValue(delayValue.Get());
  663. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  664. //绘制线段
  665. SetLineWidth(lineWidth.Get());
  666. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  667. SetFanWidth(fanWidth.Get());
  668. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  669. //检测红外亮度阈值
  670. SetInfraredFilterValue(infraredFileterValue.Get());
  671. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  672. //野鸭设置初始关卡
  673. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  674. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  675. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  676. ////b端设置偏移值
  677. //if (CommonConfig.StandaloneModeOrPlatformB) {
  678. // InitCenterOffset();
  679. //}
  680. }
  681. /// <summary>
  682. /// 初始化时候获取设置和存储来控制显示准心
  683. /// </summary>
  684. /// <returns></returns>
  685. public bool bInitCrosshairShow() {
  686. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  687. }
  688. /// <summary>
  689. /// 获取弓箭准心存储值
  690. /// </summary>
  691. /// <returns></returns>
  692. public int getCrosshairValue() {
  693. return (int)crosshairValue.Get();
  694. }
  695. public void setCrosshairValue(bool bshow) {
  696. crosshairValue.Set(bshow ? 1 : 0);
  697. }
  698. public void onStartPreview()
  699. {
  700. infraredCameraHelper.onStartPreview();
  701. }
  702. public void onStopPreview()
  703. {
  704. infraredCameraHelper.onStopPreview();
  705. }
  706. /// <summary>
  707. /// 获取并且初始化一次记录点的数据
  708. /// </summary>
  709. /// <returns></returns>
  710. IEnumerator initScreenLocateManual()
  711. {
  712. yield return new WaitForSeconds(1f);
  713. infraredCameraHelper.InitScreenLocateManual();
  714. }
  715. IEnumerator RestartOrKillApp()
  716. {
  717. yield return new WaitForSeconds(0.3f);
  718. if (Application.isEditor) yield break;
  719. if (Application.platform == RuntimePlatform.Android)
  720. {
  721. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  722. {
  723. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  724. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  725. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  726. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  727. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  728. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  729. currentActivity.Call("startActivity", intent);
  730. currentActivity.Call("finish");
  731. var process = new AndroidJavaClass("android.os.Process");
  732. int pid = process.CallStatic<int>("myPid");
  733. process.CallStatic("killProcess", pid);
  734. }
  735. }
  736. else {
  737. // 获取当前应用程序的可执行文件路径
  738. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  739. // 重启应用程序
  740. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  741. {
  742. FileName = executablePath,
  743. UseShellExecute = false
  744. };
  745. System.Diagnostics.Process.Start(startInfo);
  746. // 退出当前应用程序
  747. Application.Quit();
  748. };
  749. }
  750. void UpdateInfraredCamera()
  751. {
  752. if (!_visiable) return;
  753. if (!_inited) return;
  754. if (infraredCameraHelper == null) return;
  755. //渲染相机画面
  756. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  757. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  758. if (ScreenLocate.Main.getUVCTexture)
  759. {
  760. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  761. {
  762. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  763. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  764. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  765. if (!isFullscreen) SetAllToggle(true);
  766. }
  767. else if (ScreenLocate.Main.OutputTextures[4] != null)
  768. {
  769. //缩小的情况下。显示黑白色差的合成图
  770. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  771. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  772. //底图缩小的情况下。不显示适配线段,并且隐藏points
  773. if (!isFullscreen) {
  774. if (showPoints) {
  775. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  776. for (int i = 0; i < pointsTF2.childCount; i++)
  777. {
  778. Transform pointTF = pointsTF2.GetChild(i);
  779. pointTF.gameObject.SetActive(false);
  780. showPoints = false;
  781. }
  782. }
  783. SetAllToggle(false);
  784. }
  785. }
  786. //_cameraRender.SetNativeSize();
  787. // _MaintainAspectRatio.AdjustSize();
  788. }
  789. //在相机画面显示准心
  790. if (ScreenLocate.Main)
  791. {
  792. var _sl = ScreenLocate.Main;
  793. var buffer = _sl.infraredSpotBuffer;
  794. if (buffer != null)
  795. {
  796. for (int i = 0; i < buffer.Length; i++)
  797. {
  798. if (buffer[i].CameraLocation != null)
  799. {
  800. //添加一个偏移量,使得最后输出的准心是指向正中心
  801. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  802. // 检测到光点
  803. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  804. _crosshairsInCamera[i].gameObject.SetActive(true);
  805. _crosshairsInCamera[i].anchoredPosition = pos;
  806. }
  807. else
  808. _crosshairsInCamera[i].gameObject.SetActive(false);
  809. }
  810. }
  811. //渲染固定摄像机分辨率
  812. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  813. //渲染摄像机大小
  814. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  815. //渲染摄像机识别点位置
  816. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  817. }
  818. }
  819. bool showPoints = false;
  820. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  821. {
  822. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  823. if (pointsTF2.childCount == points.Count)
  824. {
  825. Vector2 texSize = new Vector2(w, h);
  826. for (int i = 0; i < pointsTF2.childCount; i++)
  827. {
  828. Transform pointTF = pointsTF2.GetChild(i);
  829. Vector2 pos = points[i];
  830. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  831. pointTF.gameObject.SetActive(true);
  832. showPoints = true;
  833. }
  834. }
  835. else {
  836. for (int i = 0; i < pointsTF2.childCount; i++)
  837. {
  838. Transform pointTF = pointsTF2.GetChild(i);
  839. pointTF.gameObject.SetActive(false);
  840. showPoints = false;
  841. }
  842. }
  843. //绘制数据
  844. DrawTestLine();
  845. }
  846. #region 测试数据绘制
  847. [SerializeField] private Toggle curToggle;
  848. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  849. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  850. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  851. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  852. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  853. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  854. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  855. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  856. [SerializeField] RawImage _cameraRenderTest5;
  857. [SerializeField] RawImage _cameraRenderTest6;
  858. void DrawTestLine()
  859. {
  860. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  861. // 判断 texSize 是否为有效值
  862. if (texSize == Vector2.zero)
  863. {
  864. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  865. return;
  866. }
  867. // 设置三个屏幕四边形和线条生成器
  868. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  869. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  870. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  871. ScreenLocate.Main.ScreenIdentification?.QuadManual
  872. };
  873. LineGenerator[] lineGenerators = new LineGenerator[] {
  874. AutoUILineGenerator,
  875. SemiAutoUILineGenerator,
  876. ManualUILineGenerator
  877. };
  878. for (int i = 0; i < screenQuads.Length; i++)
  879. {
  880. if (screenQuads[i] == null)
  881. {
  882. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  883. continue;
  884. }
  885. if (lineGenerators[i] == null)
  886. {
  887. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  888. continue;
  889. }
  890. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  891. }
  892. // 清除旧选项并填充新的选项
  893. dropdown.ClearOptions();
  894. List<string> options = new List<string>();
  895. //for (int i = 0; i < screenQuads.Length; i++)
  896. //{
  897. // options.Add($"Quad {i + 1}");
  898. //}
  899. //options.Add("自动识别");
  900. //options.Add("半自动识别");
  901. //options.Add("手动识别");
  902. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  903. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  904. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  905. dropdown.AddOptions(options);
  906. // 添加监听器来处理选择事件
  907. dropdown.onValueChanged.AddListener((index) => {
  908. OnDropdownValueChanged(index, screenQuads);
  909. });
  910. if (screenQuads[0] != null || screenQuads[1] != null)
  911. {
  912. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  913. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  914. }
  915. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  916. //绘制白色线段
  917. var lo = new Vector2(-0.5f, -0.5f);
  918. CurUILineGenerator.Points = new Vector2[4] {
  919. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  920. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  921. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  922. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  923. }
  924. }
  925. // 当下拉框选项更改时调用的方法
  926. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  927. {
  928. if (index >= 0 && index < screenQuads.Length)
  929. {
  930. if (screenQuads[index] != null)
  931. {
  932. QuadrilateralInCamera selectedQuad = screenQuads[index];
  933. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  934. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  935. }
  936. else
  937. {
  938. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  939. }
  940. }
  941. else
  942. {
  943. Debug.LogWarning("所选索引超出范围!");
  944. }
  945. }
  946. /// <summary>
  947. /// 提取转换四边形的方法
  948. /// </summary>
  949. /// <param name="quad"></param>
  950. /// <param name="texSize"></param>
  951. /// <returns></returns>
  952. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  953. {
  954. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  955. {
  956. Debug.LogWarning("Invalid quadrilateral data provided.");
  957. return new Vector2[0]; // 返回空数组以避免异常
  958. }
  959. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  960. return new Vector2[4] {
  961. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  962. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  963. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  964. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  965. };
  966. }
  967. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  968. {
  969. if (points == null || points.Length < 1)
  970. {
  971. Debug.LogWarning("Invalid point data provided.");
  972. return new Vector2[0]; // 返回空数组以避免异常
  973. }
  974. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  975. List<Vector2> transformedPoints = new List<Vector2>();
  976. // 遍历所有传入的点进行转换
  977. foreach (var point in points)
  978. {
  979. // 转换每个点,考虑 texSize 和 pivot 偏移
  980. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  981. transformedPoints.Add(transformedPoint);
  982. }
  983. return transformedPoints.ToArray();
  984. }
  985. void initToggle()
  986. {
  987. // 监听 Toggle 值的变化
  988. if (curToggle != null)
  989. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  990. // 监听 Toggle 值的变化
  991. if (autoToggle != null)
  992. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  993. if (semiAutoToggle != null)
  994. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  995. if (manualToggle != null)
  996. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  997. }
  998. // 控制 LineGenerator 的启用/禁用
  999. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1000. {
  1001. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1002. {
  1003. lineGenerator.enabled = isOn;
  1004. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1005. }
  1006. }
  1007. /// <summary>
  1008. /// 设置全部显示
  1009. /// </summary>
  1010. /// <param name="value"></param>
  1011. private void SetAllToggle(bool value) {
  1012. ToggleLineGenerator(CurUILineGenerator, value);
  1013. ToggleLineGenerator(AutoUILineGenerator, value);
  1014. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1015. ToggleLineGenerator(ManualUILineGenerator, value);
  1016. }
  1017. /// <summary>
  1018. /// 放大时候同步一次toggle
  1019. /// </summary>
  1020. private void SyncAllToggle()
  1021. {
  1022. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1023. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1024. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1025. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1026. }
  1027. // 下拉菜单用于显示纹理名称
  1028. public Dropdown textureDropdown;
  1029. // 按钮用于导出选中的纹理
  1030. public Button exportSelectedButton;
  1031. // 按钮用于导出所有纹理
  1032. public Button exportAllButton;
  1033. // 定义纹理名称
  1034. string[] textureNames;
  1035. /// <summary>
  1036. /// 更新一下菜单
  1037. /// </summary>
  1038. public void UpdateLanguage() {
  1039. string[] _textureNames = {
  1040. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1041. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1042. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1043. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1044. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1045. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1046. };
  1047. textureNames = _textureNames;
  1048. // 设置下拉菜单的选项
  1049. textureDropdown.ClearOptions();
  1050. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1051. }
  1052. void initExport() {
  1053. UpdateLanguage();
  1054. // 添加导出选中纹理的按钮点击事件
  1055. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1056. // 添加导出所有纹理的按钮点击事件
  1057. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1058. }
  1059. /// <summary>
  1060. /// 导出所有纹理
  1061. /// </summary>
  1062. public void SaveAllTexturesToLocal()
  1063. {
  1064. for (int i = 0; i < textureNames.Length; i++)
  1065. {
  1066. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1067. }
  1068. }
  1069. /// <summary>
  1070. /// 导出图片
  1071. /// </summary>
  1072. /// <param name="index"></param>
  1073. public void SaveTextureToLocal(int index)
  1074. {
  1075. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1076. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1077. {
  1078. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  1079. return;
  1080. }
  1081. // 定义保存路径
  1082. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1083. string baseName = $"{time}_Texture_{index}";
  1084. // 检查索引是否在命名数组内
  1085. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1086. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1087. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1088. #else
  1089. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1090. #endif
  1091. // 编码纹理为 PNG 格式
  1092. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1093. // 将字节写入文件
  1094. System.IO.File.WriteAllBytes(path, bytes);
  1095. Debug.Log($"Texture saved as: {path}");
  1096. }
  1097. //下面是处理对象放大缩小
  1098. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1099. public Button toggleButton; // 缩小时使用的按钮
  1100. private Vector2 originalSize;
  1101. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1102. private Vector2 originalAnchorMin;
  1103. private Vector2 originalAnchorMax;
  1104. private int originalSiblingIndex; // 保存初始的层级索引
  1105. private bool isFullscreen = false;
  1106. /// <summary>
  1107. /// 测试效果屏幕数据初始化
  1108. /// </summary>
  1109. void InitFullScreen() {
  1110. if (cameraObj1 != null)
  1111. {
  1112. // 保存初始大小、位置和层级索引
  1113. originalSize = cameraObj1.sizeDelta;
  1114. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1115. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1116. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1117. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1118. // 为 cameraObj1 添加点击事件
  1119. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1120. toggleButton.transform.parent.gameObject.SetActive(false);
  1121. }
  1122. if (toggleButton != null)
  1123. {
  1124. // 为按钮添加点击事件以恢复大小
  1125. toggleButton.onClick.AddListener(RestoreSize);
  1126. }
  1127. }
  1128. void ToggleFullscreen()
  1129. {
  1130. if (cameraObj1 == null) return;
  1131. if (!isFullscreen)
  1132. {
  1133. // 设置锚点为全屏,调整位置和偏移量
  1134. cameraObj1.anchorMin = Vector2.zero;
  1135. cameraObj1.anchorMax = Vector2.one;
  1136. cameraObj1.offsetMin = Vector2.zero;
  1137. cameraObj1.offsetMax = Vector2.zero;
  1138. cameraObj1.anchoredPosition = Vector3.zero;
  1139. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1140. //刷新一次点
  1141. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1142. toggleButton.transform.parent.gameObject.SetActive(true);
  1143. isFullscreen = true;
  1144. //放大情况根据toggle来显示
  1145. SyncAllToggle();
  1146. }
  1147. }
  1148. void RestoreSize()
  1149. {
  1150. if (cameraObj1 == null || !isFullscreen) return;
  1151. // 恢复锚点和偏移量
  1152. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1153. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1154. cameraObj1.sizeDelta = originalSize;
  1155. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1156. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1157. //刷新一次点
  1158. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1159. toggleButton.transform.parent.gameObject.SetActive(false);
  1160. isFullscreen = false;
  1161. }
  1162. #endregion
  1163. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1164. {
  1165. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1166. if (pointsTF2.childCount == points.Count)
  1167. {
  1168. Vector2 texSize = new Vector2(w, h);
  1169. for (int i = 0; i < pointsTF2.childCount; i++)
  1170. {
  1171. Transform pointTF = pointsTF2.GetChild(i);
  1172. Vector2 pos = points[i];
  1173. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1174. pointTF.gameObject.SetActive(true);
  1175. }
  1176. }
  1177. else
  1178. {
  1179. for (int i = 0; i < pointsTF2.childCount; i++)
  1180. {
  1181. Transform pointTF = pointsTF2.GetChild(i);
  1182. pointTF.gameObject.SetActive(false);
  1183. }
  1184. }
  1185. }
  1186. void SetShakeFilterValue(float v)
  1187. {
  1188. shakeFilterValue.Set(v);
  1189. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1190. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1191. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1192. }
  1193. /// <summary>
  1194. /// 重新设置分辨率
  1195. /// </summary>
  1196. /// <param name="index"></param>
  1197. public void resolutionRestartApp(int index)
  1198. {
  1199. #if UNITY_ANDROID
  1200. //StartCoroutine(RestartOrKillApp());
  1201. //获取第一个分辨率设置后设置size
  1202. switch (index)
  1203. {
  1204. case 0:
  1205. infraredCameraHelper.SetHighCameraResolution();
  1206. resoution.Set(index);
  1207. _dropdownResolution2.SetValueWithoutNotify(index);
  1208. break;
  1209. case 1:
  1210. infraredCameraHelper.SetLowCameraResolution();
  1211. resoution.Set(index);
  1212. _dropdownResolution2.SetValueWithoutNotify(index);
  1213. break;
  1214. }
  1215. #endif
  1216. }
  1217. /// <summary>
  1218. /// 初始化时候,设置的值
  1219. /// </summary>
  1220. /// <param name="index"></param>
  1221. public Vector2 SetDefByIndex(int index = 0)
  1222. {
  1223. //SetResolutionNew 里面对应的下标
  1224. Vector2 vec2 = new Vector2(320, 240);
  1225. switch (index)
  1226. {
  1227. case 0:
  1228. vec2 = new Vector2(320, 240);
  1229. break;
  1230. case 1:
  1231. vec2 = new Vector2(160, 120);
  1232. break;
  1233. }
  1234. return vec2;
  1235. }
  1236. /// <summary>
  1237. /// 当 Dropdown 选择变化时的处理方法
  1238. /// </summary>
  1239. /// <param name="OnResolutionChanged">320x240</param>
  1240. private void OnResolutionChanged(int index)
  1241. {
  1242. #if UNITY_ANDROID
  1243. Debug.Log("Selected Resolution: " + index);
  1244. // 将选定的分辨率转换为实际的宽度和高度
  1245. // 并且需要判断是否存在最低分辨率
  1246. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1247. {
  1248. // 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
  1249. infraredCameraHelper.SetLowCameraResolution();
  1250. // 保存选择的分辨率到 PlayerPrefs
  1251. resoution.Set(index);
  1252. }
  1253. else if(index == 0){
  1254. //如果是0就 使用高分辨率
  1255. infraredCameraHelper.SetHighCameraResolution();
  1256. // 保存选择的分辨率到 PlayerPrefs
  1257. resoution.Set(index);
  1258. }
  1259. #endif
  1260. }
  1261. /// <summary>
  1262. /// 野鸭关卡测试初始值
  1263. /// </summary>
  1264. /// <param name="optionIndex"></param>
  1265. public void SetDuckLevelTest(int optionIndex)
  1266. {
  1267. //选择下标+1
  1268. int v = optionIndex + 1;
  1269. duckHunterLevel.Set(v);
  1270. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1271. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1272. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1273. }
  1274. void OnClick_Reset()
  1275. {
  1276. //SetBrightness(1);
  1277. //SetSaturation(1);
  1278. //SetContrast(1);
  1279. SetShakeFilterValue(6);
  1280. SetLineWidth(4);
  1281. SetFanWidth(90);
  1282. SetInfraredFilterValue(0.8f);
  1283. SetCaptureValue(30.0f);
  1284. SetDelayValue(30.0f);
  1285. //重置为第一关
  1286. SetDuckLevelTest(0);
  1287. }
  1288. public void OnClickClearAll() {
  1289. PlayerPrefs.DeleteAll();
  1290. // 保存更改
  1291. PlayerPrefs.Save();
  1292. StartCoroutine(RestartOrKillApp());
  1293. }
  1294. void OnClick_ScreenLocateManual()
  1295. {
  1296. bool bEnter = true;
  1297. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1298. {
  1299. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1300. {
  1301. bEnter = true;
  1302. }
  1303. else
  1304. {
  1305. bEnter = false;
  1306. //只有红外设备才能进行屏幕识别
  1307. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1308. }
  1309. }
  1310. if (bEnter)
  1311. {
  1312. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1313. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1314. }
  1315. }
  1316. void OnClick_ScreenLocateManualAuto()
  1317. {
  1318. bool bEnter = true;
  1319. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1320. {
  1321. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1322. {
  1323. bEnter = true;
  1324. }
  1325. else
  1326. {
  1327. bEnter = false;
  1328. //只有红外设备才能进行屏幕识别
  1329. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1330. }
  1331. }
  1332. if (bEnter) {
  1333. ResetCenterOffset();
  1334. ResetPositioningData();
  1335. infraredCameraHelper.EnterScreenLocateManualAuto();
  1336. }
  1337. }
  1338. public void OnClick_SetAdjustPointsOffset()
  1339. {
  1340. var _sl = ScreenLocate.Main;
  1341. var buffer = _sl.infraredSpotBuffer;
  1342. if (buffer != null)
  1343. {
  1344. for (int i = 0; i < buffer.Length; i++)
  1345. {
  1346. if (buffer[i].CameraLocation != null)
  1347. {
  1348. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1349. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1350. Debug.Log("CenterOffset: " + centerOffset);
  1351. cameraLocationValue.Set(centerOffset);
  1352. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1353. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1354. screenUVValue.Set(uvCenterOffset);
  1355. //如果是新手教程场景里面的校准
  1356. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1357. if (infraredGuiderObj != null)
  1358. {
  1359. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1360. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1361. }
  1362. }
  1363. }
  1364. }
  1365. }
  1366. /// <summary>
  1367. /// 设置存储的中心偏移位置
  1368. /// </summary>
  1369. public void InitCenterOffset() {
  1370. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1371. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1372. }
  1373. /// <summary>
  1374. /// 重置中心点
  1375. /// </summary>
  1376. public void ResetCenterOffset() {
  1377. infraredCameraHelper.ResetCenterOffset();
  1378. }
  1379. /// <summary>
  1380. /// 撤销中心点
  1381. /// </summary>
  1382. public void RevokeCenterOffset()
  1383. {
  1384. infraredCameraHelper.RevokeCenterOffset();
  1385. }
  1386. /// <summary>
  1387. /// 重置定位数据
  1388. /// </summary>
  1389. public void ResetPositioningData(bool bSyncLocal = false) {
  1390. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1391. }
  1392. void SetCaptureValue(float v)
  1393. {
  1394. captureValue.Set(v);
  1395. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1396. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1397. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1398. }
  1399. void SetDelayValue(float v)
  1400. {
  1401. delayValue.Set(v);
  1402. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1403. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1404. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1405. }
  1406. #endregion
  1407. #region 相机感光度(默认修改对比度)
  1408. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1409. {
  1410. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1411. }
  1412. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1413. {
  1414. onSliderEvent(value, "PU_CONTRAST", min, max);
  1415. }
  1416. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1417. {
  1418. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1419. }
  1420. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1421. {
  1422. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1423. }
  1424. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1425. {
  1426. if (BluetoothWindows.IsWindows()) {
  1427. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1428. // 目标区间 [0, 10] 的边界值
  1429. double targetMin = min;
  1430. double targetMax = max;
  1431. double originalMin = -1;
  1432. double originalMax = 1;
  1433. // 计算转换后的值
  1434. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1435. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1436. _slider.SetValueWithoutNotify((float)v2);
  1437. return;
  1438. }
  1439. //功能也改为UVC的对比度
  1440. if (running)
  1441. {
  1442. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1443. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1444. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1445. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1446. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1447. // 目标区间 [0, 10] 的边界值
  1448. double targetMin = min;
  1449. double targetMax = max;
  1450. double originalMin = _UVCCtrlInfo.min;
  1451. double originalMax = _UVCCtrlInfo.max;
  1452. // 计算转换后的值
  1453. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1454. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1455. _slider.SetValueWithoutNotify((float)v2);
  1456. }
  1457. else _slider.SetValueWithoutNotify(5);
  1458. }
  1459. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1460. {
  1461. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1462. //pc
  1463. if (BluetoothWindows.IsWindows())
  1464. {
  1465. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1466. Slider slider = trans.GetComponent<Slider>();
  1467. Text textObj = trans.Find("text").GetComponent<Text>();
  1468. // 原始区间和目标区间的边界值
  1469. double originalMin = min;
  1470. double originalMax = max;
  1471. double targetMin = -1;
  1472. double targetMax = 1;
  1473. // 计算转换后的值
  1474. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1475. float _current = (float)result;
  1476. //Debug.Log("_current:" + _current + " , result:" + result);
  1477. textObj.text = _current + "";
  1478. slider.value = _current;
  1479. if (typeStr == "PU_CONTRAST")
  1480. {
  1481. infraredCameraHelper.SetContrast(_current);
  1482. pcCONTRAST.Set(_current);
  1483. }
  1484. else {
  1485. infraredCameraHelper.SetBrightness(_current);
  1486. pcBRIGHTNESS.Set(_current);
  1487. }
  1488. return;
  1489. }
  1490. //修改亮度时,调试界面的亮度也应该一起修改
  1491. //功能也改为UVC的对比度
  1492. if (running)
  1493. {
  1494. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1495. // .GetComponent<Slider>();
  1496. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1497. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1498. Slider slider = trans.GetComponent<Slider>();
  1499. Text textObj = trans.Find("text").GetComponent<Text>();
  1500. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1501. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1502. //value 0 ~ 10
  1503. // 原始区间和目标区间的边界值
  1504. double originalMin = min;
  1505. double originalMax = max;
  1506. double targetMin = _UVCCtrlInfo.min;
  1507. double targetMax = _UVCCtrlInfo.max;
  1508. // 计算转换后的值
  1509. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1510. int _current = (int)(result);
  1511. Debug.Log("_current:" + value + " , result:" + result);
  1512. textObj.text = _current + "";
  1513. slider.value = _current;
  1514. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1515. //存储初始值,设置一次到UVC参数
  1516. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1517. }
  1518. }
  1519. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1520. {
  1521. // 线性插值公式
  1522. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1523. }
  1524. #endregion
  1525. #region 绘制线段部分
  1526. public void SetLineWidth(float v)
  1527. {
  1528. lineWidth.Set(v);
  1529. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1530. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1531. }
  1532. public void SetFanWidth(float v)
  1533. {
  1534. fanWidth.Set(v);
  1535. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1536. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1537. }
  1538. #endregion
  1539. #region 亮度检测部分
  1540. public void SetInfraredFilterValue(float v)
  1541. {
  1542. infraredFileterValue.Set(v);
  1543. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1544. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1545. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1546. }
  1547. #endregion
  1548. public void resetInfraredPlayerPrefs()
  1549. {
  1550. //测试用
  1551. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1552. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1553. }
  1554. #region 显示Log部分信息
  1555. [SerializeField] Text _calibrationFixedText;
  1556. [SerializeField] Text _cameraSizeText;
  1557. [SerializeField] Text _quadUnityVectorListText;
  1558. /// <summary>
  1559. /// 校准时候的固定值分辨率
  1560. /// </summary>
  1561. /// <param name="v"></param>
  1562. public void SetCalibrationFixedText(Vector2 v)
  1563. {
  1564. _calibrationFixedText.text = v.x + "*" + v.y;
  1565. }
  1566. /// <summary>
  1567. /// 渲染摄像机当前分辨率
  1568. /// </summary>
  1569. /// <param name="v"></param>
  1570. public void SetCameraSizeText(Vector2 v)
  1571. {
  1572. _cameraSizeText.text = v.x + "*" + v.y;
  1573. }
  1574. /// <summary>
  1575. /// 渲染摄像机识别点
  1576. /// </summary>
  1577. /// <param name="v"></param>
  1578. public void SetQuadUnityVectorListText(string v)
  1579. {
  1580. _quadUnityVectorListText.text = v;
  1581. }
  1582. #endregion
  1583. #region 错误日志
  1584. public void HandleLog(string logString, string stackTrace, LogType type)
  1585. {
  1586. if (type == LogType.Exception || type == LogType.Error)
  1587. {
  1588. SaveLogToFile(logString, stackTrace);
  1589. }
  1590. }
  1591. void SaveLogToFile(string message, string stackTrace)
  1592. {
  1593. string path;
  1594. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1595. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  1596. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  1597. #else
  1598. // 其他平台使用 Application.persistentDataPath
  1599. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  1600. #endif
  1601. // 打印路径确认
  1602. Debug.Log($"Log file saved at: {path}");
  1603. // 将日志写入到指定路径的文件中
  1604. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  1605. }
  1606. #endregion
  1607. }
  1608. public class ParamFloatValue
  1609. {
  1610. private string _saveKey;
  1611. private float _valueDefault;
  1612. private bool _valueLoaded;
  1613. private float _value;
  1614. public ParamFloatValue(string saveKey, float valueDefault)
  1615. {
  1616. _saveKey = saveKey;
  1617. _valueDefault = valueDefault;
  1618. }
  1619. public float Get()
  1620. {
  1621. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1622. return _value;
  1623. }
  1624. public float GetDefault() {
  1625. return _valueDefault;
  1626. }
  1627. public string GetKey()
  1628. {
  1629. return _saveKey;
  1630. }
  1631. public void Set(float value)
  1632. {
  1633. _value = value;
  1634. PlayerPrefs.SetFloat(_saveKey, _value);
  1635. PlayerPrefs.Save();
  1636. }
  1637. /// <summary>
  1638. /// 重置成默认值
  1639. /// </summary>
  1640. public void Reset() {
  1641. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  1642. PlayerPrefs.Save();
  1643. }
  1644. }
  1645. /// <summary>
  1646. /// 存储Vector2
  1647. /// </summary>
  1648. public class ParamVector2Value
  1649. {
  1650. private string _saveKey;
  1651. private Vector2 _valueDefault;
  1652. private bool _valueLoaded;
  1653. private Vector2 _value;
  1654. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  1655. {
  1656. _saveKey = saveKey;
  1657. _valueDefault = valueDefault;
  1658. }
  1659. public Vector2 Get()
  1660. {
  1661. if (!_valueLoaded)
  1662. {
  1663. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  1664. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  1665. _value = new Vector2(x, y);
  1666. _valueLoaded = true;
  1667. }
  1668. return _value;
  1669. }
  1670. public Vector2 GetDefault()
  1671. {
  1672. return _valueDefault;
  1673. }
  1674. public string GetKey()
  1675. {
  1676. return _saveKey;
  1677. }
  1678. public void Set(Vector2 value)
  1679. {
  1680. _value = value;
  1681. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  1682. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  1683. PlayerPrefs.Save();
  1684. }
  1685. /// <summary>
  1686. /// 重置成默认值
  1687. /// </summary>
  1688. public void Reset()
  1689. {
  1690. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  1691. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  1692. PlayerPrefs.Save();
  1693. }
  1694. }