InfraredScreenPositioningView.cs 30 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using LineUI;
  5. using UnityEngine.UI;
  6. using System.Linq;
  7. using ZIM;
  8. using o0;
  9. using Color = UnityEngine.Color;
  10. using InfraredManager;
  11. using Org.BouncyCastle.Asn1.Crmf;
  12. using ZIM.Unity;
  13. using o0.Project;
  14. public class LinePosition
  15. {
  16. public int index;
  17. public List<Vector3> pos;
  18. }
  19. public class InfraredScreenPositioningView : JCUnityLib.ViewBase
  20. {
  21. [SerializeField]
  22. RectTransform canvasRectTransform;
  23. [SerializeField]
  24. RectTransform draggableParent;
  25. [SerializeField]
  26. GameObject mask;
  27. [SerializeField]
  28. GameObject cameraLight;
  29. [SerializeField]
  30. RectTransform pointsParent;
  31. [SerializeField]
  32. RectTransform pos1;
  33. [SerializeField]
  34. RectTransform pos2;
  35. [SerializeField]
  36. RectTransform pos3;
  37. [SerializeField]
  38. RectTransform pos4;
  39. //画线时候的点偏移量
  40. float offset = 10;
  41. [SerializeField]
  42. Line line;
  43. List<LinePosition> oldLinePosition;
  44. Vector3 beginPos;
  45. Vector3 endPos;
  46. //相机感光部分
  47. [SerializeField]
  48. Slider slider;
  49. [SerializeField]
  50. RawImage rawImage;
  51. [SerializeField]
  52. RectTransform crosshair;
  53. [SerializeField]
  54. GameObject textTip1;
  55. [SerializeField]
  56. GameObject textTip2;
  57. [SerializeField]
  58. Button btnAuto;
  59. [SerializeField]
  60. Button btnHandMovement;
  61. [SerializeField]
  62. BtnRecordInfrared btnRecordInfrared;
  63. bool bAuto = true;
  64. [SerializeField] Color normalColor = Color.white;
  65. [SerializeField] Color highlightedColor = Color.green;
  66. [SerializeField] Color normalTextColor = Color.black;
  67. [SerializeField] Color highlightedTextColor = Color.white;
  68. bool doLocateAuto;
  69. int DefaultResolutionIndex;
  70. private void Awake()
  71. {
  72. offset = line.MyThickness;
  73. }
  74. void Start()
  75. {
  76. doLocateAuto = false;
  77. textTip1.SetActive(true);
  78. //设置btnAuto 高亮
  79. OnButtonClick(btnAuto);
  80. textTip2.SetActive(false);
  81. //手动不高亮
  82. //ResetButton(btnHandMovement);
  83. //quadUnityVectorList.Clear();
  84. //quadUnityVectorList.Add(new Vector2(16.39f, 35.91f));
  85. //quadUnityVectorList.Add(new Vector2(233.35f, 51.08f));
  86. //quadUnityVectorList.Add(new Vector2(94.15f, 219.11f));
  87. //quadUnityVectorList.Add(new Vector2(243.12f, 237.40f));
  88. Debug.Log("quadUnityVectorList count:" + ScreenLocate.quadUnityVectorList.Count);
  89. if (ScreenLocate.quadUnityVectorList.Count == 0)
  90. {
  91. Debug.Log("GetLocalPos");
  92. GetLocalPos();
  93. }
  94. else
  95. {
  96. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  97. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  98. //自动识别时候四个点
  99. SyncQuadUnityVectorListToPos();
  100. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  101. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  102. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  103. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  104. }
  105. //记录操作的位置信息
  106. oldLinePosition = new List<LinePosition>();
  107. SetLinePos();
  108. //相机感光度
  109. if (InfraredDemo._ins)
  110. {
  111. //重置偏移量
  112. InfraredDemo._ins.ResetCenterOffset();
  113. //重置识别点
  114. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  115. //清除一下记录的点
  116. ScreenLocate.quadUnityVectorList.Clear();
  117. slider.onValueChanged.AddListener((value) =>
  118. {
  119. InfraredDemo._ins.onSliderEvent(value);
  120. });
  121. InfraredDemo._ins.onSetSliderValue(slider);
  122. offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
  123. }
  124. else {
  125. //编辑器使用
  126. if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) {
  127. slider.onValueChanged.AddListener((value) =>
  128. {
  129. double originalMin = 0.0;
  130. double originalMax = 10.0;
  131. double targetMin = -1;
  132. double targetMax = 1;
  133. // 计算转换后的值
  134. double result = InfraredDemo.MapValue(value, originalMin, originalMax, targetMin, targetMax);
  135. //int _current = (int)(result);
  136. Debug.Log("_current:" + value + " , result:" + result);
  137. ScreenLocate.Main.pcContrast = (float)result;
  138. });
  139. float v = ScreenLocate.Main.pcContrast;
  140. // 目标区间 [0, 10] 的边界值
  141. double targetMin = 0.0;
  142. double targetMax = 10.0;
  143. double originalMin = -1;
  144. double originalMax = 1;
  145. // 计算转换后的值
  146. double v2 = InfraredDemo.MapValue(v, originalMin, originalMax, targetMin, targetMax);
  147. Debug.Log("PC获取相机的感光度:" + v + " = " + v2);
  148. slider.SetValueWithoutNotify((float)v2);
  149. }
  150. }
  151. //if (ScreenLocate.Main.getUVCTexture)
  152. //{
  153. // //渲染相机画面
  154. // rawImage.texture = ScreenLocate.Main.getUVCTexture;
  155. // //Debug.Log("rawImage.texture:" + rawImage.texture.name);
  156. //}
  157. //slider.onValueChanged.AddListener((value) => {
  158. // //onSliderEvent(value);
  159. // InfraredDemo._ins.SetBrightness(value);
  160. //});
  161. //slider.value = InfraredDemo._ins.brightness.Get();
  162. //修改分辨率。是否清晰一点?
  163. //DefaultResolutionIndex = InfraredDemo._ins?.ResolutionIndex ?? 0;
  164. //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
  165. //InfraredDemo._ins?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
  166. }
  167. private void OnDestroy()
  168. {
  169. //修改回进入手动调节页面时候的分辨率
  170. //InfraredDemo._ins?.SetResolutionNew(DefaultResolutionIndex);
  171. }
  172. public RawImage Bg => rawImage;
  173. void Update()
  174. {
  175. if (enterFromZimWebCamera && ScreenLocate.Main.DebugOnZIMDemo) {
  176. // ZimWebCamera场景测试
  177. rawImage.texture = ScreenLocate.Main.outputRawImages[7].texture;
  178. if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
  179. {
  180. // 检测到光点
  181. var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
  182. crosshair.gameObject.SetActive(true);
  183. crosshair.anchoredPosition = posInCanvas;
  184. }
  185. else
  186. crosshair.gameObject.SetActive(false);
  187. }
  188. else if (InfraredDemo.running)
  189. {
  190. //渲染相机画面
  191. Texture texture = InfraredDemo.infraredCameraHelper.GetCameraTexture();
  192. if (rawImage.texture == null || texture.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
  193. rawImage.texture = texture;
  194. //rawImage.material = InfraredDemo.infraredCameraHelper.GetCameraMaterial();
  195. }
  196. }
  197. public void OnClick_Back()
  198. {
  199. AudioMgr.ins.PlayBtn();
  200. ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
  201. }
  202. /// <summary>
  203. /// 自动识别
  204. /// </summary>
  205. public void OnClick_Auto()
  206. {
  207. bAuto = true;
  208. doLocateAuto = true;
  209. textTip1.SetActive(false);
  210. textTip2.SetActive(true);
  211. ResetButton(btnAuto);
  212. if (enterFromZimWebCamera)
  213. {
  214. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  215. _screenLocate.EnterScreenLocateManualAuto();
  216. return;
  217. }
  218. if (InfraredDemo.running)
  219. {
  220. InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
  221. }
  222. }
  223. /// <summary>
  224. /// 切换成手动方式
  225. /// </summary>
  226. public void onHandMovement()
  227. {
  228. bAuto = false;
  229. doLocateAuto = false;
  230. draggableParent.gameObject.SetActive(true);
  231. pointsParent.gameObject.SetActive(false);
  232. mask.SetActive(false);
  233. cameraLight.SetActive(true);
  234. }
  235. /// <summary>
  236. /// 自动识别后同步
  237. /// </summary>
  238. public void SyncScreenPosition()
  239. {
  240. //Debug.Log("quadUnityVectorList[i]:" + quadUnityVectorList[i]);
  241. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  242. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  243. //自动识别时候四个点
  244. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  245. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  246. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  247. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  248. SyncQuadUnityVectorListToPos();
  249. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  250. //自动识别后隐藏手动按钮
  251. draggableParent.gameObject.SetActive(false);
  252. pointsParent.gameObject.SetActive(true);
  253. if (ScreenLocate.Main) {
  254. ZIM.Unity.QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
  255. if (screen != null)
  256. {
  257. //设置points点
  258. for (int i = 0; i < 4; i++)
  259. {
  260. RectTransform t = pointsParent.GetChild(i) as RectTransform;
  261. t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, pointsParent.rect);
  262. }
  263. }
  264. }
  265. }
  266. #region 绘制线段部分
  267. //点击拖拽的开始位置
  268. public void onBeginPos(int index, Vector3 pos)
  269. {
  270. Debug.Log("pos begin: " + pos);
  271. beginPos = pos;
  272. }
  273. public void onDragPos(int index, Vector3 pos)
  274. {
  275. //设置线段的点
  276. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  277. }
  278. //点击拖拽的结束位置
  279. public void onEndPos(int index, Vector3 pos)
  280. {
  281. Debug.Log("pos end: " + pos);
  282. endPos = pos;
  283. if (beginPos == endPos) return;
  284. //Debug.Log(index+",最后的点:" + pos);
  285. //再记录一次最后的点
  286. SetLinePos();
  287. }
  288. //同步设置图片对应的位置到line
  289. public void SetLinePos()
  290. {
  291. //记录一个操作点的操作位置
  292. AddOldLinePosition();
  293. //设置线段的点
  294. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  295. }
  296. void AddOldLinePosition()
  297. {
  298. Vector3[] v = new Vector3[4];
  299. pos1.GetWorldCorners(v);
  300. Vector3[] v1 = new Vector3[4];
  301. pos1.GetLocalCorners(v1);
  302. //for (int i = 0; i < 4; i++)
  303. //{
  304. // Debug.Log(i + " =1= " + v[i]);
  305. // Debug.Log(i + " =2= " + v1[i]);
  306. //}
  307. //记录一个操作点的操作位置
  308. List<Vector3> screenPositions = new List<Vector3>();
  309. screenPositions.Add(pos1.localPosition);
  310. screenPositions.Add(pos2.localPosition);
  311. screenPositions.Add(pos3.localPosition);
  312. screenPositions.Add(pos4.localPosition);
  313. LinePosition linePosition = new LinePosition();
  314. linePosition.index = oldLinePosition.Count;
  315. linePosition.pos = screenPositions;
  316. oldLinePosition.Add(linePosition);
  317. }
  318. //转换绘制线段的点
  319. List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
  320. {
  321. List<Vector2> _screenPositions = new List<Vector2>();
  322. //点为负数的增大 offset,正数减少 offset
  323. //Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
  324. //Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
  325. //Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
  326. //Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
  327. Vector2 startPos1 = new Vector2(_pos1.x + offset, _pos1.y + offset);
  328. Vector2 startPos2 = new Vector2(_pos2.x - offset, _pos2.y + offset);
  329. Vector2 startPos3 = new Vector2(_pos3.x - offset, _pos3.y - offset);
  330. Vector2 startPos4 = new Vector2(_pos4.x + offset, _pos4.y - offset);
  331. _screenPositions.Add(startPos1);
  332. _screenPositions.Add(startPos2);
  333. _screenPositions.Add(startPos3);
  334. _screenPositions.Add(startPos4);
  335. return _screenPositions;
  336. }
  337. void SetRectanglePoints(List<Vector2> screenPositions)
  338. {
  339. line.SetLine(screenPositions);
  340. }
  341. //撤回上一个元素
  342. public void onRecall()
  343. {
  344. // 获取并删除最后一个元素,并且保留一个元素
  345. if (oldLinePosition.Count > 1) // 确保列表不为空
  346. {
  347. // 获取回退的那个元素点
  348. LinePosition lastElement_second = oldLinePosition[oldLinePosition.Count - 2];
  349. // 获取最后一个元素
  350. //LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  351. //Debug.Log(JsonUtility.ToJson(lastElement) + " = " + oldLinePosition.Count);
  352. oldLinePosition.RemoveAt(oldLinePosition.Count - 1); // 删除最后一个元素
  353. pos1.localPosition = lastElement_second.pos[0];
  354. pos2.localPosition = lastElement_second.pos[1];
  355. pos3.localPosition = lastElement_second.pos[2];
  356. pos4.localPosition = lastElement_second.pos[3];
  357. //设置线段的点
  358. SetRectanglePoints(linePosConversion(lastElement_second.pos[0], lastElement_second.pos[1], lastElement_second.pos[2], lastElement_second.pos[3]));
  359. }
  360. }
  361. //是不是从Demo界面进入该页面的
  362. public bool enterFromInfraredDemo { get; set; } = false;
  363. //是否从测试场景进入
  364. public bool enterFromZimWebCamera { get; set; } = false;
  365. //确认修改
  366. public void onConfirmation()
  367. {
  368. if (enterFromZimWebCamera)
  369. {
  370. ConfirmScreenLocateManualTest();
  371. if (oldLinePosition.Count > 1) // 确保列表不为空
  372. {
  373. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  374. oldLinePosition.Clear();
  375. oldLinePosition.Add(lastElement);
  376. }
  377. SaveLocalPos();
  378. AudioMgr.ins.PlayBtn();
  379. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  380. return;
  381. }
  382. if (!ConfirmScreenLocateManual()) return;
  383. if (oldLinePosition.Count > 1) // 确保列表不为空
  384. {
  385. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  386. oldLinePosition.Clear();
  387. oldLinePosition.Add(lastElement);
  388. }
  389. if (InfraredDemo.running)
  390. {
  391. //跳转入界面
  392. AudioMgr.ins.PlayBtn();
  393. if (!enterFromInfraredDemo)
  394. {
  395. //每次初始化重置一下引导
  396. InfraredDemo._ins.resetInfraredPlayerPrefs();
  397. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  398. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  399. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  400. {
  401. //如果是红外连接成功,记录一个tag
  402. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  403. }
  404. onEnterInfrared();
  405. }
  406. else {
  407. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  408. }
  409. }
  410. //存储一次节点
  411. SaveLocalPos();
  412. }
  413. //重置位置
  414. public void onReset()
  415. {
  416. oldLinePosition.Clear();
  417. // 获取屏幕的四个角的像素坐标
  418. Vector2 bottomLeft = new Vector2(0, 0);
  419. // 将屏幕像素坐标转换为 Canvas 的局部坐标
  420. Vector2 localBottomLeft;
  421. RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRectTransform, bottomLeft, null, out localBottomLeft);
  422. // 打印结果
  423. Debug.Log("Local Bottom Left: " + localBottomLeft);
  424. //int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x) - 120), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y) - 77);
  425. int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
  426. pos1.anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
  427. pos2.anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
  428. pos3.anchoredPosition = new Vector3(_x, _y, 0); //Top Right
  429. pos4.anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
  430. //pos1.anchoredPosition = new Vector3(_x, _y, 0);
  431. //pos2.anchoredPosition = new Vector3(-_x, _y, 0);
  432. //pos3.anchoredPosition = new Vector3(-_x, -_y, 0);
  433. //pos4.anchoredPosition = new Vector3(_x, -_y, 0);
  434. //设置一次位置
  435. SetLinePos();
  436. btnRecordInfrared.Reset();
  437. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  438. if (enterFromZimWebCamera)
  439. {
  440. ScreenLocate.Main.ScreenQuad.gameObject.SetActive(false);
  441. ScreenLocate.Main.UILineGenerator.Points = new Vector2[0];
  442. }
  443. }
  444. #endregion
  445. List<Vector2> _locatePointList = new();
  446. float _texWidth;
  447. float _texHeight;
  448. void RecordLocatePoint(RectTransform p, Vector2 pivot)
  449. {
  450. Vector2 pos = JCUnityLib.RectTransformUtils.GetPositionByPivot(p, pivot);
  451. pos.x = Mathf.Clamp01(pos.x / Screen.width);
  452. pos.y = Mathf.Clamp01(pos.y / Screen.height);
  453. _locatePointList.Add(pos);
  454. }
  455. bool ConfirmScreenLocateManual()
  456. {
  457. if (InfraredDemo.running)
  458. {
  459. //渲染截图
  460. Texture2D texture2D = InfraredDemo.infraredCameraHelper.EnterScreenLocateManual();
  461. if (texture2D == null)
  462. {
  463. Debug.Log("EnterScreenLocateManual = null");
  464. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(null);
  465. return false;
  466. }
  467. _locatePointList.Clear();
  468. _texWidth = texture2D.width;
  469. _texHeight = texture2D.height;
  470. RecordLocatePoint(pos1, new Vector2(0, 0));
  471. RecordLocatePoint(pos2, new Vector2(1, 0));
  472. RecordLocatePoint(pos3, new Vector2(1, 1));
  473. RecordLocatePoint(pos4, new Vector2(0, 1));
  474. //RecordLocatePoint(pos1, new Vector2(0.5f, 0.5f));
  475. //RecordLocatePoint(pos2, new Vector2(0.5f, 0.5f));
  476. //RecordLocatePoint(pos3, new Vector2(0.5f, 0.5f));
  477. //RecordLocatePoint(pos4, new Vector2(0.5f, 0.5f));
  478. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
  479. FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, 1, 1);
  480. //setPointsLocation(_locatePointList, pointsParent.gameObject, !bAuto);
  481. //同步数据
  482. ScreenLocate.quadUnityVectorList.Clear();
  483. ScreenLocate.quadUnityVectorList.Add(_locatePointList[0]);
  484. ScreenLocate.quadUnityVectorList.Add(_locatePointList[1]);
  485. //两个点切换,顺序不一样
  486. ScreenLocate.quadUnityVectorList.Add(_locatePointList[3]);
  487. ScreenLocate.quadUnityVectorList.Add(_locatePointList[2]);
  488. ScreenLocate.SaveScreenLocateVectorList();
  489. return true;
  490. }
  491. return false;
  492. }
  493. void ConfirmScreenLocateManualTest()
  494. {
  495. //渲染截图
  496. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  497. Texture2D texture2D = _screenLocate.EnterScreenLocateManual();
  498. if (texture2D == null)
  499. {
  500. _screenLocate.QuitScreenLocateManual(null);
  501. return;
  502. }
  503. _locatePointList.Clear();
  504. _texWidth = texture2D.width;
  505. _texHeight = texture2D.height;
  506. RecordLocatePoint(pos1, new Vector2(0, 0));
  507. RecordLocatePoint(pos2, new Vector2(1, 0));
  508. RecordLocatePoint(pos3, new Vector2(1, 1));
  509. RecordLocatePoint(pos4, new Vector2(0, 1));
  510. _screenLocate.QuitScreenLocateManual(_locatePointList);
  511. //FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, _texWidth, _texHeight);
  512. setPointsLocation(_locatePointList,pointsParent.gameObject,!bAuto);
  513. if (!doLocateAuto) // 设置手动定位数据
  514. setPointsManual(_locatePointList, GameObject.Find("WebCameraView/CameraImage0/ScreenQuad"));
  515. //同步数据
  516. ScreenLocate.quadUnityVectorList.Clear();
  517. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[0].x, _locatePointList[0].y));
  518. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[1].x, _locatePointList[1].y));
  519. //两个点切换,顺序不一样
  520. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[3].x, _locatePointList[3].y));
  521. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[2].x, _locatePointList[2].y));
  522. ScreenLocate.SaveScreenLocateVectorList();
  523. }
  524. void setPointsLocation(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  525. {
  526. //GameObject pointsTF2 = GameObject.Find("WebCameraView/CameraImage0/ScreenQuad");
  527. pointsTF2.SetActive(active);
  528. if (pointsTF2.transform.childCount == targetList.Count)
  529. {
  530. for (int i = 0; i < pointsTF2.transform.childCount; i++)
  531. {
  532. Transform pointTF = pointsTF2.transform.GetChild(i);
  533. Vector2 pos = targetList[i];
  534. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(Vector2.one, pointsTF2.GetComponent<RectTransform>().rect);
  535. pointTF.gameObject.SetActive(true);
  536. }
  537. }
  538. }
  539. void setPointsManual(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  540. {
  541. setPointsLocation(targetList, pointsTF2, active);
  542. var lo = new Vector2(-0.5f, -0.5f);
  543. ScreenLocate.Main.UILineGenerator.Points = new Vector2[4] {
  544. 2 * (targetList[0] + lo),
  545. 2 * (targetList[1] + lo),
  546. 2 * (targetList[2] + lo),
  547. 2 * (targetList[3] + lo) };
  548. }
  549. void SaveLocalPos()
  550. {
  551. List<Vector3> screenPositions = new List<Vector3>();
  552. screenPositions.Add(pos1.anchoredPosition);
  553. screenPositions.Add(pos2.anchoredPosition);
  554. screenPositions.Add(pos3.anchoredPosition);
  555. screenPositions.Add(pos4.anchoredPosition);
  556. string saveStr = string.Join(';', screenPositions.Select(v => $"{v.x},{v.y}")); //,{v.z}
  557. Debug.Log("Local UI Position: " + saveStr);
  558. PlayerPrefs.SetString("ScreenPositioningView", saveStr);
  559. }
  560. void GetLocalPos()
  561. {
  562. string posListStr = PlayerPrefs.GetString("ScreenPositioningView", "");
  563. if (!string.IsNullOrWhiteSpace(posListStr))
  564. {
  565. List<Vector2> posList = posListStr.Split(';')
  566. .Select(s =>
  567. {
  568. string[] parts = s.Split(',');
  569. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  570. })
  571. .ToList();
  572. pos1.anchoredPosition = posList[0];
  573. pos2.anchoredPosition = posList[1];
  574. pos3.anchoredPosition = posList[2];
  575. pos4.anchoredPosition = posList[3];
  576. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  577. }
  578. }
  579. #region 按钮颜色切换
  580. private void OnButtonClick(Button button)
  581. {
  582. // 切换按钮颜色
  583. ColorBlock colors = button.colors;
  584. colors.normalColor = highlightedColor;
  585. colors.highlightedColor = highlightedColor;
  586. button.colors = colors;
  587. // 切换字体颜色
  588. Text buttonText = button.GetComponentInChildren<Text>();
  589. buttonText.color = highlightedTextColor;
  590. }
  591. private void ResetButton(Button button)
  592. {
  593. // 重置按钮颜色
  594. ColorBlock colors = button.colors;
  595. colors.normalColor = normalColor;
  596. colors.highlightedColor = normalColor;
  597. button.colors = colors;
  598. // 重置字体颜色
  599. Text buttonText = button.GetComponentInChildren<Text>();
  600. buttonText.color = normalTextColor;
  601. }
  602. #endregion
  603. #region 标定完成之后进入游戏界面
  604. void onEnterInfrared()
  605. {
  606. //添加进入射箭场景
  607. if (PlayerPrefs.GetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 0) == 0)
  608. {
  609. Debug.Log("-----进入射箭场景!");
  610. NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
  611. newUserGuiderManager.curConfigKey = "开始-红外调整";
  612. newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.HOUYIPRO || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMISPRO;
  613. //进入射箭场景
  614. GlobalData.pkMatchType = PKMatchType.None;
  615. GameMgr.gameType = 1;
  616. //射一箭回到连接页面,Device.view
  617. GameMgr.bNavBack = true;
  618. GameMgr.bShowDistance = false;
  619. AimHandler.ins.bInitOne = false;//true
  620. //关闭计时器
  621. GameMgr.turnOffTimer = true;
  622. //关闭左边靶子和底部速度栏
  623. GameMgr.HideTargetView = true;
  624. GameMgr.HideBillboard = true;
  625. GameMgr.ButtonCount = 0;
  626. UnityEngine.SceneManagement.SceneManager.LoadScene(
  627. "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);
  628. PlayerPrefs.SetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 1);
  629. }
  630. else
  631. {
  632. Debug.Log("-----跳转回连接界面!");
  633. //如不是第一次,则应该跳转回连接界面
  634. ViewMgr.Instance.DestroyView<SmartArcheryView>();
  635. ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
  636. }
  637. }
  638. #endregion
  639. #region 最后选择算法处理UI
  640. //选择全自动结果后进入游戏
  641. void OnFirstResult()
  642. {
  643. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.Auto);
  644. UpdateQuadUnityVectorList();
  645. onCompelete();
  646. }
  647. //选择半自动结果
  648. void OnSecondResult()
  649. {
  650. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.SemiAuto);
  651. UpdateQuadUnityVectorList();
  652. onCompelete();
  653. }
  654. public void onCompelete()
  655. {
  656. if (enterFromZimWebCamera)
  657. {
  658. SaveLocalPos();
  659. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  660. return;
  661. }
  662. if (InfraredDemo.running)
  663. {
  664. //跳转入界面
  665. AudioMgr.ins.PlayBtn();
  666. if (!enterFromInfraredDemo)
  667. {
  668. //每次初始化重置一下引导
  669. InfraredDemo._ins.resetInfraredPlayerPrefs();
  670. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  671. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  672. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  673. {
  674. //如果是红外连接成功,记录一个tag
  675. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  676. }
  677. onEnterInfrared();
  678. }
  679. else
  680. {
  681. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  682. }
  683. }
  684. //存储一次节点
  685. SaveLocalPos();
  686. }
  687. /// <summary>
  688. /// 选择模式后更新 quadUnityVectorList
  689. /// </summary>
  690. void UpdateQuadUnityVectorList() {
  691. ScreenLocate.Main.UpdateQuadUnityVectorList();
  692. SyncQuadUnityVectorListToPos();
  693. InfraredDemo._ins?.SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  694. _locatePointList.Clear();
  695. }
  696. void SyncQuadUnityVectorListToPos() {
  697. Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
  698. pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  699. pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  700. pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  701. pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  702. }
  703. #endregion
  704. }