InfraredDemo.cs 64 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. public class InfraredDemo : JCUnityLib.ViewBase
  13. {
  14. public static bool DebugInEditor = true;
  15. public static InfraredDemo _ins;
  16. [SerializeField]
  17. RectTransform canvasRectTransform;
  18. public Button mBtnSee;
  19. public static void Create()
  20. {
  21. if (_ins) return;
  22. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  23. DontDestroyOnLoad(o);
  24. _ins = o.GetComponent<InfraredDemo>();
  25. //添加一个父物体
  26. o.transform.SetParent(ViewMgr.Instance.transform.Find("1").transform);
  27. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  28. if (canvasScaler != null)
  29. {
  30. Destroy(canvasScaler);
  31. }
  32. RectTransform rectTransform = o.GetComponent<RectTransform>();
  33. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  34. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  35. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  36. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  37. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  38. //直接初始化一次
  39. _ins.InitInfraredCamera();
  40. //生成一个控制台
  41. UserPlayer.InitLogReporter();
  42. }
  43. void Start()
  44. {
  45. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  46. SetVisiable(false);
  47. InitDebugScreenPoint();
  48. gameObject.AddComponent<FPSTester>();
  49. if (CommonConfig.StandaloneModeOrPlatformB)
  50. {
  51. mBtnSee.gameObject.SetActive(false);
  52. }
  53. else {
  54. mBtnSee.interactable = false;
  55. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  56. }
  57. //直接初始化一次
  58. //InitInfraredCamera();
  59. Debug.Log("[InfraredDemo] Start Function!");
  60. initToggle();
  61. initExport();
  62. InitFullScreen();
  63. #if UNITY_STANDALONE_WIN
  64. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  65. #endif
  66. }
  67. void Update()
  68. {
  69. UpdateInfraredCamera();
  70. //UpdateDebugScreenPoint();
  71. }
  72. public void OnClick_See()
  73. {
  74. SetVisiable(!_visiable);
  75. }
  76. //初始化一次 initScreenLocateManual
  77. bool hasCalled = false;
  78. bool _visiable;
  79. void SetVisiable(bool value)
  80. {
  81. _visiable = value;
  82. transform.Find("Background").gameObject.SetActive(value);
  83. transform.Find("InfraredCamera").gameObject.SetActive(value);
  84. //如果是b端,控制这里按钮显示
  85. if (CommonConfig.StandaloneModeOrPlatformB)
  86. {
  87. mBtnSee.gameObject.SetActive(value);
  88. }
  89. updateBtnSee();
  90. Action<Text> onApplyToNext = (t) => {
  91. updateBtnSee();
  92. };
  93. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  94. //if (value) InitInfraredCamera();
  95. //刷新翻译的Dropdown
  96. if (value) {
  97. UpdateLanguage();
  98. updateDropdownResolution2();
  99. }
  100. if (!hasCalled && value)
  101. {
  102. hasCalled = true;
  103. //如果本地有记录,初始化一次
  104. StartCoroutine(initScreenLocateManual());
  105. Debug.Log("[InfraredDemo] SetVisiable Function!");
  106. }
  107. }
  108. void updateBtnSee() {
  109. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  110. }
  111. Text _spText;
  112. Vector2 _screenPoint;
  113. void InitDebugScreenPoint()
  114. {
  115. _spText = transform.Find("SPText").GetComponent<Text>();
  116. //_spText.gameObject.SetActive(DebugInEditor);
  117. _spText.gameObject.SetActive(false);
  118. }
  119. void UpdateDebugScreenPoint()
  120. {
  121. if (!DebugInEditor) return;
  122. if (infraredCameraHelper == null) return;
  123. _screenPoint.x = Mathf.Clamp(
  124. _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  125. 0, Screen.width);
  126. _screenPoint.y = Mathf.Clamp(
  127. _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  128. 0, Screen.height);
  129. infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  130. _spText.text = _screenPoint.ToString();
  131. }
  132. #region 红外摄像
  133. [SerializeField] RawImage _cameraRender;
  134. [SerializeField] RawImage _cameraRender2;
  135. /// <summary>
  136. /// 测试texture
  137. /// </summary>
  138. public RawImage MyCameraRender2
  139. {
  140. get { return _cameraRender2; }
  141. set { _cameraRender2 = value; }
  142. }
  143. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  144. [SerializeField] List<RectTransform> _crosshairsInCamera;
  145. [SerializeField] Slider _sliderShakeFilter;
  146. [SerializeField] Button _btnReset;
  147. [SerializeField] Button _btnScreenLocateManual;
  148. [SerializeField] Button _btnScreenLocateManualAuto;
  149. [SerializeField] Slider _sliderCapture;
  150. [SerializeField] Slider _sliderDelay;
  151. [SerializeField] Dropdown _dropdownResolution;
  152. [SerializeField] Dropdown _dropdownResolution2;
  153. [SerializeField] Slider _sliderLineWidth;
  154. [SerializeField] Slider _fanWidth;
  155. //红外线阈值
  156. [SerializeField] Slider _infraredFilter;
  157. //调试UVC参数
  158. [SerializeField] GameObject _cameraParameterPanel;
  159. [SerializeField] Button _btnAdjusting;
  160. //野鸭选择
  161. [SerializeField] Dropdown _duckLevelDropdown;
  162. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  163. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  164. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  165. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  166. #if UNITY_ANDROID
  167. //初始化纹理-1280*720,index = 0
  168. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  169. //摄像机分辨率 -320*240,index = 10
  170. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  171. //摄像机分辨率 -只处理高低分辨率情况
  172. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  173. //string[] resolutions = { "高分辨率", "低分辨率" };
  174. #endif
  175. //抖动过滤值 - 6.0
  176. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  177. //亮度过滤阈值 - 0.8
  178. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  179. //线段宽度阈值
  180. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  181. //扇形宽度
  182. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  183. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  184. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  185. //红外准心,默认打开吧
  186. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  187. //野鸭测试存储
  188. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  189. public static InfraredCameraHelper infraredCameraHelper;
  190. public static bool running { get => infraredCameraHelper != null; }
  191. private bool _inited;
  192. #region 参数控制
  193. public GameObject togglePrefab; // 拖入一个Toggle预设体
  194. public GameObject sliderPrefab; // 拖入一个Slider预设体
  195. public GameObject spawnPoint;
  196. //自动曝光
  197. bool bAutoAE = false;
  198. Toggle CTRLAEToggle;
  199. Slider CTRLAEABSSlider;
  200. string[] sliderNameArray = new string[]{
  201. "自动曝光模式",
  202. "曝光时间(绝对)",
  203. "亮度", //
  204. "对比度",
  205. "色调",
  206. "饱和度",
  207. "锐度",
  208. "伽玛",
  209. //"白平衡温度",
  210. //"白平衡分量",
  211. "背光补偿",
  212. "增益" };
  213. string[] sliderStrArray = new string[]{
  214. "CTRL_AE",
  215. "CTRL_AE_ABS",
  216. "PU_BRIGHTNESS",
  217. "PU_CONTRAST",
  218. "PU_HUE",
  219. "PU_SATURATION",
  220. "PU_SHARPNESS",
  221. "PU_GAMMA",
  222. //"PU_WB_TEMP",
  223. //"PU_WB_COMPO",
  224. "PU_BACKLIGHT",
  225. "PU_GAIN" };
  226. UVCManager.CameraInfo currentCameraInfo;
  227. //初始化相机参数
  228. public void initSlider(UVCManager.CameraInfo cameraInfo)
  229. {
  230. if (currentCameraInfo != null) return;
  231. currentCameraInfo = cameraInfo;
  232. string[] sliderNameArrayKey = new string[] {
  233. "AutoExposureMode", // "自动曝光模式"
  234. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  235. "Brightness", // "亮度"
  236. "Contrast", // "对比度"
  237. "Hue", // "色调"
  238. "Saturation", // "饱和度"
  239. "Sharpness", // "锐度"
  240. "Gamma", // "伽玛"
  241. "BacklightCompensation", // "背光补偿"
  242. "Gain" // "增益"
  243. };
  244. for (int i = 0; i < sliderStrArray.Length; i++)
  245. {
  246. string typeStr = sliderStrArray[i];
  247. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  248. //不支持的,跳过
  249. bool bContains = cameraInfo.ContainsKey(typeStr);
  250. if (!bContains) continue;
  251. if (typeStr == "CTRL_AE")
  252. {
  253. //曝光Toggle
  254. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  255. toggleObject.SetActive(true);
  256. toggleObject.name = typeStr;
  257. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  258. //labelObj.text = sliderNameArray[i];
  259. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  260. Toggle toggle = toggleObject.GetComponent<Toggle>();
  261. CTRLAEToggle = toggle;
  262. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  263. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  264. int _currentValue = cameraInfo.GetValue(typeStr);
  265. 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
  266. toggle.isOn = bAutoAE;
  267. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  268. toggle.onValueChanged.AddListener((bool bValue) =>
  269. {
  270. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  271. if (typeStr == "CTRL_AE")
  272. {
  273. //开关控制是否自动曝光
  274. bAutoAE = bValue;
  275. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  276. int _value = bValue ? 8 : 1;
  277. //Debug.Log("_value " + _value);
  278. cameraInfo.SetValue(typeStr, _value);
  279. }
  280. });
  281. }
  282. else
  283. {
  284. //其余使用slider
  285. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  286. sliderObject.SetActive(true);
  287. sliderObject.name = typeStr;
  288. Slider slider = sliderObject.GetComponent<Slider>();
  289. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  290. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  291. //titleTextObj.text = sliderNameArray[i];//类型名字
  292. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  293. if (slider != null)
  294. {
  295. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  296. slider.minValue = _UVCCtrlInfo.min;
  297. slider.maxValue = _UVCCtrlInfo.max;
  298. slider.wholeNumbers = true;
  299. int _defValue = _UVCCtrlInfo.def;
  300. //指定默认值
  301. //5、UVC亮度 - 50
  302. //6、UVC对比度 - 50
  303. if (typeStr == "PU_BRIGHTNESS") {
  304. _defValue = 50;
  305. } else if (typeStr == "PU_CONTRAST") {
  306. _defValue = 50;
  307. }
  308. //记录一个typeStr类型的数据存储操作对象
  309. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  310. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  311. {
  312. //获取设置默认存储的值
  313. int _Value = (int)paramFloatValue.Get();
  314. cameraInfo.SetValue(typeStr, _Value);
  315. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  316. slider.value = _Value;
  317. textObj.text = _Value + "";
  318. }
  319. else {
  320. //获取设置当前值
  321. int _currentValue = cameraInfo.GetValue(typeStr);
  322. slider.value = _currentValue;
  323. textObj.text = _currentValue + "";
  324. }
  325. //如果是曝光slider
  326. if (typeStr == "CTRL_AE_ABS")
  327. {
  328. CTRLAEABSSlider = slider;
  329. slider.interactable = !bAutoAE;
  330. }
  331. slider.onValueChanged.AddListener((newValue) =>
  332. {
  333. var _value = Mathf.FloorToInt(newValue);
  334. textObj.text = _value + "";
  335. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  336. cameraInfo.SetValue(typeStr, _value);
  337. paramFloatValue.Set(_value);
  338. });
  339. }
  340. }
  341. }
  342. }
  343. public void OpenUVCPanel()
  344. {
  345. _cameraParameterPanel.SetActive(true);
  346. }
  347. public void CloseUVCPanel()
  348. {
  349. _cameraParameterPanel.SetActive(false);
  350. }
  351. public void onResetUVCData()
  352. {
  353. #if UNITY_ANDROID
  354. resetUVCData();
  355. #endif
  356. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  357. resetPCData();
  358. #endif
  359. }
  360. void resetUVCData() {
  361. if (currentCameraInfo == null) return;
  362. for (int i = 0; i < sliderStrArray.Length; i++)
  363. {
  364. string typeStr = sliderStrArray[i];
  365. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  366. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  367. if (!bContains) continue;
  368. if (typeStr == "CTRL_AE")
  369. {
  370. //toggle值不进行重置
  371. Debug.Log("CTRL_AE 不需要重置");
  372. }
  373. else if (typeStr == "CTRL_AE_ABS")
  374. {
  375. if (!bAutoAE)
  376. {
  377. //如果是手动曝光,重置值
  378. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  379. Slider slider = trans.GetComponent<Slider>();
  380. Text textObj = trans.Find("text").GetComponent<Text>();
  381. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  382. //获取当前值
  383. int _currentValue = currentCameraInfo.GetValue(typeStr);
  384. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  385. textObj.text = _AEInfo.def + "";
  386. slider.value = _AEInfo.def;
  387. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  388. }
  389. }
  390. else
  391. {
  392. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  393. Slider slider = trans.GetComponent<Slider>();
  394. Text textObj = trans.Find("text").GetComponent<Text>();
  395. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  396. //重置的值
  397. int _defValue = _UVCCtrlInfo.def;
  398. if (typeStr == "PU_BRIGHTNESS")
  399. {
  400. _defValue = 50;
  401. }
  402. else if (typeStr == "PU_CONTRAST")
  403. {
  404. _defValue = 50;
  405. }
  406. textObj.text = _defValue + "";
  407. slider.value = _defValue;
  408. //获取当前值
  409. int _currentValue = currentCameraInfo.GetValue(typeStr);
  410. //重置存储值
  411. //dUVCParameters.GetValueOrDefault(typeStr).Set(_UVCCtrlInfo.def);
  412. //存储初始值,设置一次到UVC参数
  413. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  414. }
  415. }
  416. }
  417. //windows 相机
  418. string[] sliderNameArrayPC = new string[]{
  419. "亮度",
  420. "对比度",};
  421. string[] sliderNameArrayPCKey = new string[]{
  422. "Brightness",
  423. "Contrast",};
  424. string[] sliderStrArrayPC = new string[]{
  425. "PU_BRIGHTNESS",
  426. "PU_CONTRAST"};
  427. //记录一个typeStr类型的数据存储操作对象
  428. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  429. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  430. public void initSliderPC()
  431. {
  432. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  433. {
  434. string typeStr = sliderStrArrayPC[i];
  435. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  436. sliderObject.SetActive(true);
  437. sliderObject.name = typeStr;
  438. Slider slider = sliderObject.GetComponent<Slider>();
  439. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  440. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  441. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  442. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  443. if (slider != null)
  444. {
  445. slider.minValue = -1;
  446. slider.maxValue = 1;
  447. //记录一个typeStr类型的数据存储操作对象
  448. if (typeStr == "PU_BRIGHTNESS")
  449. {
  450. //获取设置默认存储的值
  451. float _Value = pcBRIGHTNESS.Get();
  452. infraredCameraHelper.SetBrightness(_Value);
  453. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  454. slider.value = _Value;
  455. textObj.text = _Value + "";
  456. slider.onValueChanged.AddListener((newValue) =>
  457. {
  458. var _value = newValue;
  459. textObj.text = _value + "";
  460. infraredCameraHelper.SetBrightness(_value);
  461. pcBRIGHTNESS.Set(_value);
  462. });
  463. }
  464. else if (typeStr == "PU_CONTRAST")
  465. {
  466. //获取设置默认存储的值
  467. float _Value = pcCONTRAST.Get();
  468. infraredCameraHelper.SetContrast(_Value);
  469. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  470. slider.value = _Value;
  471. textObj.text = _Value + "";
  472. slider.onValueChanged.AddListener((newValue) =>
  473. {
  474. var _value = newValue;
  475. textObj.text = _value + "";
  476. infraredCameraHelper.SetContrast(_value);
  477. pcCONTRAST.Set(_value);
  478. });
  479. }
  480. }
  481. }
  482. }
  483. void resetPCData() {
  484. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  485. {
  486. string typeStr = sliderStrArrayPC[i];
  487. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  488. Slider slider = trans.GetComponent<Slider>();
  489. Text textObj = trans.Find("text").GetComponent<Text>();
  490. //重置的值
  491. int _defValue = 0;
  492. if (typeStr == "PU_BRIGHTNESS")
  493. {
  494. _defValue = 0;
  495. infraredCameraHelper.SetBrightness(_defValue);
  496. }
  497. else if (typeStr == "PU_CONTRAST")
  498. {
  499. _defValue = 0;
  500. infraredCameraHelper.SetContrast(_defValue);
  501. }
  502. textObj.text = _defValue + "";
  503. slider.value = _defValue;
  504. }
  505. }
  506. #endregion
  507. void InitInfraredCamera()
  508. {
  509. if (_inited) return;
  510. _inited = true;
  511. //SDK创建
  512. if (infraredCameraHelper == null)
  513. {
  514. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  515. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  516. infraredCameraHelper.CreateToPc();
  517. #endif
  518. #if UNITY_ANDROID
  519. //开始时候设置一个默认分辨率
  520. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  521. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  522. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  523. #endif
  524. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  525. {
  526. //跑九轴时候,不处理这里位置
  527. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  528. if (Camera.main == null) return;
  529. Ray ray = Camera.main.ScreenPointToRay(point);
  530. Vector3 rayEndPoint = ray.GetPoint(200);
  531. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  532. // 挑战场景中其相机的父级有旋转,需要换算
  533. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  534. {
  535. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  536. }
  537. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  538. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  539. //移动目标游戏
  540. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  541. };
  542. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  543. {
  544. //生成控制摄像机的参数滑条
  545. Debug.Log("初始化摄像机!");
  546. //可以操作按钮
  547. mBtnSee.interactable = true;
  548. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  549. updateBtnSee();
  550. //延迟重新设置一次分辨率
  551. StartCoroutine(delayInitOhterInfo(camera));
  552. };
  553. //屏幕变化时候
  554. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  555. {
  556. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  557. SetLocatePointsToCameraRender(list, 1, 1);
  558. //InfraredScreenPositioningView 页面
  559. if (list.Count == 4)
  560. {
  561. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  562. }
  563. else {
  564. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  565. }
  566. };
  567. }
  568. }
  569. private void updateDropdownResolution2()
  570. {
  571. string[] resolutions = {
  572. TextAutoLanguage2.GetTextByKey("HighResolution"),
  573. TextAutoLanguage2.GetTextByKey("LowResolution")
  574. };
  575. // 清除默认选项
  576. _dropdownResolution2.ClearOptions();
  577. // 将分辨率字符串数组转换为 Dropdown 选项
  578. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  579. }
  580. /// <summary>
  581. /// 初始化一些游戏配置
  582. /// </summary>
  583. /// <returns></returns>
  584. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  585. //yield return new WaitForSeconds(1f);
  586. yield return new WaitForEndOfFrame();
  587. #if UNITY_ANDROID
  588. initSlider(camera);
  589. camera.GetResolutionsStrs();
  590. // 默认设置
  591. updateDropdownResolution2();
  592. int index = (int)resoution.Get();
  593. _dropdownResolution2.value = index;
  594. _dropdownResolution2.RefreshShownValue();
  595. // 处理 Dropdown 的选择变化
  596. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  597. #endif
  598. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  599. initSliderPC();
  600. //隐藏不需要的设置
  601. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  602. _dropdownResolution.gameObject.SetActive(false);
  603. _dropdownResolution2.gameObject.SetActive(false);
  604. #endif
  605. //震动阈值
  606. SetShakeFilterValue(shakeFilterValue.Get());
  607. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  608. //功能按钮
  609. //重置触发测试
  610. _btnReset.onClick.AddListener(OnClick_Reset);
  611. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  612. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  613. SetCaptureValue(captureValue.Get());
  614. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  615. SetDelayValue(delayValue.Get());
  616. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  617. //绘制线段
  618. SetLineWidth(lineWidth.Get());
  619. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  620. SetFanWidth(fanWidth.Get());
  621. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  622. //检测红外亮度阈值
  623. SetInfraredFilterValue(infraredFileterValue.Get());
  624. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  625. //野鸭设置初始关卡
  626. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  627. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  628. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  629. }
  630. /// <summary>
  631. /// 初始化时候获取设置和存储来控制显示准心
  632. /// </summary>
  633. /// <returns></returns>
  634. public bool bInitCrosshairShow() {
  635. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  636. }
  637. /// <summary>
  638. /// 获取弓箭准心存储值
  639. /// </summary>
  640. /// <returns></returns>
  641. public int getCrosshairValue() {
  642. return (int)crosshairValue.Get();
  643. }
  644. public void setCrosshairValue(bool bshow) {
  645. crosshairValue.Set(bshow ? 1 : 0);
  646. }
  647. public void onStartPreview()
  648. {
  649. infraredCameraHelper.onStartPreview();
  650. }
  651. public void onStopPreview()
  652. {
  653. infraredCameraHelper.onStopPreview();
  654. }
  655. /// <summary>
  656. /// 获取并且初始化一次记录点的数据
  657. /// </summary>
  658. /// <returns></returns>
  659. IEnumerator initScreenLocateManual()
  660. {
  661. yield return new WaitForSeconds(1f);
  662. infraredCameraHelper.InitScreenLocateManual();
  663. }
  664. IEnumerator RestartOrKillApp()
  665. {
  666. yield return new WaitForSeconds(0.3f);
  667. if (Application.isEditor) yield break;
  668. if (Application.platform == RuntimePlatform.Android)
  669. {
  670. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  671. {
  672. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  673. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  674. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  675. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  676. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  677. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  678. currentActivity.Call("startActivity", intent);
  679. currentActivity.Call("finish");
  680. var process = new AndroidJavaClass("android.os.Process");
  681. int pid = process.CallStatic<int>("myPid");
  682. process.CallStatic("killProcess", pid);
  683. }
  684. }
  685. else {
  686. // 获取当前应用程序的可执行文件路径
  687. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  688. // 重启应用程序
  689. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  690. {
  691. FileName = executablePath,
  692. UseShellExecute = false
  693. };
  694. System.Diagnostics.Process.Start(startInfo);
  695. // 退出当前应用程序
  696. Application.Quit();
  697. };
  698. }
  699. void UpdateInfraredCamera()
  700. {
  701. if (!_visiable) return;
  702. if (!_inited) return;
  703. if (infraredCameraHelper == null) return;
  704. //渲染相机画面
  705. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  706. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  707. if (ScreenLocate.Main.getUVCTexture)
  708. {
  709. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  710. {
  711. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  712. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  713. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  714. if (!isFullscreen) SetAllToggle(true);
  715. }
  716. else if (ScreenLocate.Main.OutputTextures[4] != null)
  717. {
  718. //缩小的情况下。显示黑白色差的合成图
  719. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  720. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  721. //底图缩小的情况下。不显示适配线段,并且隐藏points
  722. if (!isFullscreen) {
  723. if (showPoints) {
  724. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  725. for (int i = 0; i < pointsTF2.childCount; i++)
  726. {
  727. Transform pointTF = pointsTF2.GetChild(i);
  728. pointTF.gameObject.SetActive(false);
  729. showPoints = false;
  730. }
  731. }
  732. SetAllToggle(false);
  733. }
  734. }
  735. //_cameraRender.SetNativeSize();
  736. // _MaintainAspectRatio.AdjustSize();
  737. }
  738. //在相机画面显示准心
  739. if (ScreenLocate.Main)
  740. {
  741. var _sl = ScreenLocate.Main;
  742. var buffer = _sl.infraredSpotBuffer;
  743. if (buffer != null)
  744. {
  745. for (int i = 0; i < buffer.Length; i++)
  746. {
  747. if (buffer[i].CameraLocation != null)
  748. {
  749. //添加一个偏移量,使得最后输出的准心是指向正中心
  750. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  751. // 检测到光点
  752. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  753. _crosshairsInCamera[i].gameObject.SetActive(true);
  754. _crosshairsInCamera[i].anchoredPosition = pos;
  755. }
  756. else
  757. _crosshairsInCamera[i].gameObject.SetActive(false);
  758. }
  759. }
  760. //渲染固定摄像机分辨率
  761. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  762. //渲染摄像机大小
  763. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  764. //渲染摄像机识别点位置
  765. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  766. }
  767. }
  768. bool showPoints = false;
  769. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  770. {
  771. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  772. if (pointsTF2.childCount == points.Count)
  773. {
  774. Vector2 texSize = new Vector2(w, h);
  775. for (int i = 0; i < pointsTF2.childCount; i++)
  776. {
  777. Transform pointTF = pointsTF2.GetChild(i);
  778. Vector2 pos = points[i];
  779. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  780. pointTF.gameObject.SetActive(true);
  781. showPoints = true;
  782. }
  783. }
  784. else {
  785. for (int i = 0; i < pointsTF2.childCount; i++)
  786. {
  787. Transform pointTF = pointsTF2.GetChild(i);
  788. pointTF.gameObject.SetActive(false);
  789. showPoints = false;
  790. }
  791. }
  792. //绘制数据
  793. DrawTestLine();
  794. }
  795. #region 测试数据绘制
  796. [SerializeField] private Toggle curToggle;
  797. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  798. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  799. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  800. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  801. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  802. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  803. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  804. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  805. [SerializeField] RawImage _cameraRenderTest5;
  806. [SerializeField] RawImage _cameraRenderTest6;
  807. void DrawTestLine()
  808. {
  809. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  810. // 判断 texSize 是否为有效值
  811. if (texSize == Vector2.zero)
  812. {
  813. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  814. return;
  815. }
  816. // 设置三个屏幕四边形和线条生成器
  817. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  818. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  819. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  820. ScreenLocate.Main.ScreenIdentification?.QuadManual
  821. };
  822. LineGenerator[] lineGenerators = new LineGenerator[] {
  823. AutoUILineGenerator,
  824. SemiAutoUILineGenerator,
  825. ManualUILineGenerator
  826. };
  827. for (int i = 0; i < screenQuads.Length; i++)
  828. {
  829. if (screenQuads[i] == null)
  830. {
  831. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  832. continue;
  833. }
  834. if (lineGenerators[i] == null)
  835. {
  836. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  837. continue;
  838. }
  839. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  840. }
  841. // 清除旧选项并填充新的选项
  842. dropdown.ClearOptions();
  843. List<string> options = new List<string>();
  844. //for (int i = 0; i < screenQuads.Length; i++)
  845. //{
  846. // options.Add($"Quad {i + 1}");
  847. //}
  848. //options.Add("自动识别");
  849. //options.Add("半自动识别");
  850. //options.Add("手动识别");
  851. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  852. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  853. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  854. dropdown.AddOptions(options);
  855. // 添加监听器来处理选择事件
  856. dropdown.onValueChanged.AddListener((index) => {
  857. OnDropdownValueChanged(index, screenQuads);
  858. });
  859. if (screenQuads[0] != null || screenQuads[1] != null)
  860. {
  861. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  862. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  863. }
  864. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  865. //绘制白色线段
  866. var lo = new Vector2(-0.5f, -0.5f);
  867. CurUILineGenerator.Points = new Vector2[4] {
  868. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  869. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  870. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  871. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  872. }
  873. }
  874. // 当下拉框选项更改时调用的方法
  875. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  876. {
  877. if (index >= 0 && index < screenQuads.Length)
  878. {
  879. if (screenQuads[index] != null)
  880. {
  881. QuadrilateralInCamera selectedQuad = screenQuads[index];
  882. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  883. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  884. }
  885. else
  886. {
  887. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  888. }
  889. }
  890. else
  891. {
  892. Debug.LogWarning("所选索引超出范围!");
  893. }
  894. }
  895. /// <summary>
  896. /// 提取转换四边形的方法
  897. /// </summary>
  898. /// <param name="quad"></param>
  899. /// <param name="texSize"></param>
  900. /// <returns></returns>
  901. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  902. {
  903. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  904. {
  905. Debug.LogWarning("Invalid quadrilateral data provided.");
  906. return new Vector2[0]; // 返回空数组以避免异常
  907. }
  908. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  909. return new Vector2[4] {
  910. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  911. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  912. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  913. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  914. };
  915. }
  916. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  917. {
  918. if (points == null || points.Length < 1)
  919. {
  920. Debug.LogWarning("Invalid point data provided.");
  921. return new Vector2[0]; // 返回空数组以避免异常
  922. }
  923. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  924. List<Vector2> transformedPoints = new List<Vector2>();
  925. // 遍历所有传入的点进行转换
  926. foreach (var point in points)
  927. {
  928. // 转换每个点,考虑 texSize 和 pivot 偏移
  929. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  930. transformedPoints.Add(transformedPoint);
  931. }
  932. return transformedPoints.ToArray();
  933. }
  934. void initToggle()
  935. {
  936. // 监听 Toggle 值的变化
  937. if (curToggle != null)
  938. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  939. // 监听 Toggle 值的变化
  940. if (autoToggle != null)
  941. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  942. if (semiAutoToggle != null)
  943. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  944. if (manualToggle != null)
  945. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  946. }
  947. // 控制 LineGenerator 的启用/禁用
  948. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  949. {
  950. if (lineGenerator != null && lineGenerator.enabled != isOn)
  951. {
  952. lineGenerator.enabled = isOn;
  953. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  954. }
  955. }
  956. /// <summary>
  957. /// 设置全部显示
  958. /// </summary>
  959. /// <param name="value"></param>
  960. private void SetAllToggle(bool value) {
  961. ToggleLineGenerator(CurUILineGenerator, value);
  962. ToggleLineGenerator(AutoUILineGenerator, value);
  963. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  964. ToggleLineGenerator(ManualUILineGenerator, value);
  965. }
  966. /// <summary>
  967. /// 放大时候同步一次toggle
  968. /// </summary>
  969. private void SyncAllToggle()
  970. {
  971. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  972. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  973. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  974. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  975. }
  976. // 下拉菜单用于显示纹理名称
  977. public Dropdown textureDropdown;
  978. // 按钮用于导出选中的纹理
  979. public Button exportSelectedButton;
  980. // 按钮用于导出所有纹理
  981. public Button exportAllButton;
  982. // 定义纹理名称
  983. string[] textureNames;
  984. /// <summary>
  985. /// 更新一下菜单
  986. /// </summary>
  987. public void UpdateLanguage() {
  988. string[] _textureNames = {
  989. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  990. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  991. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  992. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  993. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  994. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  995. };
  996. textureNames = _textureNames;
  997. // 设置下拉菜单的选项
  998. textureDropdown.ClearOptions();
  999. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1000. }
  1001. void initExport() {
  1002. UpdateLanguage();
  1003. // 添加导出选中纹理的按钮点击事件
  1004. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1005. // 添加导出所有纹理的按钮点击事件
  1006. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1007. }
  1008. /// <summary>
  1009. /// 导出所有纹理
  1010. /// </summary>
  1011. public void SaveAllTexturesToLocal()
  1012. {
  1013. for (int i = 0; i < textureNames.Length; i++)
  1014. {
  1015. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1016. }
  1017. }
  1018. /// <summary>
  1019. /// 导出图片
  1020. /// </summary>
  1021. /// <param name="index"></param>
  1022. public void SaveTextureToLocal(int index)
  1023. {
  1024. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1025. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1026. {
  1027. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  1028. return;
  1029. }
  1030. // 定义保存路径
  1031. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1032. string baseName = $"{time}_Texture_{index}";
  1033. // 检查索引是否在命名数组内
  1034. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1035. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1036. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1037. #else
  1038. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1039. #endif
  1040. // 编码纹理为 PNG 格式
  1041. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1042. // 将字节写入文件
  1043. System.IO.File.WriteAllBytes(path, bytes);
  1044. Debug.Log($"Texture saved as: {path}");
  1045. }
  1046. //下面是处理对象放大缩小
  1047. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1048. public Button toggleButton; // 缩小时使用的按钮
  1049. private Vector2 originalSize;
  1050. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1051. private Vector2 originalAnchorMin;
  1052. private Vector2 originalAnchorMax;
  1053. private int originalSiblingIndex; // 保存初始的层级索引
  1054. private bool isFullscreen = false;
  1055. /// <summary>
  1056. /// 测试效果屏幕数据初始化
  1057. /// </summary>
  1058. void InitFullScreen() {
  1059. if (cameraObj1 != null)
  1060. {
  1061. // 保存初始大小、位置和层级索引
  1062. originalSize = cameraObj1.sizeDelta;
  1063. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1064. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1065. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1066. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1067. // 为 cameraObj1 添加点击事件
  1068. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1069. toggleButton.transform.parent.gameObject.SetActive(false);
  1070. }
  1071. if (toggleButton != null)
  1072. {
  1073. // 为按钮添加点击事件以恢复大小
  1074. toggleButton.onClick.AddListener(RestoreSize);
  1075. }
  1076. }
  1077. void ToggleFullscreen()
  1078. {
  1079. if (cameraObj1 == null) return;
  1080. if (!isFullscreen)
  1081. {
  1082. // 设置锚点为全屏,调整位置和偏移量
  1083. cameraObj1.anchorMin = Vector2.zero;
  1084. cameraObj1.anchorMax = Vector2.one;
  1085. cameraObj1.offsetMin = Vector2.zero;
  1086. cameraObj1.offsetMax = Vector2.zero;
  1087. cameraObj1.anchoredPosition = Vector3.zero;
  1088. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1089. //刷新一次点
  1090. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1091. toggleButton.transform.parent.gameObject.SetActive(true);
  1092. isFullscreen = true;
  1093. //放大情况根据toggle来显示
  1094. SyncAllToggle();
  1095. }
  1096. }
  1097. void RestoreSize()
  1098. {
  1099. if (cameraObj1 == null || !isFullscreen) return;
  1100. // 恢复锚点和偏移量
  1101. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1102. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1103. cameraObj1.sizeDelta = originalSize;
  1104. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1105. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1106. //刷新一次点
  1107. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1108. toggleButton.transform.parent.gameObject.SetActive(false);
  1109. isFullscreen = false;
  1110. }
  1111. #endregion
  1112. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1113. {
  1114. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1115. if (pointsTF2.childCount == points.Count)
  1116. {
  1117. Vector2 texSize = new Vector2(w, h);
  1118. for (int i = 0; i < pointsTF2.childCount; i++)
  1119. {
  1120. Transform pointTF = pointsTF2.GetChild(i);
  1121. Vector2 pos = points[i];
  1122. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1123. pointTF.gameObject.SetActive(true);
  1124. }
  1125. }
  1126. else
  1127. {
  1128. for (int i = 0; i < pointsTF2.childCount; i++)
  1129. {
  1130. Transform pointTF = pointsTF2.GetChild(i);
  1131. pointTF.gameObject.SetActive(false);
  1132. }
  1133. }
  1134. }
  1135. void SetShakeFilterValue(float v)
  1136. {
  1137. shakeFilterValue.Set(v);
  1138. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1139. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1140. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1141. }
  1142. /// <summary>
  1143. /// 重新设置分辨率
  1144. /// </summary>
  1145. /// <param name="index"></param>
  1146. public void resolutionRestartApp(int index)
  1147. {
  1148. #if UNITY_ANDROID
  1149. //StartCoroutine(RestartOrKillApp());
  1150. //获取第一个分辨率设置后设置size
  1151. switch (index)
  1152. {
  1153. case 0:
  1154. infraredCameraHelper.SetHighCameraResolution();
  1155. resoution.Set(index);
  1156. _dropdownResolution2.SetValueWithoutNotify(index);
  1157. break;
  1158. case 1:
  1159. infraredCameraHelper.SetLowCameraResolution();
  1160. resoution.Set(index);
  1161. _dropdownResolution2.SetValueWithoutNotify(index);
  1162. break;
  1163. }
  1164. #endif
  1165. }
  1166. /// <summary>
  1167. /// 初始化时候,设置的值
  1168. /// </summary>
  1169. /// <param name="index"></param>
  1170. public Vector2 SetDefByIndex(int index = 0)
  1171. {
  1172. //SetResolutionNew 里面对应的下标
  1173. Vector2 vec2 = new Vector2(320, 240);
  1174. switch (index)
  1175. {
  1176. case 0:
  1177. vec2 = new Vector2(320, 240);
  1178. break;
  1179. case 1:
  1180. vec2 = new Vector2(160, 120);
  1181. break;
  1182. }
  1183. return vec2;
  1184. }
  1185. /// <summary>
  1186. /// 当 Dropdown 选择变化时的处理方法
  1187. /// </summary>
  1188. /// <param name="OnResolutionChanged">320x240</param>
  1189. private void OnResolutionChanged(int index)
  1190. {
  1191. #if UNITY_ANDROID
  1192. Debug.Log("Selected Resolution: " + index);
  1193. // 将选定的分辨率转换为实际的宽度和高度
  1194. // 并且需要判断是否存在最低分辨率
  1195. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1196. {
  1197. // 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
  1198. infraredCameraHelper.SetLowCameraResolution();
  1199. // 保存选择的分辨率到 PlayerPrefs
  1200. resoution.Set(index);
  1201. }
  1202. else if(index == 0){
  1203. //如果是0就 使用高分辨率
  1204. infraredCameraHelper.SetHighCameraResolution();
  1205. // 保存选择的分辨率到 PlayerPrefs
  1206. resoution.Set(index);
  1207. }
  1208. #endif
  1209. }
  1210. /// <summary>
  1211. /// 野鸭关卡测试初始值
  1212. /// </summary>
  1213. /// <param name="optionIndex"></param>
  1214. public void SetDuckLevelTest(int optionIndex)
  1215. {
  1216. //选择下标+1
  1217. int v = optionIndex + 1;
  1218. duckHunterLevel.Set(v);
  1219. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1220. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1221. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1222. }
  1223. void OnClick_Reset()
  1224. {
  1225. //SetBrightness(1);
  1226. //SetSaturation(1);
  1227. //SetContrast(1);
  1228. SetShakeFilterValue(6);
  1229. SetLineWidth(4);
  1230. SetFanWidth(90);
  1231. SetInfraredFilterValue(0.8f);
  1232. SetCaptureValue(30.0f);
  1233. SetDelayValue(30.0f);
  1234. //重置为第一关
  1235. SetDuckLevelTest(0);
  1236. }
  1237. public void OnClickClearAll() {
  1238. PlayerPrefs.DeleteAll();
  1239. // 保存更改
  1240. PlayerPrefs.Save();
  1241. StartCoroutine(RestartOrKillApp());
  1242. }
  1243. void OnClick_ScreenLocateManual()
  1244. {
  1245. bool bEnter = true;
  1246. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1247. {
  1248. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1249. {
  1250. bEnter = true;
  1251. }
  1252. else
  1253. {
  1254. bEnter = false;
  1255. //只有红外设备才能进行屏幕识别
  1256. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1257. }
  1258. }
  1259. if (bEnter)
  1260. {
  1261. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1262. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1263. }
  1264. }
  1265. void OnClick_ScreenLocateManualAuto()
  1266. {
  1267. bool bEnter = true;
  1268. if (BluetoothAim.ins && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess)
  1269. {
  1270. if (BluetoothAim.ins.isMainConnectToInfraredDevice() || BluetoothAim.ins.isMainConnectToGun())
  1271. {
  1272. bEnter = true;
  1273. }
  1274. else
  1275. {
  1276. bEnter = false;
  1277. //只有红外设备才能进行屏幕识别
  1278. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1279. }
  1280. }
  1281. if (bEnter) {
  1282. ResetCenterOffset();
  1283. ResetPositioningData();
  1284. infraredCameraHelper.EnterScreenLocateManualAuto();
  1285. }
  1286. }
  1287. public void OnClick_SetAdjustPointsOffset()
  1288. {
  1289. var _sl = ScreenLocate.Main;
  1290. var buffer = _sl.infraredSpotBuffer;
  1291. if (buffer != null)
  1292. {
  1293. for (int i = 0; i < buffer.Length; i++)
  1294. {
  1295. if (buffer[i].CameraLocation != null)
  1296. {
  1297. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1298. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1299. Debug.Log("CenterOffset: " + centerOffset);
  1300. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1301. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1302. //如果是新手教程场景里面的校准
  1303. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1304. if (infraredGuiderObj != null)
  1305. {
  1306. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1307. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1308. }
  1309. }
  1310. }
  1311. }
  1312. }
  1313. /// <summary>
  1314. /// 重置中心点
  1315. /// </summary>
  1316. public void ResetCenterOffset() {
  1317. infraredCameraHelper.ResetCenterOffset();
  1318. }
  1319. /// <summary>
  1320. /// 撤销中心点
  1321. /// </summary>
  1322. public void RevokeCenterOffset()
  1323. {
  1324. infraredCameraHelper.RevokeCenterOffset();
  1325. }
  1326. /// <summary>
  1327. /// 重置定位数据
  1328. /// </summary>
  1329. public void ResetPositioningData(bool bSyncLocal = false) {
  1330. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1331. }
  1332. void SetCaptureValue(float v)
  1333. {
  1334. captureValue.Set(v);
  1335. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1336. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1337. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1338. }
  1339. void SetDelayValue(float v)
  1340. {
  1341. delayValue.Set(v);
  1342. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1343. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1344. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1345. }
  1346. #endregion
  1347. #region 相机感光度(默认修改对比度)
  1348. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1349. {
  1350. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1351. }
  1352. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1353. {
  1354. onSliderEvent(value, "PU_CONTRAST", min, max);
  1355. }
  1356. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1357. {
  1358. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1359. }
  1360. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1361. {
  1362. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1363. }
  1364. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1365. {
  1366. if (BluetoothWindows.IsWindows()) {
  1367. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1368. // 目标区间 [0, 10] 的边界值
  1369. double targetMin = min;
  1370. double targetMax = max;
  1371. double originalMin = -1;
  1372. double originalMax = 1;
  1373. // 计算转换后的值
  1374. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1375. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1376. _slider.SetValueWithoutNotify((float)v2);
  1377. return;
  1378. }
  1379. //功能也改为UVC的对比度
  1380. if (running)
  1381. {
  1382. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1383. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1384. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1385. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1386. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1387. // 目标区间 [0, 10] 的边界值
  1388. double targetMin = min;
  1389. double targetMax = max;
  1390. double originalMin = _UVCCtrlInfo.min;
  1391. double originalMax = _UVCCtrlInfo.max;
  1392. // 计算转换后的值
  1393. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1394. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1395. _slider.SetValueWithoutNotify((float)v2);
  1396. }
  1397. else _slider.SetValueWithoutNotify(5);
  1398. }
  1399. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1400. {
  1401. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1402. //pc
  1403. if (BluetoothWindows.IsWindows())
  1404. {
  1405. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1406. Slider slider = trans.GetComponent<Slider>();
  1407. Text textObj = trans.Find("text").GetComponent<Text>();
  1408. // 原始区间和目标区间的边界值
  1409. double originalMin = min;
  1410. double originalMax = max;
  1411. double targetMin = -1;
  1412. double targetMax = 1;
  1413. // 计算转换后的值
  1414. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1415. float _current = (float)result;
  1416. //Debug.Log("_current:" + _current + " , result:" + result);
  1417. textObj.text = _current + "";
  1418. slider.value = _current;
  1419. if (typeStr == "PU_CONTRAST")
  1420. {
  1421. infraredCameraHelper.SetContrast(_current);
  1422. pcCONTRAST.Set(_current);
  1423. }
  1424. else {
  1425. infraredCameraHelper.SetBrightness(_current);
  1426. pcBRIGHTNESS.Set(_current);
  1427. }
  1428. return;
  1429. }
  1430. //修改亮度时,调试界面的亮度也应该一起修改
  1431. //功能也改为UVC的对比度
  1432. if (running)
  1433. {
  1434. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1435. // .GetComponent<Slider>();
  1436. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1437. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1438. Slider slider = trans.GetComponent<Slider>();
  1439. Text textObj = trans.Find("text").GetComponent<Text>();
  1440. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1441. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1442. //value 0 ~ 10
  1443. // 原始区间和目标区间的边界值
  1444. double originalMin = min;
  1445. double originalMax = max;
  1446. double targetMin = _UVCCtrlInfo.min;
  1447. double targetMax = _UVCCtrlInfo.max;
  1448. // 计算转换后的值
  1449. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1450. int _current = (int)(result);
  1451. Debug.Log("_current:" + value + " , result:" + result);
  1452. textObj.text = _current + "";
  1453. slider.value = _current;
  1454. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1455. //存储初始值,设置一次到UVC参数
  1456. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1457. }
  1458. }
  1459. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1460. {
  1461. // 线性插值公式
  1462. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1463. }
  1464. #endregion
  1465. #region 绘制线段部分
  1466. public void SetLineWidth(float v)
  1467. {
  1468. lineWidth.Set(v);
  1469. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1470. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1471. }
  1472. public void SetFanWidth(float v)
  1473. {
  1474. fanWidth.Set(v);
  1475. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1476. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1477. }
  1478. #endregion
  1479. #region 亮度检测部分
  1480. public void SetInfraredFilterValue(float v)
  1481. {
  1482. infraredFileterValue.Set(v);
  1483. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1484. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1485. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1486. }
  1487. #endregion
  1488. public void resetInfraredPlayerPrefs()
  1489. {
  1490. //测试用
  1491. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1492. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1493. }
  1494. #region 显示Log部分信息
  1495. [SerializeField] Text _calibrationFixedText;
  1496. [SerializeField] Text _cameraSizeText;
  1497. [SerializeField] Text _quadUnityVectorListText;
  1498. /// <summary>
  1499. /// 校准时候的固定值分辨率
  1500. /// </summary>
  1501. /// <param name="v"></param>
  1502. public void SetCalibrationFixedText(Vector2 v)
  1503. {
  1504. _calibrationFixedText.text = v.x + "*" + v.y;
  1505. }
  1506. /// <summary>
  1507. /// 渲染摄像机当前分辨率
  1508. /// </summary>
  1509. /// <param name="v"></param>
  1510. public void SetCameraSizeText(Vector2 v)
  1511. {
  1512. _cameraSizeText.text = v.x + "*" + v.y;
  1513. }
  1514. /// <summary>
  1515. /// 渲染摄像机识别点
  1516. /// </summary>
  1517. /// <param name="v"></param>
  1518. public void SetQuadUnityVectorListText(string v)
  1519. {
  1520. _quadUnityVectorListText.text = v;
  1521. }
  1522. #endregion
  1523. }
  1524. public class ParamFloatValue
  1525. {
  1526. private string _saveKey;
  1527. private float _valueDefault;
  1528. private bool _valueLoaded;
  1529. private float _value;
  1530. public ParamFloatValue(string saveKey, float valueDefault)
  1531. {
  1532. _saveKey = saveKey;
  1533. _valueDefault = valueDefault;
  1534. }
  1535. public float Get()
  1536. {
  1537. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1538. return _value;
  1539. }
  1540. public void Set(float value)
  1541. {
  1542. _value = value;
  1543. PlayerPrefs.SetFloat(_saveKey, _value);
  1544. PlayerPrefs.Save();
  1545. }
  1546. }