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. if (ScreenLocate.Main.DebugOnZIMDemo)
  73. {
  74. offset = line.MyThickness = 3;
  75. }
  76. else
  77. {
  78. offset = line.MyThickness;
  79. }
  80. }
  81. void Start()
  82. {
  83. doLocateAuto = false;
  84. textTip1.SetActive(true);
  85. //设置btnAuto 高亮
  86. OnButtonClick(btnAuto);
  87. textTip2.SetActive(false);
  88. //手动不高亮
  89. //ResetButton(btnHandMovement);
  90. //quadUnityVectorList.Clear();
  91. //quadUnityVectorList.Add(new Vector2(16.39f, 35.91f));
  92. //quadUnityVectorList.Add(new Vector2(233.35f, 51.08f));
  93. //quadUnityVectorList.Add(new Vector2(94.15f, 219.11f));
  94. //quadUnityVectorList.Add(new Vector2(243.12f, 237.40f));
  95. Debug.Log("quadUnityVectorList count:" + ScreenLocate.quadUnityVectorList.Count);
  96. if (ScreenLocate.quadUnityVectorList.Count == 0)
  97. {
  98. Debug.Log("GetLocalPos");
  99. GetLocalPos();
  100. }
  101. else
  102. {
  103. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  104. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  105. //自动识别时候四个点
  106. SyncQuadUnityVectorListToPos();
  107. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  108. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  109. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  110. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  111. }
  112. //记录操作的位置信息
  113. oldLinePosition = new List<LinePosition>();
  114. SetLinePos();
  115. //相机感光度
  116. if (InfraredDemo._ins)
  117. {
  118. //重置偏移量
  119. InfraredDemo._ins.ResetCenterOffset();
  120. //重置识别点
  121. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  122. //清除一下记录的点
  123. ScreenLocate.quadUnityVectorList.Clear();
  124. slider.onValueChanged.AddListener((value) =>
  125. {
  126. InfraredDemo._ins.onSliderEvent(value);
  127. });
  128. InfraredDemo._ins.onSetSliderValue(slider);
  129. offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
  130. }
  131. else {
  132. //编辑器使用
  133. if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) {
  134. slider.onValueChanged.AddListener((value) =>
  135. {
  136. double originalMin = 0.0;
  137. double originalMax = 10.0;
  138. double targetMin = -1;
  139. double targetMax = 1;
  140. // 计算转换后的值
  141. double result = InfraredDemo.MapValue(value, originalMin, originalMax, targetMin, targetMax);
  142. //int _current = (int)(result);
  143. Debug.Log("_current:" + value + " , result:" + result);
  144. ScreenLocate.Main.pcContrast = (float)result;
  145. });
  146. float v = ScreenLocate.Main.pcContrast;
  147. // 目标区间 [0, 10] 的边界值
  148. double targetMin = 0.0;
  149. double targetMax = 10.0;
  150. double originalMin = -1;
  151. double originalMax = 1;
  152. // 计算转换后的值
  153. double v2 = InfraredDemo.MapValue(v, originalMin, originalMax, targetMin, targetMax);
  154. Debug.Log("PC获取相机的感光度:" + v + " = " + v2);
  155. slider.SetValueWithoutNotify((float)v2);
  156. }
  157. }
  158. //if (ScreenLocate.Main.getUVCTexture)
  159. //{
  160. // //渲染相机画面
  161. // rawImage.texture = ScreenLocate.Main.getUVCTexture;
  162. // //Debug.Log("rawImage.texture:" + rawImage.texture.name);
  163. //}
  164. //slider.onValueChanged.AddListener((value) => {
  165. // //onSliderEvent(value);
  166. // InfraredDemo._ins.SetBrightness(value);
  167. //});
  168. //slider.value = InfraredDemo._ins.brightness.Get();
  169. //修改分辨率。是否清晰一点?
  170. //DefaultResolutionIndex = InfraredDemo._ins?.ResolutionIndex ?? 0;
  171. //Debug.Log("[InfraredScreenPositioningView]开始记录进入时候的分辨率:" + DefaultResolutionIndex);
  172. //InfraredDemo._ins?.SetResolutionNew(ScreenLocate.Main.HighScreenLocateResolutionIndex);
  173. }
  174. private void OnDestroy()
  175. {
  176. //修改回进入手动调节页面时候的分辨率
  177. //InfraredDemo._ins?.SetResolutionNew(DefaultResolutionIndex);
  178. }
  179. public RawImage Bg => rawImage;
  180. void Update()
  181. {
  182. if (enterFromZimWebCamera && ScreenLocate.Main.DebugOnZIMDemo) {
  183. // ZimWebCamera场景测试
  184. rawImage.texture = ScreenLocate.Main.outputRawImages[7].texture;
  185. if (ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.HasValue)
  186. {
  187. // 检测到光点
  188. var posInCanvas = ScreenLocate.Main.infraredSpotBuffer[0].CameraLocation.Value.pixelToLocalPosition_AnchorCenter(ScreenLocate.Main.CameraSize, rawImage.rectTransform.rect);
  189. crosshair.gameObject.SetActive(true);
  190. crosshair.anchoredPosition = posInCanvas;
  191. }
  192. else
  193. crosshair.gameObject.SetActive(false);
  194. }
  195. else if (InfraredDemo.running)
  196. {
  197. //渲染相机画面
  198. Texture texture = InfraredDemo.infraredCameraHelper.GetCameraTexture();
  199. if (rawImage.texture == null || texture.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
  200. rawImage.texture = texture;
  201. //rawImage.material = InfraredDemo.infraredCameraHelper.GetCameraMaterial();
  202. }
  203. }
  204. public void OnClick_Back()
  205. {
  206. AudioMgr.ins.PlayBtn();
  207. ViewMgr.Instance.DestroyView<InfraredScreenPositioningView>();
  208. }
  209. /// <summary>
  210. /// 自动识别
  211. /// </summary>
  212. public void OnClick_Auto()
  213. {
  214. bAuto = true;
  215. doLocateAuto = true;
  216. textTip1.SetActive(false);
  217. textTip2.SetActive(true);
  218. ResetButton(btnAuto);
  219. if (enterFromZimWebCamera)
  220. {
  221. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  222. _screenLocate.EnterScreenLocateManualAuto();
  223. return;
  224. }
  225. if (InfraredDemo.running)
  226. {
  227. InfraredDemo.infraredCameraHelper.EnterScreenLocateManualAuto();
  228. }
  229. }
  230. /// <summary>
  231. /// 切换成手动方式
  232. /// </summary>
  233. public void onHandMovement()
  234. {
  235. bAuto = false;
  236. doLocateAuto = false;
  237. draggableParent.gameObject.SetActive(true);
  238. pointsParent.gameObject.SetActive(false);
  239. mask.SetActive(false);
  240. cameraLight.SetActive(true);
  241. }
  242. /// <summary>
  243. /// 自动识别后同步
  244. /// </summary>
  245. public void SyncScreenPosition()
  246. {
  247. //Debug.Log("quadUnityVectorList[i]:" + quadUnityVectorList[i]);
  248. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  249. Debug.Log("texSize:" + texSize + " = " + canvasRectTransform.rect);
  250. //自动识别时候四个点
  251. //pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  252. //pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  253. //pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  254. //pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  255. SyncQuadUnityVectorListToPos();
  256. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  257. //自动识别后隐藏手动按钮
  258. draggableParent.gameObject.SetActive(false);
  259. pointsParent.gameObject.SetActive(true);
  260. if (ScreenLocate.Main) {
  261. ZIM.Unity.QuadrilateralInCamera screen = ScreenLocate.Main.ScreenIdentification.Screen.QuadInCamera;
  262. //设置points点
  263. for (int i = 0; i < 4; i++)
  264. {
  265. RectTransform t = pointsParent.GetChild(i) as RectTransform;
  266. t.anchoredPosition = screen.Quad[i].pixelToLocalPosition_AnchorCenter(screen.CameraSize, pointsParent.rect);
  267. }
  268. }
  269. }
  270. #region 绘制线段部分
  271. //点击拖拽的开始位置
  272. public void onBeginPos(int index, Vector3 pos)
  273. {
  274. Debug.Log("pos begin: " + pos);
  275. beginPos = pos;
  276. }
  277. public void onDragPos(int index, Vector3 pos)
  278. {
  279. //设置线段的点
  280. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  281. }
  282. //点击拖拽的结束位置
  283. public void onEndPos(int index, Vector3 pos)
  284. {
  285. Debug.Log("pos end: " + pos);
  286. endPos = pos;
  287. if (beginPos == endPos) return;
  288. //Debug.Log(index+",最后的点:" + pos);
  289. //再记录一次最后的点
  290. SetLinePos();
  291. }
  292. //同步设置图片对应的位置到line
  293. public void SetLinePos()
  294. {
  295. //记录一个操作点的操作位置
  296. AddOldLinePosition();
  297. //设置线段的点
  298. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  299. }
  300. void AddOldLinePosition()
  301. {
  302. Vector3[] v = new Vector3[4];
  303. pos1.GetWorldCorners(v);
  304. Vector3[] v1 = new Vector3[4];
  305. pos1.GetLocalCorners(v1);
  306. //for (int i = 0; i < 4; i++)
  307. //{
  308. // Debug.Log(i + " =1= " + v[i]);
  309. // Debug.Log(i + " =2= " + v1[i]);
  310. //}
  311. //记录一个操作点的操作位置
  312. List<Vector3> screenPositions = new List<Vector3>();
  313. screenPositions.Add(pos1.localPosition);
  314. screenPositions.Add(pos2.localPosition);
  315. screenPositions.Add(pos3.localPosition);
  316. screenPositions.Add(pos4.localPosition);
  317. LinePosition linePosition = new LinePosition();
  318. linePosition.index = oldLinePosition.Count;
  319. linePosition.pos = screenPositions;
  320. oldLinePosition.Add(linePosition);
  321. }
  322. //转换绘制线段的点
  323. List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
  324. {
  325. List<Vector2> _screenPositions = new List<Vector2>();
  326. //点为负数的增大 offset,正数减少 offset
  327. //Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
  328. //Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
  329. //Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
  330. //Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
  331. Vector2 startPos1 = new Vector2(_pos1.x + offset, _pos1.y + offset);
  332. Vector2 startPos2 = new Vector2(_pos2.x - offset, _pos2.y + offset);
  333. Vector2 startPos3 = new Vector2(_pos3.x - offset, _pos3.y - offset);
  334. Vector2 startPos4 = new Vector2(_pos4.x + offset, _pos4.y - offset);
  335. _screenPositions.Add(startPos1);
  336. _screenPositions.Add(startPos2);
  337. _screenPositions.Add(startPos3);
  338. _screenPositions.Add(startPos4);
  339. return _screenPositions;
  340. }
  341. void SetRectanglePoints(List<Vector2> screenPositions)
  342. {
  343. line.SetLine(screenPositions);
  344. }
  345. //撤回上一个元素
  346. public void onRecall()
  347. {
  348. // 获取并删除最后一个元素,并且保留一个元素
  349. if (oldLinePosition.Count > 1) // 确保列表不为空
  350. {
  351. // 获取回退的那个元素点
  352. LinePosition lastElement_second = oldLinePosition[oldLinePosition.Count - 2];
  353. // 获取最后一个元素
  354. //LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  355. //Debug.Log(JsonUtility.ToJson(lastElement) + " = " + oldLinePosition.Count);
  356. oldLinePosition.RemoveAt(oldLinePosition.Count - 1); // 删除最后一个元素
  357. pos1.localPosition = lastElement_second.pos[0];
  358. pos2.localPosition = lastElement_second.pos[1];
  359. pos3.localPosition = lastElement_second.pos[2];
  360. pos4.localPosition = lastElement_second.pos[3];
  361. //设置线段的点
  362. SetRectanglePoints(linePosConversion(lastElement_second.pos[0], lastElement_second.pos[1], lastElement_second.pos[2], lastElement_second.pos[3]));
  363. }
  364. }
  365. //是不是从Demo界面进入该页面的
  366. public bool enterFromInfraredDemo { get; set; } = false;
  367. //是否从测试场景进入
  368. public bool enterFromZimWebCamera { get; set; } = false;
  369. //确认修改
  370. public void onConfirmation()
  371. {
  372. if (enterFromZimWebCamera)
  373. {
  374. ConfirmScreenLocateManualTest();
  375. if (oldLinePosition.Count > 1) // 确保列表不为空
  376. {
  377. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  378. oldLinePosition.Clear();
  379. oldLinePosition.Add(lastElement);
  380. }
  381. SaveLocalPos();
  382. AudioMgr.ins.PlayBtn();
  383. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  384. return;
  385. }
  386. if (!ConfirmScreenLocateManual()) return;
  387. if (oldLinePosition.Count > 1) // 确保列表不为空
  388. {
  389. LinePosition lastElement = oldLinePosition[oldLinePosition.Count - 1];
  390. oldLinePosition.Clear();
  391. oldLinePosition.Add(lastElement);
  392. }
  393. if (InfraredDemo.running)
  394. {
  395. //跳转入界面
  396. AudioMgr.ins.PlayBtn();
  397. if (!enterFromInfraredDemo)
  398. {
  399. //每次初始化重置一下引导
  400. InfraredDemo._ins.resetInfraredPlayerPrefs();
  401. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  402. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  403. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  404. {
  405. //如果是红外连接成功,记录一个tag
  406. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  407. }
  408. onEnterInfrared();
  409. }
  410. else {
  411. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  412. }
  413. }
  414. //存储一次节点
  415. SaveLocalPos();
  416. }
  417. //重置位置
  418. public void onReset()
  419. {
  420. oldLinePosition.Clear();
  421. // 获取屏幕的四个角的像素坐标
  422. Vector2 bottomLeft = new Vector2(0, 0);
  423. // 将屏幕像素坐标转换为 Canvas 的局部坐标
  424. Vector2 localBottomLeft;
  425. RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRectTransform, bottomLeft, null, out localBottomLeft);
  426. // 打印结果
  427. Debug.Log("Local Bottom Left: " + localBottomLeft);
  428. //int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x) - 120), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y) - 77);
  429. int _x = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.x)), _y = Mathf.FloorToInt(Mathf.Abs(localBottomLeft.y));
  430. pos1.anchoredPosition = new Vector3(-_x, -_y, 0); //Bottom Left
  431. pos2.anchoredPosition = new Vector3(_x, -_y, 0); //Bottom Right
  432. pos3.anchoredPosition = new Vector3(_x, _y, 0); //Top Right
  433. pos4.anchoredPosition = new Vector3(-_x, _y, 0); //Top Left
  434. //pos1.anchoredPosition = new Vector3(_x, _y, 0);
  435. //pos2.anchoredPosition = new Vector3(-_x, _y, 0);
  436. //pos3.anchoredPosition = new Vector3(-_x, -_y, 0);
  437. //pos4.anchoredPosition = new Vector3(_x, -_y, 0);
  438. //设置一次位置
  439. SetLinePos();
  440. btnRecordInfrared.Reset();
  441. ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
  442. if (enterFromZimWebCamera)
  443. {
  444. ScreenLocate.Main.ScreenQuad.gameObject.SetActive(false);
  445. ScreenLocate.Main.UILineGenerator.Points = new Vector2[0];
  446. }
  447. }
  448. #endregion
  449. List<Vector2> _locatePointList = new();
  450. float _texWidth;
  451. float _texHeight;
  452. void RecordLocatePoint(RectTransform p, Vector2 pivot)
  453. {
  454. Vector2 pos = JCUnityLib.RectTransformUtils.GetPositionByPivot(p, pivot);
  455. pos.x = Mathf.Clamp01(pos.x / Screen.width);
  456. pos.y = Mathf.Clamp01(pos.y / Screen.height);
  457. _locatePointList.Add(pos);
  458. }
  459. bool ConfirmScreenLocateManual()
  460. {
  461. if (InfraredDemo.running)
  462. {
  463. //渲染截图
  464. Texture2D texture2D = InfraredDemo.infraredCameraHelper.EnterScreenLocateManual();
  465. if (texture2D == null)
  466. {
  467. Debug.Log("EnterScreenLocateManual = null");
  468. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(null);
  469. return false;
  470. }
  471. _locatePointList.Clear();
  472. _texWidth = texture2D.width;
  473. _texHeight = texture2D.height;
  474. RecordLocatePoint(pos1, new Vector2(0, 0));
  475. RecordLocatePoint(pos2, new Vector2(1, 0));
  476. RecordLocatePoint(pos3, new Vector2(1, 1));
  477. RecordLocatePoint(pos4, new Vector2(0, 1));
  478. //RecordLocatePoint(pos1, new Vector2(0.5f, 0.5f));
  479. //RecordLocatePoint(pos2, new Vector2(0.5f, 0.5f));
  480. //RecordLocatePoint(pos3, new Vector2(0.5f, 0.5f));
  481. //RecordLocatePoint(pos4, new Vector2(0.5f, 0.5f));
  482. InfraredDemo.infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
  483. FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, 1, 1);
  484. //setPointsLocation(_locatePointList, pointsParent.gameObject, !bAuto);
  485. //同步数据
  486. ScreenLocate.quadUnityVectorList.Clear();
  487. ScreenLocate.quadUnityVectorList.Add(_locatePointList[0]);
  488. ScreenLocate.quadUnityVectorList.Add(_locatePointList[1]);
  489. //两个点切换,顺序不一样
  490. ScreenLocate.quadUnityVectorList.Add(_locatePointList[3]);
  491. ScreenLocate.quadUnityVectorList.Add(_locatePointList[2]);
  492. ScreenLocate.SaveScreenLocateVectorList();
  493. return true;
  494. }
  495. return false;
  496. }
  497. void ConfirmScreenLocateManualTest()
  498. {
  499. //渲染截图
  500. ScreenLocate _screenLocate = FindAnyObjectByType<ScreenLocate>();
  501. Texture2D texture2D = _screenLocate.EnterScreenLocateManual();
  502. if (texture2D == null)
  503. {
  504. _screenLocate.QuitScreenLocateManual(null);
  505. return;
  506. }
  507. _locatePointList.Clear();
  508. _texWidth = texture2D.width;
  509. _texHeight = texture2D.height;
  510. RecordLocatePoint(pos1, new Vector2(0, 0));
  511. RecordLocatePoint(pos2, new Vector2(1, 0));
  512. RecordLocatePoint(pos3, new Vector2(1, 1));
  513. RecordLocatePoint(pos4, new Vector2(0, 1));
  514. _screenLocate.QuitScreenLocateManual(_locatePointList);
  515. //FindObjectOfType<InfraredDemo>().SetLocatePointsToCameraRender(_locatePointList, _texWidth, _texHeight);
  516. setPointsLocation(_locatePointList,pointsParent.gameObject,!bAuto);
  517. if (!doLocateAuto) // 设置手动定位数据
  518. setPointsManual(_locatePointList, GameObject.Find("WebCameraView/CameraImage0/ScreenQuad"));
  519. //同步数据
  520. ScreenLocate.quadUnityVectorList.Clear();
  521. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[0].x, _locatePointList[0].y));
  522. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[1].x, _locatePointList[1].y));
  523. //两个点切换,顺序不一样
  524. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[3].x, _locatePointList[3].y));
  525. ScreenLocate.quadUnityVectorList.Add(new Vector2(_locatePointList[2].x, _locatePointList[2].y));
  526. ScreenLocate.SaveScreenLocateVectorList();
  527. }
  528. void setPointsLocation(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  529. {
  530. //GameObject pointsTF2 = GameObject.Find("WebCameraView/CameraImage0/ScreenQuad");
  531. pointsTF2.SetActive(active);
  532. if (pointsTF2.transform.childCount == targetList.Count)
  533. {
  534. for (int i = 0; i < pointsTF2.transform.childCount; i++)
  535. {
  536. Transform pointTF = pointsTF2.transform.GetChild(i);
  537. Vector2 pos = targetList[i];
  538. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(Vector2.one, pointsTF2.GetComponent<RectTransform>().rect);
  539. pointTF.gameObject.SetActive(true);
  540. }
  541. }
  542. }
  543. void setPointsManual(List<Vector2> targetList, GameObject pointsTF2, bool active = true)
  544. {
  545. setPointsLocation(targetList, pointsTF2, active);
  546. var lo = new Vector2(-0.5f, -0.5f);
  547. ScreenLocate.Main.UILineGenerator.Points = new Vector2[4] {
  548. 2 * (targetList[0] + lo),
  549. 2 * (targetList[1] + lo),
  550. 2 * (targetList[2] + lo),
  551. 2 * (targetList[3] + lo) };
  552. }
  553. void SaveLocalPos()
  554. {
  555. List<Vector3> screenPositions = new List<Vector3>();
  556. screenPositions.Add(pos1.anchoredPosition);
  557. screenPositions.Add(pos2.anchoredPosition);
  558. screenPositions.Add(pos3.anchoredPosition);
  559. screenPositions.Add(pos4.anchoredPosition);
  560. string saveStr = string.Join(';', screenPositions.Select(v => $"{v.x},{v.y}")); //,{v.z}
  561. Debug.Log("Local UI Position: " + saveStr);
  562. PlayerPrefs.SetString("ScreenPositioningView", saveStr);
  563. }
  564. void GetLocalPos()
  565. {
  566. string posListStr = PlayerPrefs.GetString("ScreenPositioningView", "");
  567. if (!string.IsNullOrWhiteSpace(posListStr))
  568. {
  569. List<Vector2> posList = posListStr.Split(';')
  570. .Select(s =>
  571. {
  572. string[] parts = s.Split(',');
  573. return new Vector2(float.Parse(parts[0]), float.Parse(parts[1]));
  574. })
  575. .ToList();
  576. pos1.anchoredPosition = posList[0];
  577. pos2.anchoredPosition = posList[1];
  578. pos3.anchoredPosition = posList[2];
  579. pos4.anchoredPosition = posList[3];
  580. SetRectanglePoints(linePosConversion(pos1.localPosition, pos2.localPosition, pos3.localPosition, pos4.localPosition));
  581. }
  582. }
  583. #region 按钮颜色切换
  584. private void OnButtonClick(Button button)
  585. {
  586. // 切换按钮颜色
  587. ColorBlock colors = button.colors;
  588. colors.normalColor = highlightedColor;
  589. colors.highlightedColor = highlightedColor;
  590. button.colors = colors;
  591. // 切换字体颜色
  592. Text buttonText = button.GetComponentInChildren<Text>();
  593. buttonText.color = highlightedTextColor;
  594. }
  595. private void ResetButton(Button button)
  596. {
  597. // 重置按钮颜色
  598. ColorBlock colors = button.colors;
  599. colors.normalColor = normalColor;
  600. colors.highlightedColor = normalColor;
  601. button.colors = colors;
  602. // 重置字体颜色
  603. Text buttonText = button.GetComponentInChildren<Text>();
  604. buttonText.color = normalTextColor;
  605. }
  606. #endregion
  607. #region 标定完成之后进入游戏界面
  608. void onEnterInfrared()
  609. {
  610. //添加进入射箭场景
  611. if (PlayerPrefs.GetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 0) == 0)
  612. {
  613. Debug.Log("-----进入射箭场景!");
  614. NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
  615. newUserGuiderManager.curConfigKey = "开始-红外调整";
  616. newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.HOUYIPRO || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun || AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMISPRO;
  617. //进入射箭场景
  618. GlobalData.pkMatchType = PKMatchType.None;
  619. GameMgr.gameType = 1;
  620. //射一箭回到连接页面,Device.view
  621. GameMgr.bNavBack = true;
  622. GameMgr.bShowDistance = false;
  623. AimHandler.ins.bInitOne = false;//true
  624. //关闭计时器
  625. GameMgr.turnOffTimer = true;
  626. //关闭左边靶子和底部速度栏
  627. GameMgr.HideTargetView = true;
  628. GameMgr.HideBillboard = true;
  629. GameMgr.ButtonCount = 0;
  630. UnityEngine.SceneManagement.SceneManager.LoadScene(
  631. "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);
  632. PlayerPrefs.SetInt("entry-guider-infrared-" + LoginMgr.myUserInfo.id, 1);
  633. }
  634. else
  635. {
  636. Debug.Log("-----跳转回连接界面!");
  637. //如不是第一次,则应该跳转回连接界面
  638. ViewMgr.Instance.DestroyView<SmartArcheryView>();
  639. ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
  640. }
  641. }
  642. #endregion
  643. #region 最后选择算法处理UI
  644. //选择全自动结果后进入游戏
  645. void OnFirstResult()
  646. {
  647. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.Auto);
  648. UpdateQuadUnityVectorList();
  649. onCompelete();
  650. }
  651. //选择半自动结果
  652. void OnSecondResult()
  653. {
  654. ScreenLocate.Main.SelectScreenAfterLocate(ScreenLocate.ScreenIdentificationTag.SemiAuto);
  655. UpdateQuadUnityVectorList();
  656. onCompelete();
  657. }
  658. public void onCompelete()
  659. {
  660. if (enterFromZimWebCamera)
  661. {
  662. SaveLocalPos();
  663. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  664. return;
  665. }
  666. if (InfraredDemo.running)
  667. {
  668. //跳转入界面
  669. AudioMgr.ins.PlayBtn();
  670. if (!enterFromInfraredDemo)
  671. {
  672. //每次初始化重置一下引导
  673. InfraredDemo._ins.resetInfraredPlayerPrefs();
  674. //GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
  675. //connectGuidanceView.GetComponent<ConnectGuidanceView>().showTextipInfrared();
  676. if (!PlayerPrefs.HasKey("hideInfraredBowAndArrow"))
  677. {
  678. //如果是红外连接成功,记录一个tag
  679. PlayerPrefs.SetInt("hideInfraredBowAndArrow", 1);
  680. }
  681. onEnterInfrared();
  682. }
  683. else
  684. {
  685. ViewManager2.HideView(ViewManager2.Path_InfraredScreenPositioningView);
  686. }
  687. }
  688. //存储一次节点
  689. SaveLocalPos();
  690. }
  691. /// <summary>
  692. /// 选择模式后更新 quadUnityVectorList
  693. /// </summary>
  694. void UpdateQuadUnityVectorList() {
  695. ScreenLocate.Main.UpdateQuadUnityVectorList();
  696. SyncQuadUnityVectorListToPos();
  697. InfraredDemo._ins?.SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  698. _locatePointList.Clear();
  699. }
  700. void SyncQuadUnityVectorListToPos() {
  701. Debug.Log("[ScreenLocate] SyncQuadUnityVectorListToPos quadUnityVectorList:" + ScreenLocate.Main.PrintVector2List(ScreenLocate.quadUnityVectorList));
  702. pos1.anchoredPosition = ScreenLocate.quadUnityVectorList[0].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  703. pos2.anchoredPosition = ScreenLocate.quadUnityVectorList[1].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  704. pos4.anchoredPosition = ScreenLocate.quadUnityVectorList[2].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  705. pos3.anchoredPosition = ScreenLocate.quadUnityVectorList[3].pixelToLocalPosition_AnchorCenter(Vector2.one, canvasRectTransform.rect);
  706. }
  707. #endregion
  708. }