InfraredDemo.cs 60 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. }
  41. void Start()
  42. {
  43. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  44. SetVisiable(false);
  45. InitDebugScreenPoint();
  46. gameObject.AddComponent<FPSTester>();
  47. if (CommonConfig.StandaloneModeOrPlatformB)
  48. {
  49. mBtnSee.gameObject.SetActive(false);
  50. }
  51. else {
  52. mBtnSee.interactable = false;
  53. mBtnSee.transform.Find("Text").GetComponent<Text>().text = "等待初始化..";
  54. }
  55. //直接初始化一次
  56. //InitInfraredCamera();
  57. Debug.Log("[InfraredDemo] Start Function!");
  58. initToggle();
  59. initExport();
  60. InitFullScreen();
  61. #if UNITY_STANDALONE_WIN
  62. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  63. #endif
  64. }
  65. void OnGUI()
  66. {
  67. ShowVersionCode();
  68. }
  69. private void ShowVersionCode()
  70. {
  71. GUIStyle labelFont = new GUIStyle();
  72. labelFont.normal.textColor = new Color(1, 0.6f, 0.6f);
  73. labelFont.fontSize = Mathf.CeilToInt(Screen.height * 0.03f);
  74. GUI.Label(new Rect(Screen.width / 100, Screen.height / 100, 100, 100), "game-20241111-1740-5-1", labelFont);
  75. }
  76. void Update()
  77. {
  78. UpdateInfraredCamera();
  79. //UpdateDebugScreenPoint();
  80. }
  81. public void OnClick_See()
  82. {
  83. SetVisiable(!_visiable);
  84. }
  85. //初始化一次 initScreenLocateManual
  86. bool hasCalled = false;
  87. bool _visiable;
  88. void SetVisiable(bool value)
  89. {
  90. _visiable = value;
  91. transform.Find("Background").gameObject.SetActive(value);
  92. transform.Find("InfraredCamera").gameObject.SetActive(value);
  93. //如果是b端,控制这里按钮显示
  94. if (CommonConfig.StandaloneModeOrPlatformB)
  95. {
  96. mBtnSee.gameObject.SetActive(value);
  97. }
  98. mBtnSee.GetComponentInChildren<Text>().text = value ? "隐藏界面" : "调试红外";
  99. //if (value) InitInfraredCamera();
  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. Text _spText;
  109. Vector2 _screenPoint;
  110. void InitDebugScreenPoint()
  111. {
  112. _spText = transform.Find("SPText").GetComponent<Text>();
  113. //_spText.gameObject.SetActive(DebugInEditor);
  114. _spText.gameObject.SetActive(false);
  115. }
  116. void UpdateDebugScreenPoint()
  117. {
  118. if (!DebugInEditor) return;
  119. if (infraredCameraHelper == null) return;
  120. _screenPoint.x = Mathf.Clamp(
  121. _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  122. 0, Screen.width);
  123. _screenPoint.y = Mathf.Clamp(
  124. _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  125. 0, Screen.height);
  126. infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  127. _spText.text = _screenPoint.ToString();
  128. }
  129. #region 红外摄像
  130. [SerializeField] RawImage _cameraRender;
  131. [SerializeField] RawImage _cameraRender2;
  132. /// <summary>
  133. /// 测试texture
  134. /// </summary>
  135. public RawImage MyCameraRender2
  136. {
  137. get { return _cameraRender2; }
  138. set { _cameraRender2 = value; }
  139. }
  140. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  141. [SerializeField] List<RectTransform> _crosshairsInCamera;
  142. [SerializeField] Slider _sliderShakeFilter;
  143. [SerializeField] Button _btnReset;
  144. [SerializeField] Button _btnScreenLocateManual;
  145. [SerializeField] Button _btnScreenLocateManualAuto;
  146. [SerializeField] Slider _sliderCapture;
  147. [SerializeField] Slider _sliderDelay;
  148. [SerializeField] Dropdown _dropdownResolution;
  149. [SerializeField] Dropdown _dropdownResolution2;
  150. [SerializeField] Slider _sliderLineWidth;
  151. //红外线阈值
  152. [SerializeField] Slider _infraredFilter;
  153. //调试UVC参数
  154. [SerializeField] GameObject _cameraParameterPanel;
  155. [SerializeField] Button _btnAdjusting;
  156. //野鸭选择
  157. [SerializeField] Dropdown _duckLevelDropdown;
  158. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  159. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  160. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  161. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  162. #if UNITY_ANDROID
  163. //初始化纹理-1280*720,index = 0
  164. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  165. //摄像机分辨率 -320*240,index = 10
  166. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  167. //摄像机分辨率 -只处理高低分辨率情况
  168. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  169. string[] resolutions = { "高分辨率", "低分辨率" };
  170. #endif
  171. //抖动过滤值 - 6.0
  172. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  173. //亮度过滤阈值 - 0.8
  174. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  175. //线段宽度阈值
  176. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 10.0f);
  177. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  178. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  179. //红外准心,默认打开吧
  180. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  181. //野鸭测试存储
  182. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  183. public static InfraredCameraHelper infraredCameraHelper;
  184. public static bool running { get => infraredCameraHelper != null; }
  185. private bool _inited;
  186. #region 参数控制
  187. public GameObject togglePrefab; // 拖入一个Toggle预设体
  188. public GameObject sliderPrefab; // 拖入一个Slider预设体
  189. public GameObject spawnPoint;
  190. //自动曝光
  191. bool bAutoAE = false;
  192. Toggle CTRLAEToggle;
  193. Slider CTRLAEABSSlider;
  194. string[] sliderNameArray = new string[]{
  195. "自动曝光模式",
  196. "曝光时间(绝对)",
  197. "亮度", //
  198. "对比度",
  199. "色调",
  200. "饱和度",
  201. "锐度",
  202. "伽玛",
  203. //"白平衡温度",
  204. //"白平衡分量",
  205. "背光补偿",
  206. "增益" };
  207. string[] sliderStrArray = new string[]{
  208. "CTRL_AE",
  209. "CTRL_AE_ABS",
  210. "PU_BRIGHTNESS",
  211. "PU_CONTRAST",
  212. "PU_HUE",
  213. "PU_SATURATION",
  214. "PU_SHARPNESS",
  215. "PU_GAMMA",
  216. //"PU_WB_TEMP",
  217. //"PU_WB_COMPO",
  218. "PU_BACKLIGHT",
  219. "PU_GAIN" };
  220. UVCManager.CameraInfo currentCameraInfo;
  221. //初始化相机参数
  222. public void initSlider(UVCManager.CameraInfo cameraInfo)
  223. {
  224. if (currentCameraInfo != null) return;
  225. currentCameraInfo = cameraInfo;
  226. for (int i = 0; i < sliderStrArray.Length; i++)
  227. {
  228. string typeStr = sliderStrArray[i];
  229. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  230. //不支持的,跳过
  231. bool bContains = cameraInfo.ContainsKey(typeStr);
  232. if (!bContains) continue;
  233. if (typeStr == "CTRL_AE")
  234. {
  235. //曝光Toggle
  236. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  237. toggleObject.SetActive(true);
  238. toggleObject.name = typeStr;
  239. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  240. labelObj.text = sliderNameArray[i];
  241. Toggle toggle = toggleObject.GetComponent<Toggle>();
  242. CTRLAEToggle = toggle;
  243. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  244. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  245. int _currentValue = cameraInfo.GetValue(typeStr);
  246. 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
  247. toggle.isOn = bAutoAE;
  248. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  249. toggle.onValueChanged.AddListener((bool bValue) =>
  250. {
  251. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  252. if (typeStr == "CTRL_AE")
  253. {
  254. //开关控制是否自动曝光
  255. bAutoAE = bValue;
  256. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  257. int _value = bValue ? 8 : 1;
  258. //Debug.Log("_value " + _value);
  259. cameraInfo.SetValue(typeStr, _value);
  260. }
  261. });
  262. }
  263. else
  264. {
  265. //其余使用slider
  266. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  267. sliderObject.SetActive(true);
  268. sliderObject.name = typeStr;
  269. Slider slider = sliderObject.GetComponent<Slider>();
  270. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  271. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  272. titleTextObj.text = sliderNameArray[i];//类型名字
  273. if (slider != null)
  274. {
  275. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  276. slider.minValue = _UVCCtrlInfo.min;
  277. slider.maxValue = _UVCCtrlInfo.max;
  278. slider.wholeNumbers = true;
  279. int _defValue = _UVCCtrlInfo.def;
  280. //指定默认值
  281. //5、UVC亮度 - 50
  282. //6、UVC对比度 - 50
  283. if (typeStr == "PU_BRIGHTNESS") {
  284. _defValue = 50;
  285. } else if (typeStr == "PU_CONTRAST") {
  286. _defValue = 50;
  287. }
  288. //记录一个typeStr类型的数据存储操作对象
  289. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  290. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  291. {
  292. //获取设置默认存储的值
  293. int _Value = (int)paramFloatValue.Get();
  294. cameraInfo.SetValue(typeStr, _Value);
  295. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  296. slider.value = _Value;
  297. textObj.text = _Value + "";
  298. }
  299. else {
  300. //获取设置当前值
  301. int _currentValue = cameraInfo.GetValue(typeStr);
  302. slider.value = _currentValue;
  303. textObj.text = _currentValue + "";
  304. }
  305. //如果是曝光slider
  306. if (typeStr == "CTRL_AE_ABS")
  307. {
  308. CTRLAEABSSlider = slider;
  309. slider.interactable = !bAutoAE;
  310. }
  311. slider.onValueChanged.AddListener((newValue) =>
  312. {
  313. var _value = Mathf.FloorToInt(newValue);
  314. textObj.text = _value + "";
  315. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  316. cameraInfo.SetValue(typeStr, _value);
  317. });
  318. }
  319. }
  320. }
  321. }
  322. public void OpenUVCPanel()
  323. {
  324. _cameraParameterPanel.SetActive(true);
  325. }
  326. public void CloseUVCPanel()
  327. {
  328. _cameraParameterPanel.SetActive(false);
  329. }
  330. public void onResetUVCData()
  331. {
  332. #if UNITY_ANDROID
  333. resetUVCData();
  334. #endif
  335. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  336. resetPCData();
  337. #endif
  338. }
  339. void resetUVCData() {
  340. if (currentCameraInfo == null) return;
  341. for (int i = 0; i < sliderStrArray.Length; i++)
  342. {
  343. string typeStr = sliderStrArray[i];
  344. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  345. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  346. if (!bContains) continue;
  347. if (typeStr == "CTRL_AE")
  348. {
  349. //toggle值不进行重置
  350. Debug.Log("CTRL_AE 不需要重置");
  351. }
  352. else if (typeStr == "CTRL_AE_ABS")
  353. {
  354. if (!bAutoAE)
  355. {
  356. //如果是手动曝光,重置值
  357. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  358. Slider slider = trans.GetComponent<Slider>();
  359. Text textObj = trans.Find("text").GetComponent<Text>();
  360. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  361. //获取当前值
  362. int _currentValue = currentCameraInfo.GetValue(typeStr);
  363. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  364. textObj.text = _AEInfo.def + "";
  365. slider.value = _AEInfo.def;
  366. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  367. }
  368. }
  369. else
  370. {
  371. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  372. Slider slider = trans.GetComponent<Slider>();
  373. Text textObj = trans.Find("text").GetComponent<Text>();
  374. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  375. //重置的值
  376. int _defValue = _UVCCtrlInfo.def;
  377. if (typeStr == "PU_BRIGHTNESS")
  378. {
  379. _defValue = 50;
  380. }
  381. else if (typeStr == "PU_CONTRAST")
  382. {
  383. _defValue = 50;
  384. }
  385. textObj.text = _defValue + "";
  386. slider.value = _defValue;
  387. //获取当前值
  388. int _currentValue = currentCameraInfo.GetValue(typeStr);
  389. //重置存储值
  390. //dUVCParameters.GetValueOrDefault(typeStr).Set(_UVCCtrlInfo.def);
  391. //存储初始值,设置一次到UVC参数
  392. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  393. }
  394. }
  395. }
  396. //windows 相机
  397. string[] sliderNameArrayPC = new string[]{
  398. "亮度",
  399. "对比度",};
  400. string[] sliderStrArrayPC = new string[]{
  401. "PU_BRIGHTNESS",
  402. "PU_CONTRAST"};
  403. //记录一个typeStr类型的数据存储操作对象
  404. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  405. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  406. public void initSliderPC()
  407. {
  408. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  409. {
  410. string typeStr = sliderStrArrayPC[i];
  411. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  412. sliderObject.SetActive(true);
  413. sliderObject.name = typeStr;
  414. Slider slider = sliderObject.GetComponent<Slider>();
  415. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  416. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  417. titleTextObj.text = sliderNameArrayPC[i];//类型名字
  418. if (slider != null)
  419. {
  420. slider.minValue = -1;
  421. slider.maxValue = 1;
  422. //记录一个typeStr类型的数据存储操作对象
  423. if (typeStr == "PU_BRIGHTNESS")
  424. {
  425. //获取设置默认存储的值
  426. float _Value = pcBRIGHTNESS.Get();
  427. infraredCameraHelper.SetBrightness(_Value);
  428. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  429. slider.value = _Value;
  430. textObj.text = _Value + "";
  431. slider.onValueChanged.AddListener((newValue) =>
  432. {
  433. var _value = newValue;
  434. textObj.text = _value + "";
  435. infraredCameraHelper.SetBrightness(_value);
  436. pcBRIGHTNESS.Set(_value);
  437. });
  438. }
  439. else if (typeStr == "PU_CONTRAST")
  440. {
  441. //获取设置默认存储的值
  442. float _Value = pcCONTRAST.Get();
  443. infraredCameraHelper.SetContrast(_Value);
  444. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  445. slider.value = _Value;
  446. textObj.text = _Value + "";
  447. slider.onValueChanged.AddListener((newValue) =>
  448. {
  449. var _value = newValue;
  450. textObj.text = _value + "";
  451. infraredCameraHelper.SetContrast(_value);
  452. pcCONTRAST.Set(_value);
  453. });
  454. }
  455. }
  456. }
  457. }
  458. void resetPCData() {
  459. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  460. {
  461. string typeStr = sliderStrArrayPC[i];
  462. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  463. Slider slider = trans.GetComponent<Slider>();
  464. Text textObj = trans.Find("text").GetComponent<Text>();
  465. //重置的值
  466. int _defValue = 0;
  467. if (typeStr == "PU_BRIGHTNESS")
  468. {
  469. _defValue = 0;
  470. infraredCameraHelper.SetBrightness(_defValue);
  471. }
  472. else if (typeStr == "PU_CONTRAST")
  473. {
  474. _defValue = 0;
  475. infraredCameraHelper.SetContrast(_defValue);
  476. }
  477. textObj.text = _defValue + "";
  478. slider.value = _defValue;
  479. }
  480. }
  481. #endregion
  482. void InitInfraredCamera()
  483. {
  484. if (_inited) return;
  485. _inited = true;
  486. //SDK创建
  487. if (infraredCameraHelper == null)
  488. {
  489. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  490. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  491. infraredCameraHelper.CreateToPc();
  492. #endif
  493. #if UNITY_ANDROID
  494. //开始时候设置一个默认分辨率
  495. Debug.Log("开始时候的分辨率下标:" + resoution.Get());
  496. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  497. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y);
  498. #endif
  499. infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
  500. {
  501. //跑九轴时候,不处理这里位置
  502. if (AimHandler.ins && AimHandler.ins.bRuning9Axis()) return;
  503. if (Camera.main == null) return;
  504. Ray ray = Camera.main.ScreenPointToRay(point);
  505. Vector3 rayEndPoint = ray.GetPoint(200);
  506. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  507. // 挑战场景中其相机的父级有旋转,需要换算
  508. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  509. {
  510. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  511. }
  512. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  513. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  514. //移动目标游戏
  515. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  516. };
  517. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  518. {
  519. //生成控制摄像机的参数滑条
  520. Debug.Log("初始化摄像机!");
  521. //可以操作按钮
  522. mBtnSee.interactable = true;
  523. mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  524. //延迟重新设置一次分辨率
  525. StartCoroutine(delayInitOhterInfo(camera));
  526. };
  527. //屏幕变化时候
  528. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  529. {
  530. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  531. SetLocatePointsToCameraRender(list, 1, 1);
  532. //InfraredScreenPositioningView 页面
  533. if (list.Count == 4)
  534. {
  535. FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
  536. }
  537. else {
  538. FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
  539. }
  540. };
  541. }
  542. }
  543. /// <summary>
  544. /// 初始化一些游戏配置
  545. /// </summary>
  546. /// <returns></returns>
  547. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera) {
  548. //yield return new WaitForSeconds(1f);
  549. yield return new WaitForEndOfFrame();
  550. #if UNITY_ANDROID
  551. initSlider(camera);
  552. camera.GetResolutionsStrs();
  553. // 清除默认选项
  554. _dropdownResolution2.ClearOptions();
  555. // 将分辨率字符串数组转换为 Dropdown 选项
  556. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  557. // 默认设置
  558. int index = (int)resoution.Get();
  559. _dropdownResolution2.value = index;
  560. _dropdownResolution2.RefreshShownValue();
  561. // 处理 Dropdown 的选择变化
  562. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  563. #endif
  564. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  565. initSliderPC();
  566. //隐藏不需要的设置
  567. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  568. _dropdownResolution.gameObject.SetActive(false);
  569. _dropdownResolution2.gameObject.SetActive(false);
  570. #endif
  571. //震动阈值
  572. SetShakeFilterValue(shakeFilterValue.Get());
  573. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  574. //功能按钮
  575. //重置触发测试
  576. _btnReset.onClick.AddListener(OnClick_Reset);
  577. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  578. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  579. SetCaptureValue(captureValue.Get());
  580. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  581. SetDelayValue(delayValue.Get());
  582. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  583. //绘制线段
  584. SetLineWidth(lineWidth.Get());
  585. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  586. //检测红外亮度阈值
  587. SetInfraredFilterValue(infraredFileterValue.Get());
  588. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  589. //野鸭设置初始关卡
  590. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  591. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  592. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  593. }
  594. /// <summary>
  595. /// 初始化时候获取设置和存储来控制显示准心
  596. /// </summary>
  597. /// <returns></returns>
  598. public bool bInitCrosshairShow() {
  599. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  600. }
  601. /// <summary>
  602. /// 获取弓箭准心存储值
  603. /// </summary>
  604. /// <returns></returns>
  605. public int getCrosshairValue() {
  606. return (int)crosshairValue.Get();
  607. }
  608. public void setCrosshairValue(bool bshow) {
  609. crosshairValue.Set(bshow ? 1 : 0);
  610. }
  611. public void onStartPreview()
  612. {
  613. infraredCameraHelper.onStartPreview();
  614. }
  615. public void onStopPreview()
  616. {
  617. infraredCameraHelper.onStopPreview();
  618. }
  619. /// <summary>
  620. /// 获取并且初始化一次记录点的数据
  621. /// </summary>
  622. /// <returns></returns>
  623. IEnumerator initScreenLocateManual()
  624. {
  625. yield return new WaitForSeconds(1f);
  626. infraredCameraHelper.InitScreenLocateManual();
  627. }
  628. IEnumerator RestartOrKillApp()
  629. {
  630. yield return new WaitForSeconds(0.3f);
  631. if (Application.isEditor) yield break;
  632. if (Application.platform == RuntimePlatform.Android)
  633. {
  634. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  635. {
  636. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  637. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  638. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  639. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  640. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  641. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  642. currentActivity.Call("startActivity", intent);
  643. currentActivity.Call("finish");
  644. var process = new AndroidJavaClass("android.os.Process");
  645. int pid = process.CallStatic<int>("myPid");
  646. process.CallStatic("killProcess", pid);
  647. }
  648. }
  649. else {
  650. // 获取当前应用程序的可执行文件路径
  651. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  652. // 重启应用程序
  653. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  654. {
  655. FileName = executablePath,
  656. UseShellExecute = false
  657. };
  658. System.Diagnostics.Process.Start(startInfo);
  659. // 退出当前应用程序
  660. Application.Quit();
  661. };
  662. }
  663. void UpdateInfraredCamera()
  664. {
  665. if (!_visiable) return;
  666. if (!_inited) return;
  667. if (infraredCameraHelper == null) return;
  668. //渲染相机画面
  669. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  670. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  671. if (ScreenLocate.Main.getUVCTexture)
  672. {
  673. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  674. {
  675. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  676. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  677. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  678. if (!isFullscreen) SetAllToggle(true);
  679. }
  680. else if (ScreenLocate.Main.OutputTextures[4] != null)
  681. {
  682. //缩小的情况下。显示黑白色差的合成图
  683. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  684. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  685. //底图缩小的情况下。不显示适配线段,并且隐藏points
  686. if (!isFullscreen) {
  687. if (showPoints) {
  688. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  689. for (int i = 0; i < pointsTF2.childCount; i++)
  690. {
  691. Transform pointTF = pointsTF2.GetChild(i);
  692. pointTF.gameObject.SetActive(false);
  693. showPoints = false;
  694. }
  695. }
  696. SetAllToggle(false);
  697. }
  698. }
  699. //_cameraRender.SetNativeSize();
  700. // _MaintainAspectRatio.AdjustSize();
  701. }
  702. //在相机画面显示准心
  703. if (ScreenLocate.Main)
  704. {
  705. var _sl = ScreenLocate.Main;
  706. var buffer = _sl.infraredSpotBuffer;
  707. if (buffer != null)
  708. {
  709. for (int i = 0; i < buffer.Length; i++)
  710. {
  711. if (buffer[i].CameraLocation != null)
  712. {
  713. //添加一个偏移量,使得最后输出的准心是指向正中心
  714. Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  715. // 检测到光点
  716. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  717. _crosshairsInCamera[i].gameObject.SetActive(true);
  718. _crosshairsInCamera[i].anchoredPosition = pos;
  719. }
  720. else
  721. _crosshairsInCamera[i].gameObject.SetActive(false);
  722. }
  723. }
  724. //渲染固定摄像机分辨率
  725. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  726. //渲染摄像机大小
  727. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  728. //渲染摄像机识别点位置
  729. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  730. }
  731. }
  732. bool showPoints = false;
  733. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  734. {
  735. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  736. if (pointsTF2.childCount == points.Count)
  737. {
  738. Vector2 texSize = new Vector2(w, h);
  739. for (int i = 0; i < pointsTF2.childCount; i++)
  740. {
  741. Transform pointTF = pointsTF2.GetChild(i);
  742. Vector2 pos = points[i];
  743. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  744. pointTF.gameObject.SetActive(true);
  745. showPoints = true;
  746. }
  747. }
  748. else {
  749. for (int i = 0; i < pointsTF2.childCount; i++)
  750. {
  751. Transform pointTF = pointsTF2.GetChild(i);
  752. pointTF.gameObject.SetActive(false);
  753. showPoints = false;
  754. }
  755. }
  756. //绘制数据
  757. DrawTestLine();
  758. }
  759. #region 测试数据绘制
  760. [SerializeField] private Toggle curToggle;
  761. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  762. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  763. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  764. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  765. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  766. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  767. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  768. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  769. [SerializeField] RawImage _cameraRenderTest5;
  770. [SerializeField] RawImage _cameraRenderTest6;
  771. void DrawTestLine()
  772. {
  773. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  774. // 判断 texSize 是否为有效值
  775. if (texSize == Vector2.zero)
  776. {
  777. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  778. return;
  779. }
  780. // 设置三个屏幕四边形和线条生成器
  781. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  782. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  783. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  784. ScreenLocate.Main.ScreenIdentification?.QuadManual
  785. };
  786. LineGenerator[] lineGenerators = new LineGenerator[] {
  787. AutoUILineGenerator,
  788. SemiAutoUILineGenerator,
  789. ManualUILineGenerator
  790. };
  791. for (int i = 0; i < screenQuads.Length; i++)
  792. {
  793. if (screenQuads[i] == null)
  794. {
  795. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  796. continue;
  797. }
  798. if (lineGenerators[i] == null)
  799. {
  800. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  801. continue;
  802. }
  803. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  804. }
  805. // 清除旧选项并填充新的选项
  806. dropdown.ClearOptions();
  807. List<string> options = new List<string>();
  808. //for (int i = 0; i < screenQuads.Length; i++)
  809. //{
  810. // options.Add($"Quad {i + 1}");
  811. //}
  812. options.Add("自动识别");
  813. options.Add("半自动识别");
  814. options.Add("手动识别");
  815. dropdown.AddOptions(options);
  816. // 添加监听器来处理选择事件
  817. dropdown.onValueChanged.AddListener((index) => {
  818. OnDropdownValueChanged(index, screenQuads);
  819. });
  820. if (screenQuads[0] != null || screenQuads[1] != null)
  821. {
  822. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  823. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  824. }
  825. if (ScreenLocate.quadUnityVectorList.Count == 4) {
  826. //绘制白色线段
  827. var lo = new Vector2(-0.5f, -0.5f);
  828. CurUILineGenerator.Points = new Vector2[4] {
  829. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  830. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  831. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  832. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  833. }
  834. }
  835. // 当下拉框选项更改时调用的方法
  836. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  837. {
  838. if (index >= 0 && index < screenQuads.Length)
  839. {
  840. if (screenQuads[index] != null)
  841. {
  842. QuadrilateralInCamera selectedQuad = screenQuads[index];
  843. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  844. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  845. }
  846. else
  847. {
  848. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  849. }
  850. }
  851. else
  852. {
  853. Debug.LogWarning("所选索引超出范围!");
  854. }
  855. }
  856. /// <summary>
  857. /// 提取转换四边形的方法
  858. /// </summary>
  859. /// <param name="quad"></param>
  860. /// <param name="texSize"></param>
  861. /// <returns></returns>
  862. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  863. {
  864. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  865. {
  866. Debug.LogWarning("Invalid quadrilateral data provided.");
  867. return new Vector2[0]; // 返回空数组以避免异常
  868. }
  869. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  870. return new Vector2[4] {
  871. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  872. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  873. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  874. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  875. };
  876. }
  877. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  878. {
  879. if (points == null || points.Length < 1)
  880. {
  881. Debug.LogWarning("Invalid point data provided.");
  882. return new Vector2[0]; // 返回空数组以避免异常
  883. }
  884. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  885. List<Vector2> transformedPoints = new List<Vector2>();
  886. // 遍历所有传入的点进行转换
  887. foreach (var point in points)
  888. {
  889. // 转换每个点,考虑 texSize 和 pivot 偏移
  890. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  891. transformedPoints.Add(transformedPoint);
  892. }
  893. return transformedPoints.ToArray();
  894. }
  895. void initToggle()
  896. {
  897. // 监听 Toggle 值的变化
  898. if (curToggle != null)
  899. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  900. // 监听 Toggle 值的变化
  901. if (autoToggle != null)
  902. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  903. if (semiAutoToggle != null)
  904. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  905. if (manualToggle != null)
  906. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  907. }
  908. // 控制 LineGenerator 的启用/禁用
  909. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  910. {
  911. if (lineGenerator != null && lineGenerator.enabled != isOn)
  912. {
  913. lineGenerator.enabled = isOn;
  914. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  915. }
  916. }
  917. /// <summary>
  918. /// 设置全部显示
  919. /// </summary>
  920. /// <param name="value"></param>
  921. private void SetAllToggle(bool value) {
  922. ToggleLineGenerator(CurUILineGenerator, value);
  923. ToggleLineGenerator(AutoUILineGenerator, value);
  924. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  925. ToggleLineGenerator(ManualUILineGenerator, value);
  926. }
  927. /// <summary>
  928. /// 放大时候同步一次toggle
  929. /// </summary>
  930. private void SyncAllToggle()
  931. {
  932. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  933. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  934. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  935. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  936. }
  937. // 下拉菜单用于显示纹理名称
  938. public Dropdown textureDropdown;
  939. // 按钮用于导出选中的纹理
  940. public Button exportSelectedButton;
  941. // 按钮用于导出所有纹理
  942. public Button exportAllButton;
  943. // 定义纹理名称
  944. string[] textureNames = {
  945. "A屏幕原图",
  946. "B半自动识别线段",
  947. "C黑白色差",
  948. "D识别结果",
  949. "E色差叠加识别结果",
  950. "F半自动备选线段"
  951. };
  952. void initExport() {
  953. // 设置下拉菜单的选项
  954. textureDropdown.ClearOptions();
  955. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  956. // 添加导出选中纹理的按钮点击事件
  957. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  958. // 添加导出所有纹理的按钮点击事件
  959. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  960. }
  961. /// <summary>
  962. /// 导出所有纹理
  963. /// </summary>
  964. public void SaveAllTexturesToLocal()
  965. {
  966. for (int i = 0; i < textureNames.Length; i++)
  967. {
  968. SaveTextureToLocal(i); // 调用之前定义的保存方法
  969. }
  970. }
  971. /// <summary>
  972. /// 导出图片
  973. /// </summary>
  974. /// <param name="index"></param>
  975. public void SaveTextureToLocal(int index)
  976. {
  977. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  978. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  979. {
  980. Debug.LogError("Invalid texture index or texture is null.index:"+ index);
  981. return;
  982. }
  983. // 定义保存路径
  984. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  985. string baseName = $"{time}_Texture_{index}";
  986. // 检查索引是否在命名数组内
  987. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  988. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  989. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  990. #else
  991. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  992. #endif
  993. // 编码纹理为 PNG 格式
  994. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  995. // 将字节写入文件
  996. System.IO.File.WriteAllBytes(path, bytes);
  997. Debug.Log($"Texture saved as: {path}");
  998. }
  999. //下面是处理对象放大缩小
  1000. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1001. public Button toggleButton; // 缩小时使用的按钮
  1002. private Vector2 originalSize;
  1003. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1004. private Vector2 originalAnchorMin;
  1005. private Vector2 originalAnchorMax;
  1006. private int originalSiblingIndex; // 保存初始的层级索引
  1007. private bool isFullscreen = false;
  1008. /// <summary>
  1009. /// 测试效果屏幕数据初始化
  1010. /// </summary>
  1011. void InitFullScreen() {
  1012. if (cameraObj1 != null)
  1013. {
  1014. // 保存初始大小、位置和层级索引
  1015. originalSize = cameraObj1.sizeDelta;
  1016. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1017. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1018. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1019. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1020. // 为 cameraObj1 添加点击事件
  1021. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1022. toggleButton.transform.parent.gameObject.SetActive(false);
  1023. }
  1024. if (toggleButton != null)
  1025. {
  1026. // 为按钮添加点击事件以恢复大小
  1027. toggleButton.onClick.AddListener(RestoreSize);
  1028. }
  1029. }
  1030. void ToggleFullscreen()
  1031. {
  1032. if (cameraObj1 == null) return;
  1033. if (!isFullscreen)
  1034. {
  1035. // 设置锚点为全屏,调整位置和偏移量
  1036. cameraObj1.anchorMin = Vector2.zero;
  1037. cameraObj1.anchorMax = Vector2.one;
  1038. cameraObj1.offsetMin = Vector2.zero;
  1039. cameraObj1.offsetMax = Vector2.zero;
  1040. cameraObj1.anchoredPosition = Vector3.zero;
  1041. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1042. //刷新一次点
  1043. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1044. toggleButton.transform.parent.gameObject.SetActive(true);
  1045. isFullscreen = true;
  1046. //放大情况根据toggle来显示
  1047. SyncAllToggle();
  1048. }
  1049. }
  1050. void RestoreSize()
  1051. {
  1052. if (cameraObj1 == null || !isFullscreen) return;
  1053. // 恢复锚点和偏移量
  1054. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1055. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1056. cameraObj1.sizeDelta = originalSize;
  1057. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1058. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1059. //刷新一次点
  1060. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1061. toggleButton.transform.parent.gameObject.SetActive(false);
  1062. isFullscreen = false;
  1063. }
  1064. #endregion
  1065. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1066. {
  1067. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1068. if (pointsTF2.childCount == points.Count)
  1069. {
  1070. Vector2 texSize = new Vector2(w, h);
  1071. for (int i = 0; i < pointsTF2.childCount; i++)
  1072. {
  1073. Transform pointTF = pointsTF2.GetChild(i);
  1074. Vector2 pos = points[i];
  1075. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1076. pointTF.gameObject.SetActive(true);
  1077. }
  1078. }
  1079. else
  1080. {
  1081. for (int i = 0; i < pointsTF2.childCount; i++)
  1082. {
  1083. Transform pointTF = pointsTF2.GetChild(i);
  1084. pointTF.gameObject.SetActive(false);
  1085. }
  1086. }
  1087. }
  1088. void SetShakeFilterValue(float v)
  1089. {
  1090. shakeFilterValue.Set(v);
  1091. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1092. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1093. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1094. }
  1095. /// <summary>
  1096. /// 重新设置分辨率
  1097. /// </summary>
  1098. /// <param name="index"></param>
  1099. public void resolutionRestartApp(int index)
  1100. {
  1101. #if UNITY_ANDROID
  1102. //StartCoroutine(RestartOrKillApp());
  1103. //获取第一个分辨率设置后设置size
  1104. switch (index)
  1105. {
  1106. case 0:
  1107. infraredCameraHelper.SetHighCameraResolution();
  1108. resoution.Set(index);
  1109. _dropdownResolution2.SetValueWithoutNotify(index);
  1110. break;
  1111. case 1:
  1112. infraredCameraHelper.SetLowCameraResolution();
  1113. resoution.Set(index);
  1114. _dropdownResolution2.SetValueWithoutNotify(index);
  1115. break;
  1116. }
  1117. #endif
  1118. }
  1119. /// <summary>
  1120. /// 初始化时候,设置的值
  1121. /// </summary>
  1122. /// <param name="index"></param>
  1123. public Vector2 SetDefByIndex(int index = 0)
  1124. {
  1125. //SetResolutionNew 里面对应的下标
  1126. Vector2 vec2 = new Vector2(320, 240);
  1127. switch (index)
  1128. {
  1129. case 0:
  1130. vec2 = new Vector2(320, 240);
  1131. break;
  1132. case 1:
  1133. vec2 = new Vector2(160, 120);
  1134. break;
  1135. }
  1136. return vec2;
  1137. }
  1138. /// <summary>
  1139. /// 当 Dropdown 选择变化时的处理方法
  1140. /// </summary>
  1141. /// <param name="OnResolutionChanged">320x240</param>
  1142. private void OnResolutionChanged(int index)
  1143. {
  1144. #if UNITY_ANDROID
  1145. Debug.Log("Selected Resolution: " + index);
  1146. // 将选定的分辨率转换为实际的宽度和高度
  1147. // 并且需要判断是否存在最低分辨率
  1148. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1149. {
  1150. // 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
  1151. infraredCameraHelper.SetLowCameraResolution();
  1152. // 保存选择的分辨率到 PlayerPrefs
  1153. resoution.Set(index);
  1154. }
  1155. else if(index == 0){
  1156. //如果是0就 使用高分辨率
  1157. infraredCameraHelper.SetHighCameraResolution();
  1158. // 保存选择的分辨率到 PlayerPrefs
  1159. resoution.Set(index);
  1160. }
  1161. #endif
  1162. }
  1163. /// <summary>
  1164. /// 野鸭关卡测试初始值
  1165. /// </summary>
  1166. /// <param name="optionIndex"></param>
  1167. public void SetDuckLevelTest(int optionIndex)
  1168. {
  1169. //选择下标+1
  1170. int v = optionIndex + 1;
  1171. duckHunterLevel.Set(v);
  1172. _sliderLineWidth.SetValueWithoutNotify(duckHunterLevel.Get());
  1173. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = duckHunterLevel.Get().ToString("f1");
  1174. }
  1175. void OnClick_Reset()
  1176. {
  1177. //SetBrightness(1);
  1178. //SetSaturation(1);
  1179. //SetContrast(1);
  1180. SetShakeFilterValue(6);
  1181. SetLineWidth(10);
  1182. SetInfraredFilterValue(0.8f);
  1183. SetCaptureValue(30.0f);
  1184. SetDelayValue(30.0f);
  1185. //重置为第一关
  1186. SetDuckLevelTest(0);
  1187. }
  1188. public void OnClickClearAll() {
  1189. PlayerPrefs.DeleteAll();
  1190. // 保存更改
  1191. PlayerPrefs.Save();
  1192. StartCoroutine(RestartOrKillApp());
  1193. }
  1194. void OnClick_ScreenLocateManual()
  1195. {
  1196. ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1197. FindObjectOfType<InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1198. }
  1199. void OnClick_ScreenLocateManualAuto()
  1200. {
  1201. infraredCameraHelper.EnterScreenLocateManualAuto();
  1202. }
  1203. public void OnClick_SetAdjustPointsOffset()
  1204. {
  1205. var _sl = ScreenLocate.Main;
  1206. var buffer = _sl.infraredSpotBuffer;
  1207. if (buffer != null)
  1208. {
  1209. for (int i = 0; i < buffer.Length; i++)
  1210. {
  1211. if (buffer[i].CameraLocation != null)
  1212. {
  1213. Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1214. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1215. Debug.Log("CenterOffset: " + centerOffset);
  1216. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1217. Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1218. //如果是新手教程场景里面的校准
  1219. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1220. if (infraredGuiderObj != null)
  1221. {
  1222. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1223. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1224. }
  1225. }
  1226. }
  1227. }
  1228. }
  1229. /// <summary>
  1230. /// 重置中心点
  1231. /// </summary>
  1232. public void ResetCenterOffset() {
  1233. infraredCameraHelper.ResetCenterOffset();
  1234. }
  1235. /// <summary>
  1236. /// 撤销中心点
  1237. /// </summary>
  1238. public void RevokeCenterOffset()
  1239. {
  1240. infraredCameraHelper.RevokeCenterOffset();
  1241. }
  1242. /// <summary>
  1243. /// 重置定位数据
  1244. /// </summary>
  1245. public void ResetPositioningData(bool bSyncLocal = false) {
  1246. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1247. }
  1248. void SetCaptureValue(float v)
  1249. {
  1250. captureValue.Set(v);
  1251. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1252. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1253. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1254. }
  1255. void SetDelayValue(float v)
  1256. {
  1257. delayValue.Set(v);
  1258. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1259. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1260. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1261. }
  1262. #endregion
  1263. #region 相机感光度(默认修改对比度)
  1264. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1265. {
  1266. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1267. }
  1268. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1269. {
  1270. onSliderEvent(value, "PU_CONTRAST", min, max);
  1271. }
  1272. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1273. {
  1274. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1275. }
  1276. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1277. {
  1278. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1279. }
  1280. public void onSetSliderValue(Slider _slider,string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1281. {
  1282. if (BluetoothWindows.IsWindows()) {
  1283. float v = typeStr == "PU_CONTRAST"?infraredCameraHelper.GetContrast(): infraredCameraHelper.GetBrightness();
  1284. // 目标区间 [0, 10] 的边界值
  1285. double targetMin = min;
  1286. double targetMax = max;
  1287. double originalMin = -1;
  1288. double originalMax = 1;
  1289. // 计算转换后的值
  1290. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1291. Debug.Log("PC获取相机的感光度 "+ typeStr + " :" + v + " = " + v2);
  1292. _slider.SetValueWithoutNotify((float)v2);
  1293. return;
  1294. }
  1295. //功能也改为UVC的对比度
  1296. if (running)
  1297. {
  1298. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1299. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1300. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1301. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1302. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1303. // 目标区间 [0, 10] 的边界值
  1304. double targetMin = min;
  1305. double targetMax = max;
  1306. double originalMin = _UVCCtrlInfo.min;
  1307. double originalMax = _UVCCtrlInfo.max;
  1308. // 计算转换后的值
  1309. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1310. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1311. _slider.SetValueWithoutNotify((float)v2);
  1312. }
  1313. else _slider.SetValueWithoutNotify(5);
  1314. }
  1315. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f,float max = 10.0f)
  1316. {
  1317. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1318. //pc
  1319. if (BluetoothWindows.IsWindows())
  1320. {
  1321. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1322. Slider slider = trans.GetComponent<Slider>();
  1323. Text textObj = trans.Find("text").GetComponent<Text>();
  1324. // 原始区间和目标区间的边界值
  1325. double originalMin = min;
  1326. double originalMax = max;
  1327. double targetMin = -1;
  1328. double targetMax = 1;
  1329. // 计算转换后的值
  1330. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1331. float _current = (float)result;
  1332. //Debug.Log("_current:" + _current + " , result:" + result);
  1333. textObj.text = _current + "";
  1334. slider.value = _current;
  1335. if (typeStr == "PU_CONTRAST")
  1336. {
  1337. infraredCameraHelper.SetContrast(_current);
  1338. pcCONTRAST.Set(_current);
  1339. }
  1340. else {
  1341. infraredCameraHelper.SetBrightness(_current);
  1342. pcBRIGHTNESS.Set(_current);
  1343. }
  1344. return;
  1345. }
  1346. //修改亮度时,调试界面的亮度也应该一起修改
  1347. //功能也改为UVC的对比度
  1348. if (running)
  1349. {
  1350. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1351. // .GetComponent<Slider>();
  1352. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1353. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1354. Slider slider = trans.GetComponent<Slider>();
  1355. Text textObj = trans.Find("text").GetComponent<Text>();
  1356. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1357. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1358. //value 0 ~ 10
  1359. // 原始区间和目标区间的边界值
  1360. double originalMin = min;
  1361. double originalMax = max;
  1362. double targetMin = _UVCCtrlInfo.min;
  1363. double targetMax = _UVCCtrlInfo.max;
  1364. // 计算转换后的值
  1365. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1366. int _current = (int)(result);
  1367. Debug.Log("_current:" + value + " , result:" + result);
  1368. textObj.text = _current + "";
  1369. slider.value = _current;
  1370. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1371. //存储初始值,设置一次到UVC参数
  1372. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1373. }
  1374. }
  1375. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1376. {
  1377. // 线性插值公式
  1378. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1379. }
  1380. #endregion
  1381. #region 绘制线段部分
  1382. public void SetLineWidth(float v)
  1383. {
  1384. lineWidth.Set(v);
  1385. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1386. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1387. }
  1388. #endregion
  1389. #region 亮度检测部分
  1390. public void SetInfraredFilterValue(float v)
  1391. {
  1392. infraredFileterValue.Set(v);
  1393. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1394. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1395. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1396. }
  1397. #endregion
  1398. public void resetInfraredPlayerPrefs()
  1399. {
  1400. //测试用
  1401. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1402. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1403. }
  1404. #region 显示Log部分信息
  1405. [SerializeField] Text _calibrationFixedText;
  1406. [SerializeField] Text _cameraSizeText;
  1407. [SerializeField] Text _quadUnityVectorListText;
  1408. /// <summary>
  1409. /// 校准时候的固定值分辨率
  1410. /// </summary>
  1411. /// <param name="v"></param>
  1412. public void SetCalibrationFixedText(Vector2 v)
  1413. {
  1414. _calibrationFixedText.text = v.x + "*" + v.y;
  1415. }
  1416. /// <summary>
  1417. /// 渲染摄像机当前分辨率
  1418. /// </summary>
  1419. /// <param name="v"></param>
  1420. public void SetCameraSizeText(Vector2 v)
  1421. {
  1422. _cameraSizeText.text = v.x + "*" + v.y;
  1423. }
  1424. /// <summary>
  1425. /// 渲染摄像机识别点
  1426. /// </summary>
  1427. /// <param name="v"></param>
  1428. public void SetQuadUnityVectorListText(string v)
  1429. {
  1430. _quadUnityVectorListText.text = v;
  1431. }
  1432. #endregion
  1433. }
  1434. public class ParamFloatValue
  1435. {
  1436. private string _saveKey;
  1437. private float _valueDefault;
  1438. private bool _valueLoaded;
  1439. private float _value;
  1440. public ParamFloatValue(string saveKey, float valueDefault)
  1441. {
  1442. _saveKey = saveKey;
  1443. _valueDefault = valueDefault;
  1444. }
  1445. public float Get()
  1446. {
  1447. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  1448. return _value;
  1449. }
  1450. public void Set(float value)
  1451. {
  1452. _value = value;
  1453. PlayerPrefs.SetFloat(_saveKey, _value);
  1454. PlayerPrefs.Save();
  1455. }
  1456. }