Browse Source

帧回溯调试

lvjincheng 3 years ago
parent
commit
44d5bf9281

+ 5 - 0
Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs

@@ -429,6 +429,11 @@ public class AimHandler : MonoBehaviour
         ban9AxisCalculate = ban;
         if (!ban) {
             msOld = default;
+            try
+            {
+                if (StatesBackDebug.ins) _9Axis.DeleteStatesFromTail(StatesBackDebug.ins.val);
+            }
+            catch (Exception) { }
             //恢复九轴计算时,把缓存的最新几帧计算了
             while (cached9AxisFrames.Count > 0)
             {

+ 1 - 1
Assets/BowArrow/Scripts/Bluetooth/BluetoothHolder.cs

@@ -35,7 +35,7 @@ public class BluetoothHolder : MonoBehaviour
             this.transform.Find("CanvasForOpenDebug").gameObject.SetActive(false);
         }
         CloseDebug();
-        // transform.Find("Objects").gameObject.SetActive(true);
+        transform.Find("Objects").gameObject.SetActive(true);
     } 
 
     public void ShowMagEllipse(Object viewer)

+ 7 - 0
Assets/BowArrow/Scripts/Bluetooth/o09Axis.cs

@@ -766,6 +766,13 @@ public class o09Axis
         else return SO_GetLastState_f();
     }
 
+    public void DeleteStatesFromTail(int count) {
+        if (axisCSBridge != null) {
+            axisCSBridge.DeleteStatesFromTail(count);
+            return;
+        }
+    }
+
     private Vector3 getAccIdentity() {
         if (axisCSBridge != null) {
             return axisCSBridge.GetAccIdentity_f();

+ 6 - 1
Assets/BowArrow/Scripts/Bluetooth/o09AxisCS.cs

@@ -54,7 +54,7 @@ public class o09AxisCS
 
         var Last = States.LastOrDefault() ?? new State();
         States.Add(new State());
-        if (States.Count > 50)
+        if (States.Count > 500)
             States.RemoveAt(0);
         var state = States.Last();
         state.Acc = Acc;
@@ -288,4 +288,9 @@ public class o09AxisCS
     {
         return GyrOld;
     }
+
+    public void DeleteStatesFromTail(int count) {
+        if (count <= 0 || States.Count == 0) return;
+        States = States.GetRange(0, States.Count - count <= 0 ? 1 :  States.Count - count);
+    }
 }

+ 5 - 0
Assets/BowArrow/Scripts/Bluetooth/o09AxisCSBridge.cs

@@ -26,6 +26,11 @@ public class o09AxisCSBridge {
         state.Variance = (float) s.AccVariance;
         return state;
     }
+
+    public void DeleteStatesFromTail(int count) {
+        o09AxisCS.DeleteStatesFromTail(count);
+    }
+    
     public Vector3 GetAccIdentity_f() {
         return o09AxisCS.AccIdentity;
     }

+ 8 - 0
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+ 8 - 0
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Assets/BowArrow/Scripts/Debug/StatesBackDebug/StatesBackDebug.cs

@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class StatesBackDebug : MonoBehaviour
+{
+    InputField inputField;
+    [System.NonSerialized] public int val;
+    public static StatesBackDebug ins;
+
+    void Start()
+    {
+        ins = this;
+        inputField = GetComponentInChildren<InputField>();
+        //init data
+        val = PlayerPrefs.GetInt("StatesBack-Count", 0);
+        RenderByVal();
+    }
+
+    void OnDestroy()
+    {
+        if (ins == this) ins = null;
+    }
+
+    public void OnEndEdit() {
+        val = int.Parse(inputField.text);
+        if (val < 0) val = 0;
+        if (val > 499) val = 499;
+        PlayerPrefs.SetInt("StatesBack-Count", val);
+        RenderByVal();
+    }
+
+    void RenderByVal() {
+        inputField.text = "";
+        inputField.placeholder.GetComponent<Text>().text = "回退帧数:" + val;
+    }
+}

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Assets/BowArrow/Scripts/Entry.cs

@@ -21,7 +21,7 @@ public class Entry : MonoBehaviour
         // Application.targetFrameRate = 60;
         QualitySettings.vSyncCount = 1;
         SetTip("Loading", Color.white, 56);
-        versionText.text = "Version_" + appVersion + "_R0";
+        versionText.text = "Version_" + appVersion + "_R3";
         //SetTip("正在检测对比软件版本", Color.white);
         StartCoroutine(CheckAppVersion());
         StartCoroutine(AsyncLoadScene());

+ 1 - 0
Assets/BowArrow/Scripts/Manager/GameSceneManager.cs

@@ -10,6 +10,7 @@ public class GameSceneManager : MonoBehaviour
         //开启最高抗锯齿值
         antiAliasing = QualitySettings.antiAliasing;
         QualitySettings.antiAliasing = 8;
+        GameObject.Instantiate(Resources.Load<GameObject>("StatesBackDebug"));
     }
 
     void OnDestroy()