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1.添加可控宽度
2.修改引导

slambb 2 năm trước cách đây
mục cha
commit
7b287cb509

+ 20 - 0
Assets/BowArrow/InfraredCamera/InfraredDemo.cs

@@ -85,12 +85,17 @@ public class InfraredDemo : MonoBehaviour
 
     [SerializeField] Dropdown _dropdownResolution;
 
+
+    [SerializeField] Slider _sliderLineWidth;
+
     public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
     public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
     public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
     public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
     public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 2);
 
+    public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 20.0f);
+
     public static InfraredCameraHelper infraredCameraHelper;
     public static bool running { get => infraredCameraHelper != null; }
     private bool _inited;
@@ -136,6 +141,10 @@ public class InfraredDemo : MonoBehaviour
             SetResolution(v);
             StartCoroutine(RestartOrKillApp());
         });
+
+        //绘制线段
+        SetLineWidth(lineWidth.Get());
+        _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
     }
     IEnumerator RestartOrKillApp()
     {
@@ -279,6 +288,8 @@ public class InfraredDemo : MonoBehaviour
         SetSaturation(1);
         SetContrast(1);
         SetShakeFilterValue(6);
+
+        SetLineWidth(20);
     }
     void OnClick_ScreenLocateManual()
     {
@@ -318,6 +329,15 @@ public class InfraredDemo : MonoBehaviour
     #endregion
 
 
+    #region 绘制线段部分
+    public void SetLineWidth(float v)
+    {
+        lineWidth.Set(v);
+        _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
+        _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
+    }
+    #endregion
+
     public void resetInfraredPlayerPrefs() {
         //测试用
         PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);

+ 15 - 12
Assets/BowArrow/InfraredCamera/InfraredScreenPositioningView1.cs

@@ -16,8 +16,7 @@ public class InfraredScreenPositioningView1  : MonoBehaviour
     [SerializeField]
     RectTransform pos4;
     //画线时候的点偏移量
-    [SerializeField]
-    int offset = 20;
+    float offset = 20;
     [SerializeField]
     Line line;
     List<LinePosition> oldLinePosition;
@@ -27,7 +26,11 @@ public class InfraredScreenPositioningView1  : MonoBehaviour
 
     //相机感光部分
     public Slider slider;
-
+    private void Awake()
+    {
+        offset = line.MyThickness;
+        GetLocalPos();
+    }
     void Start()
     {
         //记录操作的位置信息
@@ -46,6 +49,8 @@ public class InfraredScreenPositioningView1  : MonoBehaviour
                 InfraredDemo._ins.onSliderEvent(value);
             });
             InfraredDemo._ins.onSetSliderValue(slider);
+
+            offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
         }
     }
 
@@ -100,15 +105,16 @@ public class InfraredScreenPositioningView1  : MonoBehaviour
         linePosition.pos = screenPositions;
         oldLinePosition.Add(linePosition);
     }
-
+    //转换绘制线段的点
     List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
     {
    
         List<Vector2> _screenPositions = new List<Vector2>();
-        Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.25f - offset, _pos1.y - pos1.rect.height * 0.25f - offset);
-        Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.25f + offset, _pos2.y - pos2.rect.height * 0.25f - offset);
-        Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.25f + offset, _pos3.y + pos3.rect.height * 0.25f + offset);
-        Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.25f - offset, _pos4.y + pos4.rect.height * 0.25f + offset);
+        //点为负数的增大 offset,正数减少 offset
+        Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
+        Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
+        Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
+        Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
         _screenPositions.Add(startPos1);
         _screenPositions.Add(startPos2);
         _screenPositions.Add(startPos3);
@@ -264,10 +270,7 @@ public class InfraredScreenPositioningView1  : MonoBehaviour
 
     }
 
-    private void Awake()
-    {
-        GetLocalPos();
-    }
+
 
     void GetLocalPos()
     {

+ 557 - 0
Assets/BowArrow/InfraredCamera/Resources/InfraredDemo.prefab

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   _btnScreenLocateManual: {fileID: 1799141803236384585}
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@@ -5128,6 +5605,86 @@ MonoBehaviour:
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+ 5 - 0
Assets/BowArrow/Modules/InfraredGuider/InfraredGuider.cs

@@ -38,5 +38,10 @@ public class InfraredGuider : MonoBehaviour
         Instantiate(infraredResulutionGuider);
     }
 
+    public void ExitGuider() {
+        GameMgr.bNavBack = false;
+        Destroy(gameObject);
+    }
+
 
 }

+ 215 - 0
Assets/BowArrow/Modules/InfraredGuider/InfraredGuider.prefab

@@ -548,6 +548,86 @@ MonoBehaviour:
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+  m_OnCullStateChanged:
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+    m_FontSize: 30
+    m_FontStyle: 1
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+    m_Alignment: 4
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+  m_Text: "\u9000\u51FA\u5F15\u5BFC"
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 GameObject:
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@@ -745,6 +825,7 @@ RectTransform:
   - {fileID: 8531183467123002654}
   - {fileID: 6293142885012681023}
   - {fileID: 5017439069372811040}
+  - {fileID: 8771328988020950145}
   m_Father: {fileID: 0}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -1156,6 +1237,140 @@ MonoBehaviour:
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   m_ChildScaleHeight: 0
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+  - component: {fileID: 443126477189293607}
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+  m_Name: ExitGuiderBtn
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
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+  m_SizeDelta: {x: 280, y: 94.599976}
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+  m_OnClick:
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+ 5 - 5
Assets/BowArrow/Scenes/Game.unity

@@ -6018,7 +6018,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 29.692308, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 33}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &589339043
@@ -7492,7 +7492,7 @@ RectTransform:
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   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 29.692308, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
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   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &694545845
@@ -12635,7 +12635,7 @@ RectTransform:
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   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 29.692308, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 33}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -14110,7 +14110,7 @@ RectTransform:
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   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 49.384617, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 33}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &1338115114
@@ -20253,7 +20253,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 79.38461, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 40}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &1845023679

+ 7 - 4
Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/InfraredScreenPositioningView.prefab

@@ -1351,7 +1351,6 @@ MonoBehaviour:
   pos2: {fileID: 7990110363075381605}
   pos3: {fileID: 326007627452055294}
   pos4: {fileID: 6336526226875887966}
-  offset: 20
   line: {fileID: 5320514685055518600}
   slider: {fileID: 1710848639}
   rawImage: {fileID: 4109810863229036433}
@@ -2514,9 +2513,13 @@ MonoBehaviour:
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   loop: 1
-  thickness: 40
-  roundCount: 30
-  screenPositions: []
+  thickness: 20
+  roundCount: 88
+  screenPositions:
+  - {x: -1226, y: -565.5}
+  - {x: 1226, y: -565.5}
+  - {x: 1226, y: 565.5}
+  - {x: -1226, y: 565.5}
 --- !u!1 &6068488703563348653
 GameObject:
   m_ObjectHideFlags: 0

+ 1 - 1
Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/InfraredView.prefab

@@ -1793,7 +1793,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 0, y: 0}
+  m_AnchoredPosition: {x: 668.5, y: 0}
   m_SizeDelta: {x: 0, y: 96}
   m_Pivot: {x: 0.5, y: 0.5}
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+ 23 - 6
Assets/SmartBow/Scripts/Views/InfraredViewParts/InfraredScreenPositioningView.cs

@@ -21,8 +21,7 @@ public class InfraredScreenPositioningView  : JCUnityLib.ViewBase
     [SerializeField]
     RectTransform pos4;
     //画线时候的点偏移量
-    [SerializeField]
-    int offset = 20;
+    float offset = 20;
     [SerializeField]
     Line line;
     List<LinePosition> oldLinePosition;
@@ -39,6 +38,7 @@ public class InfraredScreenPositioningView  : JCUnityLib.ViewBase
 
     private void Awake()
     {
+        offset = line.MyThickness;
         GetLocalPos();
 
     }
@@ -55,6 +55,8 @@ public class InfraredScreenPositioningView  : JCUnityLib.ViewBase
                 InfraredDemo._ins.onSliderEvent(value);
             });
             InfraredDemo._ins.onSetSliderValue(slider);
+
+            offset = line.MyThickness = InfraredDemo._ins.lineWidth.Get();
         }
         //slider.onValueChanged.AddListener((value) => {
         //    //onSliderEvent(value);
@@ -114,6 +116,19 @@ public class InfraredScreenPositioningView  : JCUnityLib.ViewBase
 
     void AddOldLinePosition()
     {
+        Vector3[] v = new Vector3[4];
+        pos1.GetWorldCorners(v);
+      
+
+        Vector3[] v1 = new Vector3[4];
+        pos1.GetLocalCorners(v1);
+
+        for (int i = 0; i < 4; i++)
+        {
+            Debug.Log(i + " =1= " + v[i]);
+            Debug.Log(i + " =2= " + v1[i]);
+        }
+
         //记录一个操作点的操作位置
         List<Vector3> screenPositions = new List<Vector3>();
         screenPositions.Add(pos1.localPosition);
@@ -126,14 +141,16 @@ public class InfraredScreenPositioningView  : JCUnityLib.ViewBase
         oldLinePosition.Add(linePosition);
     }
 
+    //转换绘制线段的点
     List<Vector2> linePosConversion(Vector3 _pos1, Vector3 _pos2, Vector3 _pos3, Vector3 _pos4)
     {
    
         List<Vector2> _screenPositions = new List<Vector2>();
-        Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.25f - offset, _pos1.y - pos1.rect.height * 0.25f - offset);
-        Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.25f + offset, _pos2.y - pos2.rect.height * 0.25f - offset);
-        Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.25f + offset, _pos3.y + pos3.rect.height * 0.25f + offset);
-        Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.25f - offset, _pos4.y + pos4.rect.height * 0.25f + offset);
+        //点为负数的增大 offset,正数减少 offset
+        Vector2 startPos1 = new Vector2(_pos1.x - pos1.rect.width * 0.5f + offset, _pos1.y - pos1.rect.height * 0.5f + offset);
+        Vector2 startPos2 = new Vector2(_pos2.x + pos2.rect.width * 0.5f - offset, _pos2.y - pos2.rect.height * 0.5f + offset);
+        Vector2 startPos3 = new Vector2(_pos3.x + pos3.rect.width * 0.5f - offset, _pos3.y + pos3.rect.height * 0.5f - offset);
+        Vector2 startPos4 = new Vector2(_pos4.x - pos4.rect.width * 0.5f + offset, _pos4.y + pos4.rect.height * 0.5f - offset);
         _screenPositions.Add(startPos1);
         _screenPositions.Add(startPos2);
         _screenPositions.Add(startPos3);

+ 43 - 26
Assets/SmartBow/Scripts/Views/InfraredViewParts/Line.cs

@@ -16,7 +16,21 @@ namespace LineUI
 
 		public RectTransform RectTr { get => rectTransform; }
 
-		public void SetLine(List<Vector2> screenPositions)
+		//µ÷Óõϰ×îÉÙ10¿í¶È
+		public float MyThickness
+		{
+			get { return thickness; }
+			set {
+				if (value >= 10)
+				{
+
+					thickness = value;
+				}
+			}
+		}
+
+
+    public void SetLine(List<Vector2> screenPositions)
 		{
 			this.screenPositions = screenPositions;
 			SetVerticesDirty();
@@ -49,21 +63,21 @@ namespace LineUI
 				Vector2 currentPos = _screenPositions[i];
 				Vector2 dif = currentPos - previousPos;
 				float angle = Vector2.SignedAngle(Vector2.right, dif);
-				if (i > 1)
-				{
-					float anglePerRound = (angle - lastAngle) / roundCount;
-					for (int j = 0; j < roundCount; j++)
-					{
-						float ang = lastAngle + anglePerRound * j;
-						Vector2 roundOffset = Quaternion.Euler(0, 0, ang) * Vector2.up * thickness;
-						vert.position = previousPos - roundOffset;
-						vh.AddVert(vert);
-
-						vert.position = previousPos + roundOffset;
-						vh.AddVert(vert);
-					}
-				}
-				lastAngle = angle;
+                if (i > 1)
+                {
+                    float anglePerRound = (angle - lastAngle) / roundCount;
+                    for (int j = 0; j < roundCount; j++)
+                    {
+                        float ang = lastAngle + anglePerRound * j;
+                        Vector2 roundOffset = Quaternion.Euler(0, 0, ang) * Vector2.up * thickness;
+                        vert.position = previousPos - roundOffset;
+                        vh.AddVert(vert);
+
+                        vert.position = previousPos + roundOffset;
+                        vh.AddVert(vert);
+                    }
+                }
+                lastAngle = angle;
 
 				Vector2 offset = (Vector2)(Quaternion.Euler(0, 0, angle) * Vector3.up * thickness);
 
@@ -78,18 +92,21 @@ namespace LineUI
 
 				vert.position = currentPos + offset;
 				vh.AddVert(vert);
+
 			}
 			
 		}
 
-		private static void SetTriangles(VertexHelper vh)
-		{
-			for (int i = 0; i < vh.currentVertCount - 2; i += 2)
-			{
-				int index = i;
-				vh.AddTriangle(index, index + 1, index + 3);
-				vh.AddTriangle(index + 3, index + 2, index);
-			}
-		}
-	}
+        private static void SetTriangles(VertexHelper vh)
+        {
+            for (int i = 0; i < vh.currentVertCount - 2; i += 2)
+            {
+                int index = i;
+                vh.AddTriangle(index, index + 1, index + 3);
+                vh.AddTriangle(index + 3, index + 2, index);
+            }
+        }
+
+
+    }
 }