using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /* 设备校准界面,公用(设备界面的校准、校准教程) */ public class DeviceCalibrateView : MonoBehaviour { [SerializeField] Button btnGyrCalibrate; [SerializeField] Text progressGyrCalibrate; [SerializeField] Button btnMagCalibrate; [SerializeField] Button btnIdentityCalibrate; [SerializeField] Button btnBack; [SerializeField] Button btnNext; [SerializeField] Button btnFinish; public DeviceCalibrateItem deviceCalibrateItem = DeviceCalibrateItem.Guide; DeviceCalibrateItem[] deviceCalibrateItemForGuide = { DeviceCalibrateItem.Gyr, DeviceCalibrateItem.Mag }; int guideIndex = 0; public bool guide = true; public static GameObject Create(DeviceCalibrateItem itemType = DeviceCalibrateItem.Guide) { GameObject o = GameObject.Instantiate(Resources.Load("Prefabs/Views/DeviceCalibrateView")); o.GetComponent().deviceCalibrateItem = itemType; o.GetComponent().guide = itemType == DeviceCalibrateItem.Guide; return o; } void Awake() { try { GlobalEventCenter.ins.onDeviceCalibrateViewAwakeChanged?.Invoke(true); } catch (System.Exception e) { Debug.LogError(e.Message); } } void Start() { BluetoothHolder.ins.ShowMagEllipse(this); btnGyrCalibrate.GetComponent