InfraredDemo.cs 87 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. using o0InfraredLocate.ZIM;
  13. using WildAttack;
  14. using UIViewMgr = AppUI.Manager.ViewMgr;
  15. using AppUI.Bluetooth;
  16. using AppUI.Manager.View;
  17. public enum ScreenPointTypeEnum
  18. {
  19. None = 0,//没有模式,用于初始化
  20. HalfScreen = 1, // 半屏模式
  21. FullScreen = 2 // 全屏模式
  22. }
  23. public class InfraredDemo : JCUnityLib.ViewBase
  24. {
  25. public static bool DebugInEditor = true;
  26. public static InfraredDemo _ins;
  27. [SerializeField]
  28. RectTransform canvasRectTransform;
  29. public Button mBtnSee;
  30. Reporter reporter;
  31. public Text FPSText;
  32. public static void Create()
  33. {
  34. if (_ins) return;
  35. GameObject o = Instantiate(Resources.Load<GameObject>("InfraredDemo"));
  36. DontDestroyOnLoad(o);
  37. _ins = o.GetComponent<InfraredDemo>();
  38. //添加一个父物体
  39. Transform group1 = UIViewMgr.EnsureGroup(1);
  40. //ViewMgr.Instance.transform.Find("1").transform
  41. o.transform.SetParent(group1);
  42. CanvasScaler canvasScaler = o.GetComponent<CanvasScaler>();
  43. if (canvasScaler != null)
  44. {
  45. Destroy(canvasScaler);
  46. }
  47. RectTransform rectTransform = o.GetComponent<RectTransform>();
  48. rectTransform.anchorMin = Vector2.zero; // 左下角对齐父级
  49. rectTransform.anchorMax = Vector2.one; // 右上角对齐父级
  50. rectTransform.offsetMin = Vector2.zero; // 移除左下角偏移
  51. rectTransform.offsetMax = Vector2.zero; // 移除右上角偏移
  52. rectTransform.localScale = Vector3.one; // 确保缩放为 1
  53. //直接初始化一次
  54. _ins.InitInfraredCamera();
  55. }
  56. void Start()
  57. {
  58. //生成一个控制台
  59. GameObject obj = UserPlayer.InitReturnLogReporter() as GameObject;
  60. if (obj != null)
  61. {
  62. reporter = obj.GetComponent<Reporter>();
  63. if (CommonConfig.bCaptureLog) {
  64. Application.logMessageReceived += HandleLog;
  65. // 模拟错误日志
  66. Debug.LogError("测试错误:这是一条模拟错误消息。");
  67. // 模拟异常日志
  68. Debug.LogException(new System.Exception("测试异常:这是一个模拟异常。"));
  69. }
  70. }
  71. if (Application.platform != RuntimePlatform.WindowsEditor) DebugInEditor = false;
  72. SetVisiable(false);
  73. InitDebugScreenPoint();
  74. // gameObject.AddComponent<FPSTester>();
  75. //有需要可以隐藏
  76. if (CommonConfig.StandaloneModeOrPlatformB || CommonConfig.bHideInfraredDemoBtnSee)
  77. {
  78. mBtnSee.gameObject.SetActive(false);
  79. }
  80. else
  81. {
  82. mBtnSee.interactable = false;
  83. mBtnSee.transform.Find("Text").GetComponent<Text>().text = TextAutoLanguage2.GetTextByKey("WaitingForInitialization"); // "等待初始化..";
  84. }
  85. //直接初始化一次
  86. //InitInfraredCamera();
  87. Debug.Log("[InfraredDemo] Start Function!");
  88. initToggle();
  89. initExport();
  90. InitFullScreen();
  91. #if UNITY_STANDALONE_WIN
  92. _calibrationFixedText.transform.parent.gameObject.SetActive(false);
  93. #endif
  94. }
  95. void OnDestroy()
  96. {
  97. if (_ins == this)
  98. IsUVCReady = false;
  99. if (CommonConfig.bCaptureLog)
  100. {
  101. if (reporter != null) Application.logMessageReceived -= HandleLog;
  102. }
  103. }
  104. void Update()
  105. {
  106. UpdateInfraredCamera();
  107. //UpdateDebugScreenPoint();
  108. if (reporter != null) FPSText.text = "FPS:" + reporter.fps;
  109. }
  110. public void OnClick_See()
  111. {
  112. SetVisiable(!_visiable);
  113. }
  114. //初始化一次 initScreenLocateManual
  115. bool hasCalled = false;
  116. bool _visiable;
  117. void SetVisiable(bool value)
  118. {
  119. _visiable = value;
  120. transform.Find("Background").gameObject.SetActive(value);
  121. transform.Find("InfraredCamera").gameObject.SetActive(value);
  122. //如果是b端,控制这里按钮显示
  123. if (CommonConfig.StandaloneModeOrPlatformB)
  124. {
  125. mBtnSee.gameObject.SetActive(value);
  126. }
  127. updateBtnSee();
  128. Action<Text> onApplyToNext = (t) =>
  129. {
  130. updateBtnSee();
  131. };
  132. mBtnSee.GetComponentInChildren<TextAutoLanguage2>().onApplyToNext += onApplyToNext;
  133. //if (value) InitInfraredCamera();
  134. //刷新翻译的Dropdown
  135. if (value)
  136. {
  137. UpdateLanguage();
  138. updateDropdownResolution2();
  139. }
  140. //if (!hasCalled && value)
  141. //{
  142. // hasCalled = true;
  143. // //如果本地有记录,初始化一次
  144. // StartCoroutine(initScreenLocateManual());
  145. // Debug.Log("[InfraredDemo] SetVisiable Function!");
  146. //}
  147. }
  148. void updateBtnSee()
  149. {
  150. mBtnSee.GetComponentInChildren<Text>().text = _visiable ? TextAutoLanguage2.GetTextByKey("HideInterface") : TextAutoLanguage2.GetTextByKey("DebugInfrared");//"隐藏界面" : "调试红外";
  151. }
  152. Text _spText;
  153. Vector2 _screenPoint;
  154. void InitDebugScreenPoint()
  155. {
  156. _spText = transform.Find("SPText").GetComponent<Text>();
  157. //_spText.gameObject.SetActive(DebugInEditor);
  158. _spText.gameObject.SetActive(false);
  159. }
  160. //void UpdateDebugScreenPoint()
  161. //{
  162. // if (!DebugInEditor) return;
  163. // if (infraredCameraHelper == null) return;
  164. // _screenPoint.x = Mathf.Clamp(
  165. // _screenPoint.x + Input.GetAxis("Horizontal") * Screen.width / 400f,
  166. // 0, Screen.width);
  167. // _screenPoint.y = Mathf.Clamp(
  168. // _screenPoint.y + Input.GetAxis("Vertical") * Screen.height / 400f,
  169. // 0, Screen.height);
  170. // infraredCameraHelper.InvokeOnPositionUpdate(_screenPoint);
  171. // _spText.text = _screenPoint.ToString();
  172. //}
  173. #region 红外摄像
  174. [SerializeField] RawImage _cameraRender;
  175. [SerializeField] RawImage _cameraRender2;
  176. /// <summary>
  177. /// 测试texture
  178. /// </summary>
  179. public RawImage MyCameraRender2
  180. {
  181. get { return _cameraRender2; }
  182. set { _cameraRender2 = value; }
  183. }
  184. //[SerializeField] MaintainAspectRatio _MaintainAspectRatio;
  185. [SerializeField] List<RectTransform> _crosshairsInCamera;
  186. [SerializeField] Slider _sliderShakeFilter;
  187. [SerializeField] Button _btnReset;
  188. [SerializeField] Button _btnScreenLocateManual;
  189. [SerializeField] Button _btnScreenLocateManualAuto;
  190. [SerializeField] Slider _sliderCapture;
  191. [SerializeField] Slider _sliderDelay;
  192. [SerializeField] Dropdown _dropdownResolution;
  193. [SerializeField] Dropdown _dropdownResolution2;
  194. [SerializeField] Slider _sliderLineWidth;
  195. [SerializeField] Slider _fanWidth;
  196. //红外线阈值
  197. [SerializeField] Slider _infraredFilter;
  198. //调试UVC参数
  199. [SerializeField] GameObject _cameraParameterPanel;
  200. [SerializeField] Button _btnAdjusting;
  201. //野鸭选择
  202. [SerializeField] Dropdown _duckLevelDropdown;
  203. //Dictionary<string, ParamFloatValue> dUVCParameters = new Dictionary<string, ParamFloatValue>();
  204. //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 1.0f);
  205. //public ParamFloatValue saturation = new ParamFloatValue("ic_saturation", 1.0f);
  206. //public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 1.0f);
  207. #if UNITY_ANDROID || UNITY_IOS
  208. //初始化纹理-1280*720,index = 0
  209. // public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 0);
  210. //摄像机分辨率 -320*240,index = 10
  211. public ParamFloatValue resoutionNew = new ParamFloatValue("ic_resoutionNew", 10);
  212. //摄像机分辨率 -只处理高低分辨率情况
  213. public ParamFloatValue resoution = new ParamFloatValue("ic_resoution", 0);
  214. //string[] resolutions = { "高分辨率", "低分辨率" };
  215. public ParamFloatValue mirrorIndex = new ParamFloatValue("ic_mirror", 0);
  216. #endif
  217. //抖动过滤值 - 6.0
  218. public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
  219. //亮度过滤阈值 - 0.8
  220. #if UNITY_IOS
  221. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.6f);
  222. #else
  223. public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
  224. #endif
  225. //准心的偏移值
  226. public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
  227. public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
  228. //线段宽度阈值
  229. public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
  230. //扇形宽度
  231. public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
  232. public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
  233. public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
  234. //红外准心,默认打开吧
  235. public ParamFloatValue crosshairValue = new ParamFloatValue("ic_crosshairValue", 1);
  236. //野鸭测试存储
  237. public ParamFloatValue duckHunterLevel = new ParamFloatValue("test_duckHunterLevelValue", 1);
  238. //存储滑块信息。camera
  239. public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
  240. public static InfraredCameraHelper infraredCameraHelper;
  241. public static bool running { get => infraredCameraHelper != null; }
  242. /// <summary>红外 UVC 相机是否已就绪(USB 外设已连接)。由 OnUVCIsReady 回调更新。</summary>
  243. public static bool IsUVCReady { get; private set; }
  244. private bool _inited;
  245. Camera leftCamera = null;
  246. Camera rightCamera = null;
  247. #region 参数控制
  248. public GameObject togglePrefab; // 拖入一个Toggle预设体
  249. public GameObject sliderPrefab; // 拖入一个Slider预设体
  250. public GameObject spawnPoint;
  251. //自动曝光
  252. bool bAutoAE = false;
  253. Toggle CTRLAEToggle;
  254. Slider CTRLAEABSSlider;
  255. string[] sliderNameArray = new string[]{
  256. "自动曝光模式",
  257. "曝光时间(绝对)",
  258. "亮度", //
  259. "对比度",
  260. "色调",
  261. "饱和度",
  262. "锐度",
  263. "伽玛",
  264. //"白平衡温度",
  265. //"白平衡分量",
  266. "背光补偿",
  267. "增益" };
  268. string[] sliderStrArray = new string[]{
  269. "CTRL_AE",
  270. "CTRL_AE_ABS",
  271. "PU_BRIGHTNESS",
  272. "PU_CONTRAST",
  273. "PU_HUE",
  274. "PU_SATURATION",
  275. "PU_SHARPNESS",
  276. "PU_GAMMA",
  277. //"PU_WB_TEMP",
  278. //"PU_WB_COMPO",
  279. "PU_BACKLIGHT",
  280. "PU_GAIN" };
  281. UVCManager.CameraInfo currentCameraInfo;
  282. //初始化相机参数
  283. public void initSlider(UVCManager.CameraInfo cameraInfo)
  284. {
  285. if (currentCameraInfo != null) return;
  286. currentCameraInfo = cameraInfo;
  287. string[] sliderNameArrayKey = new string[] {
  288. "AutoExposureMode", // "自动曝光模式"
  289. "ExposureTimeAbsolute", // "曝光时间(绝对)"
  290. "Brightness", // "亮度"
  291. "Contrast", // "对比度"
  292. "Hue", // "色调"
  293. "Saturation", // "饱和度"
  294. "Sharpness", // "锐度"
  295. "Gamma", // "伽玛"
  296. "BacklightCompensation", // "背光补偿"
  297. "Gain" // "增益"
  298. };
  299. for (int i = 0; i < sliderStrArray.Length; i++)
  300. {
  301. string typeStr = sliderStrArray[i];
  302. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  303. //不支持的,跳过
  304. bool bContains = cameraInfo.ContainsKey(typeStr);
  305. if (!bContains) continue;
  306. if (typeStr == "CTRL_AE")
  307. {
  308. //曝光Toggle
  309. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  310. toggleObject.SetActive(true);
  311. toggleObject.name = typeStr;
  312. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  313. //labelObj.text = sliderNameArray[i];
  314. labelObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  315. Toggle toggle = toggleObject.GetComponent<Toggle>();
  316. CTRLAEToggle = toggle;
  317. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  318. Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
  319. int _currentValue = cameraInfo.GetValue(typeStr);
  320. 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
  321. toggle.isOn = bAutoAE;
  322. //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
  323. toggle.onValueChanged.AddListener((bool bValue) =>
  324. {
  325. //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
  326. if (typeStr == "CTRL_AE")
  327. {
  328. //开关控制是否自动曝光
  329. bAutoAE = bValue;
  330. if (CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  331. int _value = bValue ? 8 : 1;
  332. //Debug.Log("_value " + _value);
  333. cameraInfo.SetValue(typeStr, _value);
  334. }
  335. });
  336. }
  337. else
  338. {
  339. //其余使用slider
  340. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  341. sliderObject.SetActive(true);
  342. sliderObject.name = typeStr;
  343. Slider slider = sliderObject.GetComponent<Slider>();
  344. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  345. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  346. //titleTextObj.text = sliderNameArray[i];//类型名字
  347. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayKey[i]);
  348. if (slider != null)
  349. {
  350. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  351. slider.minValue = _UVCCtrlInfo.min;
  352. slider.maxValue = _UVCCtrlInfo.max;
  353. slider.wholeNumbers = true;
  354. int _defValue = _UVCCtrlInfo.def;
  355. //指定默认值
  356. //5、UVC亮度 - 50
  357. //6、UVC对比度 - 50
  358. #if UNITY_ANDROID
  359. if (typeStr == "PU_BRIGHTNESS")
  360. {
  361. _defValue = 50;
  362. }
  363. else if (typeStr == "PU_CONTRAST")
  364. {
  365. _defValue = 50;
  366. }
  367. #endif
  368. //记录一个typeStr类型的数据存储操作对象
  369. ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
  370. ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
  371. if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
  372. {
  373. //获取设置默认存储的值
  374. int _Value = (int)paramFloatValue.Get();
  375. cameraInfo.SetValue(typeStr, _Value);
  376. Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
  377. slider.value = _Value;
  378. textObj.text = _Value + "";
  379. }
  380. else
  381. {
  382. //获取设置当前值
  383. int _currentValue = cameraInfo.GetValue(typeStr);
  384. slider.value = _currentValue;
  385. textObj.text = _currentValue + "";
  386. }
  387. //如果是曝光slider
  388. if (typeStr == "CTRL_AE_ABS")
  389. {
  390. CTRLAEABSSlider = slider;
  391. slider.interactable = !bAutoAE;
  392. }
  393. slider.onValueChanged.AddListener((newValue) =>
  394. {
  395. var _value = Mathf.FloorToInt(newValue);
  396. textObj.text = _value + "";
  397. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  398. cameraInfo.SetValue(typeStr, _value);
  399. paramFloatValue.Set(_value);
  400. });
  401. }
  402. }
  403. }
  404. }
  405. public void OpenUVCPanel()
  406. {
  407. _cameraParameterPanel.SetActive(true);
  408. }
  409. public void CloseUVCPanel()
  410. {
  411. _cameraParameterPanel.SetActive(false);
  412. }
  413. public void onResetUVCData()
  414. {
  415. #if UNITY_ANDROID || UNITY_IOS
  416. resetUVCData();
  417. #endif
  418. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  419. resetPCData();
  420. #endif
  421. }
  422. void resetUVCData()
  423. {
  424. if (currentCameraInfo == null) return;
  425. for (int i = 0; i < sliderStrArray.Length; i++)
  426. {
  427. string typeStr = sliderStrArray[i];
  428. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  429. bool bContains = currentCameraInfo.ContainsKey(typeStr);
  430. if (!bContains) continue;
  431. if (typeStr == "CTRL_AE")
  432. {
  433. //toggle值不进行重置
  434. Debug.Log("CTRL_AE 不需要重置");
  435. }
  436. else if (typeStr == "CTRL_AE_ABS")
  437. {
  438. if (!bAutoAE)
  439. {
  440. //如果是手动曝光,重置值
  441. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  442. Slider slider = trans.GetComponent<Slider>();
  443. Text textObj = trans.Find("text").GetComponent<Text>();
  444. UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
  445. //获取当前值
  446. int _currentValue = currentCameraInfo.GetValue(typeStr);
  447. Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
  448. textObj.text = _AEInfo.def + "";
  449. slider.value = _AEInfo.def;
  450. if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
  451. }
  452. }
  453. else
  454. {
  455. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  456. Slider slider = trans.GetComponent<Slider>();
  457. Text textObj = trans.Find("text").GetComponent<Text>();
  458. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  459. ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
  460. //重置的值
  461. int _defValue = _UVCCtrlInfo.def;
  462. if (typeStr == "PU_BRIGHTNESS")
  463. {
  464. _defValue = (int)paramFloatValue.GetDefault();
  465. }
  466. else if (typeStr == "PU_CONTRAST")
  467. {
  468. _defValue = (int)paramFloatValue.GetDefault();
  469. }
  470. textObj.text = _defValue + "";
  471. slider.value = _defValue;
  472. //获取当前值
  473. int _currentValue = currentCameraInfo.GetValue(typeStr);
  474. //重置存储值
  475. paramFloatValue.Reset();
  476. //存储初始值,设置一次到UVC参数
  477. if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
  478. }
  479. }
  480. }
  481. //windows 相机
  482. string[] sliderNameArrayPC = new string[]{
  483. "亮度",
  484. "对比度",};
  485. string[] sliderNameArrayPCKey = new string[]{
  486. "Brightness",
  487. "Contrast",};
  488. string[] sliderStrArrayPC = new string[]{
  489. "PU_BRIGHTNESS",
  490. "PU_CONTRAST"};
  491. //记录一个typeStr类型的数据存储操作对象
  492. ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
  493. ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
  494. public void initSliderPC()
  495. {
  496. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  497. {
  498. string typeStr = sliderStrArrayPC[i];
  499. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  500. sliderObject.SetActive(true);
  501. sliderObject.name = typeStr;
  502. Slider slider = sliderObject.GetComponent<Slider>();
  503. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  504. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  505. //titleTextObj.text = TextAutoLanguage2.GetTextByKey(sliderNameArrayPCKey[i]);// sliderNameArrayPC[i];//类型名字
  506. titleTextObj.gameObject.AddComponent<TextAutoLanguage2>().SetTextKey(sliderNameArrayPCKey[i]);
  507. if (slider != null)
  508. {
  509. slider.minValue = -1;
  510. slider.maxValue = 1;
  511. //记录一个typeStr类型的数据存储操作对象
  512. if (typeStr == "PU_BRIGHTNESS")
  513. {
  514. //获取设置默认存储的值
  515. float _Value = pcBRIGHTNESS.Get();
  516. infraredCameraHelper.SetBrightness(_Value);
  517. Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
  518. slider.value = _Value;
  519. textObj.text = _Value + "";
  520. slider.onValueChanged.AddListener((newValue) =>
  521. {
  522. var _value = newValue;
  523. textObj.text = _value + "";
  524. infraredCameraHelper.SetBrightness(_value);
  525. pcBRIGHTNESS.Set(_value);
  526. });
  527. }
  528. else if (typeStr == "PU_CONTRAST")
  529. {
  530. //获取设置默认存储的值
  531. float _Value = pcCONTRAST.Get();
  532. infraredCameraHelper.SetContrast(_Value);
  533. Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
  534. slider.value = _Value;
  535. textObj.text = _Value + "";
  536. slider.onValueChanged.AddListener((newValue) =>
  537. {
  538. var _value = newValue;
  539. textObj.text = _value + "";
  540. infraredCameraHelper.SetContrast(_value);
  541. pcCONTRAST.Set(_value);
  542. });
  543. }
  544. }
  545. }
  546. }
  547. void resetPCData()
  548. {
  549. for (int i = 0; i < sliderStrArrayPC.Length; i++)
  550. {
  551. string typeStr = sliderStrArrayPC[i];
  552. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  553. Slider slider = trans.GetComponent<Slider>();
  554. Text textObj = trans.Find("text").GetComponent<Text>();
  555. //重置的值
  556. int _defValue = 0;
  557. if (typeStr == "PU_BRIGHTNESS")
  558. {
  559. _defValue = 0;
  560. infraredCameraHelper.SetBrightness(_defValue);
  561. }
  562. else if (typeStr == "PU_CONTRAST")
  563. {
  564. _defValue = 0;
  565. infraredCameraHelper.SetContrast(_defValue);
  566. }
  567. textObj.text = _defValue + "";
  568. slider.value = _defValue;
  569. }
  570. }
  571. #endregion
  572. void InitInfraredCamera()
  573. {
  574. if (_inited) return;
  575. _inited = true;
  576. //SDK创建
  577. if (infraredCameraHelper == null)
  578. {
  579. infraredCameraHelper = InfraredCameraHelper.GetInstance();
  580. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  581. infraredCameraHelper.CreateToPc();
  582. #endif
  583. #if UNITY_ANDROID || UNITY_IOS
  584. //开始时候设置一个默认分辨率
  585. Debug.Log("开始时候的分辨率下标:" + resoution.Get() + "开始时候的mirror:"+ mirrorIndex.Get());
  586. Vector2 resoutionVec2 = SetDefByIndex((int)resoution.Get());
  587. CameraMirror cameraMirror = (CameraMirror)mirrorIndex.Get();
  588. infraredCameraHelper.Create((int)resoutionVec2.x, (int)resoutionVec2.y, cameraMirror);
  589. #endif
  590. infraredCameraHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
  591. {
  592. //跑九轴时候,不处理这里位置
  593. if (SmartBowDeviceHub.ins?.Aim?.bRuning9Axis() == true) return;
  594. if (Camera.main == null) return;
  595. Ray ray = Camera.main.ScreenPointToRay(point);
  596. Vector3 rayEndPoint = ray.GetPoint(200);
  597. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  598. // 挑战场景中其相机的父级有旋转,需要换算
  599. if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "GameChallenge")
  600. {
  601. quat = Quaternion.AngleAxis(-180, Vector3.up) * quat;
  602. }
  603. if (GameAssistUI.ins && GameAssistUI.ins.scaleAimOn)
  604. {
  605. if (CameraToLook.ins != null)
  606. {
  607. // 平滑旋转逻辑
  608. float dt = Mathf.Min(Time.deltaTime, 0.05f); // 避免低帧率造成旋转跳跃
  609. float smoothingFactor = GameMgr.gameType == 1 ? 12 : 7f; // 原始未开镜的FOV,可调节,数值越大越“跟手”
  610. CameraToLook.ins.localRotation = Quaternion.Slerp(
  611. CameraToLook.ins.localRotation,
  612. quat,
  613. dt * GameAssistUI.ins.currentSensitivity * smoothingFactor
  614. );
  615. }
  616. }
  617. else {
  618. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  619. }
  620. if (SB_EventSystem.ins) SB_EventSystem.ins.MoveSimulateMouseByInfrared(point);
  621. //移动目标游戏
  622. if (GeneratingTarget.gm != null) GeneratingTarget.gm.shootingEvent.OnPositionUpdate(point);
  623. ShowUICrosshairs(cameraLocation, 0);
  624. };
  625. //双点情况下更新
  626. infraredCameraHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
  627. {
  628. // 获取左右相机
  629. if (leftCamera == null) leftCamera = GameObject.Find("BowCameraFixedFirst")?.GetComponent<Camera>();
  630. if (rightCamera == null) rightCamera = GameObject.Find("BowCameraFixedSecond")?.GetComponent<Camera>();
  631. float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
  632. for (int i = 0; i < points.Length; i++)
  633. {
  634. Vector2 point = points[i];
  635. // 判断是否为右屏并调整坐标
  636. //if (i == 1)
  637. //{
  638. // point.x -= halfScreenWidth; // 同步到右屏坐标系
  639. //}
  640. if (i == 0 && leftCamera != null)
  641. {
  642. Ray ray1 = leftCamera.ScreenPointToRay(point);
  643. Vector3 rayEndPoint1 = ray1.GetPoint(200);
  644. Quaternion quat = Quaternion.LookRotation(rayEndPoint1 - ray1.origin);
  645. if (CameraToLook.ins != null) CameraToLook.ins.localRotation = quat;
  646. // ShowUICrosshairs(cameraLocations[0], 0);
  647. }
  648. if (i == 1 && rightCamera != null) //大点算2p
  649. {
  650. Ray ray2 = rightCamera.ScreenPointToRay(point);
  651. Vector3 rayEndPoint2 = ray2.GetPoint(200);
  652. Quaternion quat = Quaternion.LookRotation(rayEndPoint2 - ray2.origin);
  653. if (CameraToLookNew.ins != null) CameraToLookNew.ins.localRotation2P = quat;
  654. // ShowUICrosshairs(cameraLocations[1], 1);
  655. }
  656. ShowUICrosshairs(cameraLocations[i], i);
  657. }
  658. };
  659. infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
  660. {
  661. IsUVCReady = true;
  662. //生成控制摄像机的参数滑条
  663. Debug.Log("初始化摄像机!");
  664. //可以操作按钮
  665. mBtnSee.interactable = true;
  666. //mBtnSee.transform.Find("Text").GetComponent<Text>().text = "调试红外";
  667. updateBtnSee();
  668. //延迟重新设置一次分辨率
  669. StartCoroutine(delayInitOhterInfo(camera));
  670. };
  671. //屏幕变化时候
  672. infraredCameraHelper.OnUVCPosUpdate += (list) =>
  673. {
  674. Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
  675. SetLocatePointsToCameraRender(list, 1, 1);
  676. //InfraredScreenPositioningView 页面
  677. if (list.Count == 4)
  678. {
  679. FindObjectOfType<AppUI.View.Infrared.InfraredScreenPositioningView>()?.SyncScreenPosition();
  680. }
  681. else
  682. {
  683. FindObjectOfType<AppUI.View.Infrared.InfraredScreenPositioningView>()?.onReset();
  684. }
  685. };
  686. //算法准备事件
  687. infraredCameraHelper.OnScreenLocateIsReady += () =>
  688. {
  689. Debug.Log("OnScreenLocateIsReady.");
  690. //b端设置偏移值
  691. if (CommonConfig.StandaloneModeOrPlatformB)
  692. {
  693. InitCenterOffset();
  694. }
  695. //开机默认单点,里面会设置一次数据
  696. SetSinglePoint(true);
  697. //设置双点数据
  698. //InitCenterOffsets(PlayerType.FirstPlayer);
  699. //InitCenterOffsets(PlayerType.SecondPlayer);
  700. };
  701. }
  702. }
  703. private void updateDropdownResolution2()
  704. {
  705. string[] resolutions = {
  706. TextAutoLanguage2.GetTextByKey("HighResolution"),
  707. TextAutoLanguage2.GetTextByKey("LowResolution")
  708. };
  709. // 清除默认选项
  710. _dropdownResolution2.ClearOptions();
  711. // 将分辨率字符串数组转换为 Dropdown 选项
  712. _dropdownResolution2.AddOptions(new List<string>(resolutions));
  713. }
  714. /// <summary>
  715. /// 初始化一些游戏配置
  716. /// </summary>
  717. /// <returns></returns>
  718. IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
  719. {
  720. //yield return new WaitForSeconds(1f);
  721. yield return new WaitForEndOfFrame();
  722. #if UNITY_ANDROID || UNITY_IOS
  723. initSlider(camera);
  724. camera.GetResolutionsStrs();
  725. // 默认设置
  726. updateDropdownResolution2();
  727. int index = (int)resoution.Get();
  728. _dropdownResolution2.value = index;
  729. _dropdownResolution2.RefreshShownValue();
  730. // 处理 Dropdown 的选择变化
  731. _dropdownResolution2.onValueChanged.AddListener(index => { OnResolutionChanged(index); });
  732. #endif
  733. #if UNITY_STANDALONE_WIN || UNITY_EDITOR
  734. initSliderPC();
  735. //隐藏不需要的设置
  736. _btnAdjusting.transform.Find("Text").GetComponent<Text>().text = "调整PC参数";
  737. _dropdownResolution.gameObject.SetActive(false);
  738. _dropdownResolution2.gameObject.SetActive(false);
  739. #endif
  740. //震动阈值
  741. SetShakeFilterValue(shakeFilterValue.Get());
  742. _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
  743. //功能按钮
  744. //重置触发测试
  745. _btnReset.onClick.AddListener(OnClick_Reset);
  746. _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
  747. _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateManualAuto);
  748. SetCaptureValue(captureValue.Get());
  749. _sliderCapture.onValueChanged.AddListener(SetCaptureValue);
  750. SetDelayValue(delayValue.Get());
  751. _sliderDelay.onValueChanged.AddListener(SetDelayValue);
  752. //绘制线段
  753. SetLineWidth(lineWidth.Get());
  754. _sliderLineWidth.onValueChanged.AddListener(SetLineWidth);
  755. SetFanWidth(fanWidth.Get());
  756. _fanWidth.onValueChanged.AddListener(SetFanWidth);
  757. //检测红外亮度阈值
  758. SetInfraredFilterValue(infraredFileterValue.Get());
  759. _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
  760. //野鸭设置初始关卡
  761. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  762. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  763. _duckLevelDropdown.onValueChanged.AddListener(SetDuckLevelTest);
  764. ////b端设置偏移值
  765. //if (CommonConfig.StandaloneModeOrPlatformB) {
  766. // InitCenterOffset();
  767. //}
  768. }
  769. /// <summary>
  770. /// 初始化时候获取设置和存储来控制显示准心
  771. /// </summary>
  772. /// <returns></returns>
  773. public bool bInitCrosshairShow()
  774. {
  775. return UserSettings.ins.openCrossHair && getCrosshairValue() == 1 ? true : false;
  776. }
  777. /// <summary>
  778. /// 获取弓箭准心存储值
  779. /// </summary>
  780. /// <returns></returns>
  781. public int getCrosshairValue()
  782. {
  783. return (int)crosshairValue.Get();
  784. }
  785. public void setCrosshairValue(bool bshow)
  786. {
  787. crosshairValue.Set(bshow ? 1 : 0);
  788. }
  789. public void onStartPreview()
  790. {
  791. infraredCameraHelper.onStartPreview();
  792. }
  793. public void onStopPreview()
  794. {
  795. infraredCameraHelper.onStopPreview();
  796. }
  797. //水平
  798. public void onFlipHorizontally()
  799. {
  800. #if UNITY_ANDROID || UNITY_IOS
  801. CameraMirror cameraMirror = CameraMirror.HORIZONTAL;
  802. mirrorIndex.Set((int)cameraMirror);
  803. #endif
  804. infraredCameraHelper.onFlipHorizontally();
  805. }
  806. //垂直
  807. public void onFlipVertically()
  808. {
  809. #if UNITY_ANDROID || UNITY_IOS
  810. CameraMirror cameraMirror = CameraMirror.VERTICAL;
  811. mirrorIndex.Set((int)cameraMirror);
  812. #endif
  813. infraredCameraHelper.onFlipVertically();
  814. }
  815. public void onDoubleFlip()
  816. {
  817. #if UNITY_ANDROID || UNITY_IOS
  818. CameraMirror cameraMirror = CameraMirror.DOUBLE_FLIP;
  819. mirrorIndex.Set((int)cameraMirror);
  820. #endif
  821. infraredCameraHelper.onDoubleFlip();
  822. }
  823. public void onFlipDefault()
  824. {
  825. #if UNITY_ANDROID || UNITY_IOS
  826. CameraMirror cameraMirror = CameraMirror.NONE;
  827. mirrorIndex.Set((int)cameraMirror);
  828. #endif
  829. infraredCameraHelper.onFlipDefault();
  830. }
  831. /// <summary>
  832. /// 获取并且初始化一次记录点的数据
  833. /// </summary>
  834. /// <returns></returns>
  835. IEnumerator initScreenLocateManual()
  836. {
  837. yield return new WaitForSeconds(1f);
  838. infraredCameraHelper.InitScreenLocateManual();
  839. }
  840. IEnumerator RestartOrKillApp()
  841. {
  842. yield return new WaitForSeconds(0.3f);
  843. if (Application.isEditor) yield break;
  844. if (Application.platform == RuntimePlatform.Android)
  845. {
  846. using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
  847. {
  848. const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
  849. const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
  850. var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  851. var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
  852. var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
  853. intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
  854. currentActivity.Call("startActivity", intent);
  855. currentActivity.Call("finish");
  856. var process = new AndroidJavaClass("android.os.Process");
  857. int pid = process.CallStatic<int>("myPid");
  858. process.CallStatic("killProcess", pid);
  859. }
  860. }
  861. else
  862. {
  863. // 获取当前应用程序的可执行文件路径
  864. string executablePath = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName;
  865. // 重启应用程序
  866. System.Diagnostics.ProcessStartInfo startInfo = new System.Diagnostics.ProcessStartInfo
  867. {
  868. FileName = executablePath,
  869. UseShellExecute = false
  870. };
  871. System.Diagnostics.Process.Start(startInfo);
  872. // 退出当前应用程序
  873. Application.Quit();
  874. }
  875. ;
  876. }
  877. void UpdateInfraredCamera()
  878. {
  879. if (!_visiable) return;
  880. if (!_inited) return;
  881. if (infraredCameraHelper == null) return;
  882. //渲染相机画面
  883. //_cameraRender.texture = infraredCameraHelper.GetCameraTexture();
  884. //_cameraRender.material = infraredCameraHelper.GetCameraMaterial();
  885. if (ScreenLocate.Main.getUVCTexture)
  886. {
  887. if (isFullscreen || ScreenLocate.Main.OutputTextures[4] == null)
  888. {
  889. if (_cameraRender.texture == null || ScreenLocate.Main.getUVCTexture.GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  890. _cameraRender.texture = ScreenLocate.Main.getUVCTexture;
  891. //ScreenLocate.Main.OutputTextures[4] == null 并且 摄像机缩小的情况下。显示适配线段
  892. if (!isFullscreen) SetAllToggle(true);
  893. }
  894. else if (ScreenLocate.Main.OutputTextures[4] != null)
  895. {
  896. //缩小的情况下。显示黑白色差的合成图
  897. if (_cameraRender.texture == null || ScreenLocate.Main.OutputTextures[4] != null && ScreenLocate.Main.OutputTextures[4].GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
  898. _cameraRender.texture = ScreenLocate.Main.OutputTextures[4];
  899. //底图缩小的情况下。不显示适配线段,并且隐藏points
  900. if (!isFullscreen)
  901. {
  902. if (showPoints)
  903. {
  904. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  905. for (int i = 0; i < pointsTF2.childCount; i++)
  906. {
  907. Transform pointTF = pointsTF2.GetChild(i);
  908. pointTF.gameObject.SetActive(false);
  909. showPoints = false;
  910. }
  911. }
  912. SetAllToggle(false);
  913. }
  914. }
  915. //_cameraRender.SetNativeSize();
  916. // _MaintainAspectRatio.AdjustSize();
  917. }
  918. //在相机画面显示准心
  919. if (ScreenLocate.Main)
  920. {
  921. var _sl = ScreenLocate.Main;
  922. //var buffer = _sl.infraredSpotBuffer;
  923. //if (buffer != null)
  924. //{
  925. // for (int i = 0; i < buffer.Length; i++)
  926. // {
  927. // if (buffer[i].CameraLocation != null)
  928. // {
  929. // //添加一个偏移量,使得最后输出的准心是指向正中心
  930. // Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
  931. // // 检测到光点
  932. // var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
  933. // _crosshairsInCamera[i].gameObject.SetActive(true);
  934. // _crosshairsInCamera[i].anchoredPosition = pos;
  935. // }
  936. // else
  937. // _crosshairsInCamera[i].gameObject.SetActive(false);
  938. // }
  939. //}
  940. //渲染固定摄像机分辨率
  941. SetCalibrationFixedText(_sl.mUVCCameraInfo.CurrentCalibrationResolution);
  942. //渲染摄像机大小
  943. if (_sl.mUVCCameraInfo != null) SetCameraSizeText(_sl.mUVCCameraInfo.Size);
  944. //渲染摄像机识别点位置
  945. SetQuadUnityVectorListText(_sl.PrintVector2List(ScreenLocate.quadUnityVectorList));
  946. }
  947. }
  948. /// <summary>
  949. /// 更新屏幕下的十字准心位置
  950. /// </summary>
  951. /// <param name="value"></param>
  952. void ShowUICrosshairs(Vector2 newPoint2, int index)
  953. {
  954. ////获取一个偏移量,使得最后输出的准心是指向正中心
  955. //Vector2 newPoint2 = value - ICHelper.GetCenterOffset(value, "CameraLocation");
  956. // 检测到光点
  957. var pos = newPoint2.pixelToLocalPosition_AnchorCenter(infraredCameraHelper.GetUVCCameraInfo().Size, _cameraRender.rectTransform.rect);
  958. //红色为最大值则按顺序赋值,反之最小
  959. int curIndex = index;
  960. //if (bIdentifyRed)
  961. //{
  962. // curIndex = index;
  963. //}
  964. //else
  965. //{
  966. // curIndex = 1 - index;
  967. //}
  968. _crosshairsInCamera[curIndex].gameObject.SetActive(true);
  969. _crosshairsInCamera[curIndex].anchoredPosition = pos;
  970. }
  971. bool showPoints = false;
  972. public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
  973. {
  974. Transform pointsTF2 = _cameraRender.transform.Find("Points");
  975. if (pointsTF2.childCount == points.Count)
  976. {
  977. Vector2 texSize = new Vector2(w, h);
  978. for (int i = 0; i < pointsTF2.childCount; i++)
  979. {
  980. Transform pointTF = pointsTF2.GetChild(i);
  981. Vector2 pos = points[i];
  982. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  983. pointTF.gameObject.SetActive(true);
  984. showPoints = true;
  985. }
  986. }
  987. else
  988. {
  989. for (int i = 0; i < pointsTF2.childCount; i++)
  990. {
  991. Transform pointTF = pointsTF2.GetChild(i);
  992. pointTF.gameObject.SetActive(false);
  993. showPoints = false;
  994. }
  995. }
  996. //绘制数据
  997. DrawTestLine();
  998. }
  999. #region 测试数据绘制
  1000. [SerializeField] private Toggle curToggle;
  1001. [SerializeField] private Toggle autoToggle; // 控制 AutoUILineGenerator 的 Toggle
  1002. [SerializeField] private Toggle semiAutoToggle; // 控制 SemiAutoUILineGenerator 的 Toggle
  1003. [SerializeField] private Toggle manualToggle; // 控制 ManualUILineGenerator 的 Toggle
  1004. [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
  1005. [SerializeField] LineGenerator AutoUILineGenerator;//第一个结果屏幕线条
  1006. [SerializeField] LineGenerator SemiAutoUILineGenerator;//第二个结果屏幕线条
  1007. [SerializeField] LineGenerator ManualUILineGenerator;//第三个结果屏幕线条
  1008. [SerializeField] private Dropdown dropdown; // 引用场景中的 Dropdown 组件
  1009. [SerializeField] RawImage _cameraRenderTest5;
  1010. [SerializeField] RawImage _cameraRenderTest6;
  1011. void DrawTestLine()
  1012. {
  1013. Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
  1014. // 判断 texSize 是否为有效值
  1015. if (texSize == Vector2.zero)
  1016. {
  1017. Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
  1018. return;
  1019. }
  1020. // 设置三个屏幕四边形和线条生成器
  1021. QuadrilateralInCamera[] screenQuads = new QuadrilateralInCamera[] {
  1022. ScreenLocate.Main.ScreenIdentification?.QuadAuto,
  1023. ScreenLocate.Main.ScreenIdentification?.QuadSemiAuto,
  1024. ScreenLocate.Main.ScreenIdentification?.QuadManual
  1025. };
  1026. LineGenerator[] lineGenerators = new LineGenerator[] {
  1027. AutoUILineGenerator,
  1028. SemiAutoUILineGenerator,
  1029. ManualUILineGenerator
  1030. };
  1031. for (int i = 0; i < screenQuads.Length; i++)
  1032. {
  1033. if (screenQuads[i] == null)
  1034. {
  1035. Debug.LogWarning($"Screen quadrilateral {i} is null, skipping this line.");
  1036. continue;
  1037. }
  1038. if (lineGenerators[i] == null)
  1039. {
  1040. Debug.LogWarning($"Line generator {i} is null, skipping this line.");
  1041. continue;
  1042. }
  1043. lineGenerators[i].Points = ConvertQuadToPoints(screenQuads[i], texSize);
  1044. }
  1045. // 清除旧选项并填充新的选项
  1046. dropdown.ClearOptions();
  1047. List<string> options = new List<string>();
  1048. //for (int i = 0; i < screenQuads.Length; i++)
  1049. //{
  1050. // options.Add($"Quad {i + 1}");
  1051. //}
  1052. //options.Add("自动识别");
  1053. //options.Add("半自动识别");
  1054. //options.Add("手动识别");
  1055. options.Add(TextAutoLanguage2.GetTextByKey("AutoRecognition")); // "自动识别"
  1056. options.Add(TextAutoLanguage2.GetTextByKey("SemiAutoRecognition")); // "半自动识别"
  1057. options.Add(TextAutoLanguage2.GetTextByKey("ManualRecognition")); // "手动识别"
  1058. dropdown.AddOptions(options);
  1059. // 添加监听器来处理选择事件
  1060. dropdown.onValueChanged.AddListener((index) =>
  1061. {
  1062. OnDropdownValueChanged(index, screenQuads);
  1063. });
  1064. if (screenQuads[0] != null || screenQuads[1] != null)
  1065. {
  1066. Texture texImage6 = ScreenLocate.Main.OutputTextures[5];
  1067. if (texImage6 != null) _cameraRenderTest6.texture = texImage6;
  1068. }
  1069. if (ScreenLocate.quadUnityVectorList.Count == 4)
  1070. {
  1071. //绘制白色线段
  1072. var lo = new Vector2(-0.5f, -0.5f);
  1073. CurUILineGenerator.Points = new Vector2[4] {
  1074. 2 * (ScreenLocate.quadUnityVectorList[0] + lo),
  1075. 2 * (ScreenLocate.quadUnityVectorList[1] + lo),
  1076. 2 * (ScreenLocate.quadUnityVectorList[3] + lo),
  1077. 2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
  1078. }
  1079. }
  1080. // 当下拉框选项更改时调用的方法
  1081. private void OnDropdownValueChanged(int index, QuadrilateralInCamera[] screenQuads)
  1082. {
  1083. if (index >= 0 && index < screenQuads.Length)
  1084. {
  1085. if (screenQuads[index] != null)
  1086. {
  1087. QuadrilateralInCamera selectedQuad = screenQuads[index];
  1088. Debug.Log($"Selected Quad {index + 1}: {selectedQuad}");
  1089. CurUILineGenerator.Points = ConvertQuadToPoints(selectedQuad, ScreenLocate.Main.getUVCCameraInfoSize);
  1090. }
  1091. else
  1092. {
  1093. Debug.LogWarning($"Selected Quad {index + 1} is null.");
  1094. }
  1095. }
  1096. else
  1097. {
  1098. Debug.LogWarning("所选索引超出范围!");
  1099. }
  1100. }
  1101. /// <summary>
  1102. /// 提取转换四边形的方法
  1103. /// </summary>
  1104. /// <param name="quad"></param>
  1105. /// <param name="texSize"></param>
  1106. /// <returns></returns>
  1107. public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
  1108. {
  1109. if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
  1110. {
  1111. Debug.LogWarning("Invalid quadrilateral data provided.");
  1112. return new Vector2[0]; // 返回空数组以避免异常
  1113. }
  1114. Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
  1115. return new Vector2[4] {
  1116. 2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
  1117. 2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
  1118. 2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
  1119. 2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
  1120. };
  1121. }
  1122. public Vector2[] ConvertPointsToCoordinates(Vector2[] points, Vector2 texSize, Vector2 pivot)
  1123. {
  1124. if (points == null || points.Length < 1)
  1125. {
  1126. Debug.LogWarning("Invalid point data provided.");
  1127. return new Vector2[0]; // 返回空数组以避免异常
  1128. }
  1129. Vector2 offset = new Vector2(-0.5f, -0.5f); // 将坐标从中心对齐到左下角对齐
  1130. List<Vector2> transformedPoints = new List<Vector2>();
  1131. // 遍历所有传入的点进行转换
  1132. foreach (var point in points)
  1133. {
  1134. // 转换每个点,考虑 texSize 和 pivot 偏移
  1135. Vector2 transformedPoint = 2 * ((point / texSize) + offset + pivot);
  1136. transformedPoints.Add(transformedPoint);
  1137. }
  1138. return transformedPoints.ToArray();
  1139. }
  1140. void initToggle()
  1141. {
  1142. // 监听 Toggle 值的变化
  1143. if (curToggle != null)
  1144. curToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(CurUILineGenerator, isOn));
  1145. // 监听 Toggle 值的变化
  1146. if (autoToggle != null)
  1147. autoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(AutoUILineGenerator, isOn));
  1148. if (semiAutoToggle != null)
  1149. semiAutoToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(SemiAutoUILineGenerator, isOn));
  1150. if (manualToggle != null)
  1151. manualToggle.onValueChanged.AddListener(isOn => ToggleLineGenerator(ManualUILineGenerator, isOn));
  1152. }
  1153. // 控制 LineGenerator 的启用/禁用
  1154. private void ToggleLineGenerator(LineGenerator lineGenerator, bool isOn)
  1155. {
  1156. if (lineGenerator != null && lineGenerator.enabled != isOn)
  1157. {
  1158. lineGenerator.enabled = isOn;
  1159. Debug.Log($"{lineGenerator.name} is now {(isOn ? "enabled" : "disabled")}");
  1160. }
  1161. }
  1162. /// <summary>
  1163. /// 设置全部显示
  1164. /// </summary>
  1165. /// <param name="value"></param>
  1166. private void SetAllToggle(bool value)
  1167. {
  1168. ToggleLineGenerator(CurUILineGenerator, value);
  1169. ToggleLineGenerator(AutoUILineGenerator, value);
  1170. ToggleLineGenerator(SemiAutoUILineGenerator, value);
  1171. ToggleLineGenerator(ManualUILineGenerator, value);
  1172. }
  1173. /// <summary>
  1174. /// 放大时候同步一次toggle
  1175. /// </summary>
  1176. private void SyncAllToggle()
  1177. {
  1178. ToggleLineGenerator(CurUILineGenerator, curToggle.isOn);
  1179. ToggleLineGenerator(AutoUILineGenerator, autoToggle.isOn);
  1180. ToggleLineGenerator(SemiAutoUILineGenerator, semiAutoToggle.isOn);
  1181. ToggleLineGenerator(ManualUILineGenerator, manualToggle.isOn);
  1182. }
  1183. // 下拉菜单用于显示纹理名称
  1184. public Dropdown textureDropdown;
  1185. // 按钮用于导出选中的纹理
  1186. public Button exportSelectedButton;
  1187. // 按钮用于导出所有纹理
  1188. public Button exportAllButton;
  1189. // 定义纹理名称
  1190. string[] textureNames;
  1191. /// <summary>
  1192. /// 更新一下菜单
  1193. /// </summary>
  1194. public void UpdateLanguage()
  1195. {
  1196. string[] _textureNames = {
  1197. TextAutoLanguage2.GetTextByKey("ScreenAOriginal"), // "A屏幕原图"
  1198. TextAutoLanguage2.GetTextByKey("SemiAutoSegmentB"), // "B半自动识别线段"
  1199. TextAutoLanguage2.GetTextByKey("BlackWhiteContrastC"), // "C黑白色差"
  1200. TextAutoLanguage2.GetTextByKey("RecognitionResultD"), // "D识别结果"
  1201. TextAutoLanguage2.GetTextByKey("ColorContrastOverlayE"), // "E色差叠加识别结果"
  1202. TextAutoLanguage2.GetTextByKey("SemiAutoAlternativeF") // "F半自动备选线段"
  1203. };
  1204. textureNames = _textureNames;
  1205. // 设置下拉菜单的选项
  1206. textureDropdown.ClearOptions();
  1207. textureDropdown.AddOptions(new System.Collections.Generic.List<string>(textureNames));
  1208. }
  1209. void initExport()
  1210. {
  1211. UpdateLanguage();
  1212. // 添加导出选中纹理的按钮点击事件
  1213. exportSelectedButton.onClick.AddListener(() => SaveTextureToLocal(textureDropdown.value));
  1214. // 添加导出所有纹理的按钮点击事件
  1215. exportAllButton.onClick.AddListener(SaveAllTexturesToLocal);
  1216. }
  1217. /// <summary>
  1218. /// 导出所有纹理
  1219. /// </summary>
  1220. public void SaveAllTexturesToLocal()
  1221. {
  1222. for (int i = 0; i < textureNames.Length; i++)
  1223. {
  1224. SaveTextureToLocal(i); // 调用之前定义的保存方法
  1225. }
  1226. }
  1227. /// <summary>
  1228. /// 导出图片
  1229. /// </summary>
  1230. /// <param name="index"></param>
  1231. public void SaveTextureToLocal(int index)
  1232. {
  1233. Texture2D[] outputTexture2D = ScreenLocate.Main.OutputTextures;
  1234. if (outputTexture2D == null || index >= outputTexture2D.Length || outputTexture2D[index] == null)
  1235. {
  1236. Debug.LogError("Invalid texture index or texture is null.index:" + index);
  1237. return;
  1238. }
  1239. // 定义保存路径
  1240. string time = DateTime.Now.ToString("yyyyMMdd_HHmmss");
  1241. string baseName = $"{time}_Texture_{index}";
  1242. // 检查索引是否在命名数组内
  1243. string fileName = index < textureNames.Length ? textureNames[index] : $"Texture_{index}";
  1244. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  1245. string path = System.IO.Path.Combine("/storage/emulated/0/Download", $"{baseName}_{fileName}.png"); //public
  1246. #else
  1247. string path = System.IO.Path.Combine(Application.persistentDataPath, $"{baseName}_{fileName}.png");
  1248. #endif
  1249. // 编码纹理为 PNG 格式
  1250. byte[] bytes = outputTexture2D[index].EncodeToPNG();
  1251. // 将字节写入文件
  1252. System.IO.File.WriteAllBytes(path, bytes);
  1253. Debug.Log($"Texture saved as: {path}");
  1254. //NativeGallery.SaveImageToGallery(path,"InfraredGame", $"{baseName}_{fileName}.png",(success,path)=> {
  1255. // Debug.Log(success?$" 成功保存到相册: {path}" : "保存失败");
  1256. //});
  1257. }
  1258. //下面是处理对象放大缩小
  1259. public RectTransform cameraObj1; // 拖拽你的 CameraSize1 对象到此字段
  1260. public Button toggleButton; // 缩小时使用的按钮
  1261. private Vector2 originalSize;
  1262. private Vector2 originalAnchoredPosition; // 使用 anchoredPosition 代替 localPosition
  1263. private Vector2 originalAnchorMin;
  1264. private Vector2 originalAnchorMax;
  1265. private int originalSiblingIndex; // 保存初始的层级索引
  1266. private bool isFullscreen = false;
  1267. /// <summary>
  1268. /// 测试效果屏幕数据初始化
  1269. /// </summary>
  1270. void InitFullScreen()
  1271. {
  1272. if (cameraObj1 != null)
  1273. {
  1274. // 保存初始大小、位置和层级索引
  1275. originalSize = cameraObj1.sizeDelta;
  1276. originalAnchoredPosition = cameraObj1.anchoredPosition;
  1277. originalAnchorMin = cameraObj1.anchorMin; // 记录初始 anchorMin
  1278. originalAnchorMax = cameraObj1.anchorMax; // 记录初始 anchorMax
  1279. originalSiblingIndex = cameraObj1.GetSiblingIndex();
  1280. // 为 cameraObj1 添加点击事件
  1281. cameraObj1.GetComponent<Button>().onClick.AddListener(ToggleFullscreen);
  1282. toggleButton.transform.parent.gameObject.SetActive(false);
  1283. }
  1284. if (toggleButton != null)
  1285. {
  1286. // 为按钮添加点击事件以恢复大小
  1287. toggleButton.onClick.AddListener(RestoreSize);
  1288. }
  1289. }
  1290. void ToggleFullscreen()
  1291. {
  1292. if (cameraObj1 == null) return;
  1293. if (!isFullscreen)
  1294. {
  1295. // 设置锚点为全屏,调整位置和偏移量
  1296. cameraObj1.anchorMin = Vector2.zero;
  1297. cameraObj1.anchorMax = Vector2.one;
  1298. cameraObj1.offsetMin = Vector2.zero;
  1299. cameraObj1.offsetMax = Vector2.zero;
  1300. cameraObj1.anchoredPosition = Vector3.zero;
  1301. cameraObj1.SetSiblingIndex(cameraObj1.parent.childCount - 1); // 设置为最上层
  1302. //刷新一次点
  1303. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1304. toggleButton.transform.parent.gameObject.SetActive(true);
  1305. isFullscreen = true;
  1306. //放大情况根据toggle来显示
  1307. SyncAllToggle();
  1308. }
  1309. }
  1310. void RestoreSize()
  1311. {
  1312. if (cameraObj1 == null || !isFullscreen) return;
  1313. // 恢复锚点和偏移量
  1314. cameraObj1.anchorMin = originalAnchorMin; // 使用在 Start() 中记录的初始锚点
  1315. cameraObj1.anchorMax = originalAnchorMax; // 使用在 Start() 中记录的初始锚点
  1316. cameraObj1.sizeDelta = originalSize;
  1317. cameraObj1.anchoredPosition = originalAnchoredPosition; // 恢复为初始 anchoredPosition
  1318. cameraObj1.SetSiblingIndex(originalSiblingIndex); // 恢复到原本的层级索引
  1319. //刷新一次点
  1320. SetLocatePointsToCameraRender(ScreenLocate.quadUnityVectorList, 1, 1);
  1321. toggleButton.transform.parent.gameObject.SetActive(false);
  1322. isFullscreen = false;
  1323. }
  1324. #endregion
  1325. public void SetLocatePointsToCameraRenderTest(List<Vector2> points, float w, float h)
  1326. {
  1327. Transform pointsTF2 = _cameraRender.transform.Find("PointsTest");
  1328. if (pointsTF2.childCount == points.Count)
  1329. {
  1330. Vector2 texSize = new Vector2(w, h);
  1331. for (int i = 0; i < pointsTF2.childCount; i++)
  1332. {
  1333. Transform pointTF = pointsTF2.GetChild(i);
  1334. Vector2 pos = points[i];
  1335. pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
  1336. pointTF.gameObject.SetActive(true);
  1337. }
  1338. }
  1339. else
  1340. {
  1341. for (int i = 0; i < pointsTF2.childCount; i++)
  1342. {
  1343. Transform pointTF = pointsTF2.GetChild(i);
  1344. pointTF.gameObject.SetActive(false);
  1345. }
  1346. }
  1347. }
  1348. void SetShakeFilterValue(float v)
  1349. {
  1350. shakeFilterValue.Set(v);
  1351. _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
  1352. _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
  1353. infraredCameraHelper.SetShakeFilterValue(shakeFilterValue.Get());
  1354. }
  1355. /// <summary>
  1356. /// 重新设置分辨率
  1357. /// </summary>
  1358. /// <param name="index"></param>
  1359. public void resolutionRestartApp(int index)
  1360. {
  1361. #if UNITY_ANDROID || UNITY_IOS
  1362. //StartCoroutine(RestartOrKillApp());
  1363. //获取第一个分辨率设置后设置size
  1364. switch (index)
  1365. {
  1366. case 0:
  1367. infraredCameraHelper.SetHighCameraResolution();
  1368. resoution.Set(index);
  1369. _dropdownResolution2.SetValueWithoutNotify(index);
  1370. break;
  1371. case 1:
  1372. infraredCameraHelper.SetLowCameraResolution();
  1373. resoution.Set(index);
  1374. _dropdownResolution2.SetValueWithoutNotify(index);
  1375. break;
  1376. }
  1377. #endif
  1378. }
  1379. /// <summary>
  1380. /// 初始化时候,设置的值
  1381. /// </summary>
  1382. /// <param name="index"></param>
  1383. public Vector2 SetDefByIndex(int index = 0)
  1384. {
  1385. //SetResolutionNew 里面对应的下标
  1386. Vector2 vec2 = new Vector2(320, 240);
  1387. switch (index)
  1388. {
  1389. case 0:
  1390. vec2 = new Vector2(320, 240);
  1391. break;
  1392. case 1:
  1393. vec2 = new Vector2(160, 120);
  1394. break;
  1395. }
  1396. return vec2;
  1397. }
  1398. /// <summary>
  1399. /// 当 Dropdown 选择变化时的处理方法
  1400. /// </summary>
  1401. /// <param name="OnResolutionChanged">320x240</param>
  1402. private void OnResolutionChanged(int index)
  1403. {
  1404. #if UNITY_ANDROID || UNITY_IOS
  1405. Debug.Log("Selected Resolution: " + index);
  1406. // 将选定的分辨率转换为实际的宽度和高度
  1407. // 并且需要判断是否存在最低分辨率
  1408. if (index == 1 && currentCameraInfo.ContainsResulutionKey("160x120"))
  1409. {
  1410. // 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
  1411. infraredCameraHelper.SetLowCameraResolution();
  1412. // 保存选择的分辨率到 PlayerPrefs
  1413. resoution.Set(index);
  1414. }
  1415. else if (index == 0)
  1416. {
  1417. //如果是0就 使用高分辨率
  1418. infraredCameraHelper.SetHighCameraResolution();
  1419. // 保存选择的分辨率到 PlayerPrefs
  1420. resoution.Set(index);
  1421. }
  1422. #endif
  1423. }
  1424. /// <summary>
  1425. /// 野鸭关卡测试初始值
  1426. /// </summary>
  1427. /// <param name="optionIndex"></param>
  1428. public void SetDuckLevelTest(int optionIndex)
  1429. {
  1430. //选择下标+1
  1431. int v = optionIndex + 1;
  1432. duckHunterLevel.Set(v);
  1433. int defLevel = (int)duckHunterLevel.Get() - 1 < 0 ? 0 : (int)duckHunterLevel.Get() - 1;
  1434. _duckLevelDropdown.SetValueWithoutNotify(defLevel);
  1435. //_duckLevelDropdown.transform.Find("Value").GetComponent<Text>().text = defLevel+"";
  1436. }
  1437. void OnClick_Reset()
  1438. {
  1439. //SetBrightness(1);
  1440. //SetSaturation(1);
  1441. //SetContrast(1);
  1442. SetShakeFilterValue(6);
  1443. SetLineWidth(4);
  1444. SetFanWidth(90);
  1445. #if UNITY_IOS
  1446. SetInfraredFilterValue(0.6f);
  1447. #else
  1448. SetInfraredFilterValue(0.8f);
  1449. #endif
  1450. SetCaptureValue(30.0f);
  1451. SetDelayValue(30.0f);
  1452. //重置为第一关
  1453. SetDuckLevelTest(0);
  1454. }
  1455. /// <summary>
  1456. /// 清除当前红外存储的所有key
  1457. /// </summary>
  1458. public void OnClickClearInfraredGuider()
  1459. {
  1460. SmartBowDeviceHub.ins.Ble.ClearAllInfraredGuider();
  1461. }
  1462. public void OnClickClearAll()
  1463. {
  1464. PlayerPrefs.DeleteAll();
  1465. // 保存更改
  1466. PlayerPrefs.Save();
  1467. StartCoroutine(RestartOrKillApp());
  1468. }
  1469. void OnClick_ScreenLocateManual()
  1470. {
  1471. bool bEnter = true;
  1472. SmartBowDeviceHub hub = SmartBowDeviceHub.ins;
  1473. if (hub && hub.IsConnected(BluetoothPlayer.FIRST_PLAYER))
  1474. {
  1475. if (hub.IsMainConnectToInfraredDevice() || hub.IsMainConnectToGun())
  1476. {
  1477. bEnter = true;
  1478. }
  1479. else
  1480. {
  1481. bEnter = false;
  1482. //只有红外设备才能进行屏幕识别
  1483. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1484. }
  1485. }
  1486. if (bEnter)
  1487. {
  1488. //ViewManager2.ShowView(ViewManager2.Path_InfraredScreenPositioningView);
  1489. ViewManager.ShowView(UIViewType.InfraredScreenPositioningView);
  1490. FindObjectOfType<AppUI.View.Infrared.InfraredScreenPositioningView>().enterFromInfraredDemo = true;
  1491. }
  1492. }
  1493. void OnClick_ScreenLocateManualAuto()
  1494. {
  1495. bool bEnter = true;
  1496. SmartBowDeviceHub hub = SmartBowDeviceHub.ins;
  1497. if (hub && hub.IsConnected(BluetoothPlayer.FIRST_PLAYER))
  1498. {
  1499. if (hub.IsMainConnectToInfraredDevice() || hub.IsMainConnectToGun())
  1500. {
  1501. bEnter = true;
  1502. }
  1503. else
  1504. {
  1505. bEnter = false;
  1506. //只有红外设备才能进行屏幕识别
  1507. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("Connect_Tip_Infrared"));
  1508. }
  1509. }
  1510. if (bEnter)
  1511. {
  1512. ResetCenterOffset();
  1513. ResetPositioningData();
  1514. infraredCameraHelper.EnterScreenLocateManualAuto();
  1515. }
  1516. }
  1517. public void OnClick_SetAdjustPointsOffset()
  1518. {
  1519. //var _sl = ScreenLocate.Main;
  1520. //var buffer = _sl.infraredSpotBuffer;
  1521. //if (buffer != null)
  1522. //{
  1523. // for (int i = 0; i < buffer.Length; i++)
  1524. // {
  1525. // if (buffer[i].CameraLocation != null)
  1526. // {
  1527. // Debug.Log("CameraLocation:"+buffer[i].CameraLocation.Value);
  1528. // var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
  1529. // Debug.Log("CenterOffset: " + centerOffset);
  1530. // cameraLocationValue.Set(centerOffset);
  1531. // var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
  1532. // Debug.Log("UvCenterOffset: " + uvCenterOffset);
  1533. // screenUVValue.Set(uvCenterOffset);
  1534. // //如果是新手教程场景里面的校准
  1535. // InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1536. // if (infraredGuiderObj != null)
  1537. // {
  1538. // GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1539. // infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1540. // }
  1541. // }
  1542. // }
  1543. //}
  1544. //只能校准第一个
  1545. if (infraredCameraHelper.IsSinglePoint())
  1546. {
  1547. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1548. }
  1549. else
  1550. {
  1551. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1552. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1553. }
  1554. }
  1555. public void OnClick_SetAdjustPointsOffset_full()
  1556. {
  1557. if (infraredCameraHelper.IsSinglePoint())
  1558. {
  1559. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1560. }
  1561. else
  1562. {
  1563. SetAdjustPointsOffset_full(PlayerType.FirstPlayer);
  1564. SetAdjustPointsOffset_full(PlayerType.SecondPlayer);
  1565. }
  1566. }
  1567. /// <summary>
  1568. /// 设置存储的中心偏移位置
  1569. /// </summary>
  1570. public void InitCenterOffset()
  1571. {
  1572. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1573. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1574. }
  1575. /// <summary>
  1576. /// 重置中心点
  1577. /// </summary>
  1578. public void ResetCenterOffset()
  1579. {
  1580. infraredCameraHelper.ResetCenterOffset();
  1581. }
  1582. /// <summary>
  1583. /// 撤销中心点
  1584. /// </summary>
  1585. public void RevokeCenterOffset()
  1586. {
  1587. infraredCameraHelper.RevokeCenterOffset();
  1588. }
  1589. /// <summary>
  1590. /// 重置定位数据
  1591. /// </summary>
  1592. public void ResetPositioningData(bool bSyncLocal = false)
  1593. {
  1594. infraredCameraHelper.ClearInfraredPositioningData(bSyncLocal);
  1595. }
  1596. void SetCaptureValue(float v)
  1597. {
  1598. captureValue.Set(v);
  1599. _sliderCapture.SetValueWithoutNotify(captureValue.Get());
  1600. _sliderCapture.transform.Find("Value").GetComponent<Text>().text = captureValue.Get().ToString("f1");
  1601. infraredCameraHelper.SetCapture((int)captureValue.Get());
  1602. }
  1603. void SetDelayValue(float v)
  1604. {
  1605. delayValue.Set(v);
  1606. _sliderDelay.SetValueWithoutNotify(delayValue.Get());
  1607. _sliderDelay.transform.Find("Value").GetComponent<Text>().text = delayValue.Get().ToString("f1");
  1608. infraredCameraHelper.SetDelay((int)delayValue.Get());
  1609. }
  1610. #endregion
  1611. #region 相机感光度(默认修改对比度)
  1612. public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1613. {
  1614. onSetSliderValue(_slider, "PU_CONTRAST", min, max);
  1615. }
  1616. public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
  1617. {
  1618. onSliderEvent(value, "PU_CONTRAST", min, max);
  1619. }
  1620. public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
  1621. {
  1622. onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
  1623. }
  1624. public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
  1625. {
  1626. onSliderEvent(value, "PU_BRIGHTNESS", min, max);
  1627. }
  1628. public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1629. {
  1630. if (BluetoothWindows.IsWindows())
  1631. {
  1632. float v = typeStr == "PU_CONTRAST" ? infraredCameraHelper.GetContrast() : infraredCameraHelper.GetBrightness();
  1633. // 目标区间 [0, 10] 的边界值
  1634. double targetMin = min;
  1635. double targetMax = max;
  1636. double originalMin = -1;
  1637. double originalMax = 1;
  1638. // 计算转换后的值
  1639. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1640. Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
  1641. _slider.SetValueWithoutNotify((float)v2);
  1642. return;
  1643. }
  1644. //功能也改为UVC的对比度
  1645. if (running)
  1646. {
  1647. //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
  1648. //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1649. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1650. float v = currentCameraInfo.GetValue(typeStr); // infraredCameraHelper.GetBrightness();
  1651. //float v2 = (v / _UVCCtrlInfo.max) * 10;
  1652. // 目标区间 [0, 10] 的边界值
  1653. double targetMin = min;
  1654. double targetMax = max;
  1655. double originalMin = _UVCCtrlInfo.min;
  1656. double originalMax = _UVCCtrlInfo.max;
  1657. // 计算转换后的值
  1658. double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
  1659. Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
  1660. _slider.SetValueWithoutNotify((float)v2);
  1661. }
  1662. else _slider.SetValueWithoutNotify(5);
  1663. }
  1664. public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
  1665. {
  1666. // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
  1667. //pc
  1668. if (BluetoothWindows.IsWindows())
  1669. {
  1670. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1671. Slider slider = trans.GetComponent<Slider>();
  1672. Text textObj = trans.Find("text").GetComponent<Text>();
  1673. // 原始区间和目标区间的边界值
  1674. double originalMin = min;
  1675. double originalMax = max;
  1676. double targetMin = -1;
  1677. double targetMax = 1;
  1678. // 计算转换后的值
  1679. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1680. float _current = (float)result;
  1681. //Debug.Log("_current:" + _current + " , result:" + result);
  1682. textObj.text = _current + "";
  1683. slider.value = _current;
  1684. if (typeStr == "PU_CONTRAST")
  1685. {
  1686. infraredCameraHelper.SetContrast(_current);
  1687. pcCONTRAST.Set(_current);
  1688. }
  1689. else
  1690. {
  1691. infraredCameraHelper.SetBrightness(_current);
  1692. pcBRIGHTNESS.Set(_current);
  1693. }
  1694. return;
  1695. }
  1696. //修改亮度时,调试界面的亮度也应该一起修改
  1697. //功能也改为UVC的对比度
  1698. if (running)
  1699. {
  1700. //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
  1701. // .GetComponent<Slider>();
  1702. // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
  1703. Transform trans = _cameraParameterPanel.transform.Find(typeStr);
  1704. Slider slider = trans.GetComponent<Slider>();
  1705. Text textObj = trans.Find("text").GetComponent<Text>();
  1706. UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
  1707. int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
  1708. //value 0 ~ 10
  1709. // 原始区间和目标区间的边界值
  1710. double originalMin = min;
  1711. double originalMax = max;
  1712. double targetMin = _UVCCtrlInfo.min;
  1713. double targetMax = _UVCCtrlInfo.max;
  1714. // 计算转换后的值
  1715. double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
  1716. int _current = (int)(result);
  1717. Debug.Log("_current:" + value + " , result:" + result);
  1718. textObj.text = _current + "";
  1719. slider.value = _current;
  1720. //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
  1721. //存储初始值,设置一次到UVC参数
  1722. if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
  1723. }
  1724. }
  1725. public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
  1726. {
  1727. // 线性插值公式
  1728. return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
  1729. }
  1730. #endregion
  1731. #region 绘制线段部分
  1732. public void SetLineWidth(float v)
  1733. {
  1734. lineWidth.Set(v);
  1735. _sliderLineWidth.SetValueWithoutNotify(lineWidth.Get());
  1736. _sliderLineWidth.transform.Find("Value").GetComponent<Text>().text = lineWidth.Get().ToString("f1");
  1737. }
  1738. public void SetFanWidth(float v)
  1739. {
  1740. fanWidth.Set(v);
  1741. _fanWidth.SetValueWithoutNotify(fanWidth.Get());
  1742. _fanWidth.transform.Find("Value").GetComponent<Text>().text = fanWidth.Get().ToString("f1");
  1743. }
  1744. #endregion
  1745. #region 双人准心
  1746. //红外准心,默认打开吧
  1747. public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
  1748. public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
  1749. /// <summary>
  1750. /// 初始化时候获取设置和存储来控制显示准心
  1751. /// </summary>
  1752. /// <returns></returns>
  1753. public bool bInitDoubleCrosshairShow(PlayerType playerType)
  1754. {
  1755. if (playerType == PlayerType.FirstPlayer)
  1756. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1757. else
  1758. return getDoubleCrosshairValue(playerType) == 1 ? true : false;
  1759. }
  1760. /// <summary>
  1761. /// 获取弓箭准心存储值
  1762. /// </summary>
  1763. /// <returns></returns>
  1764. public int getDoubleCrosshairValue(PlayerType playerType)
  1765. {
  1766. if (playerType == PlayerType.FirstPlayer)
  1767. return (int)crosshairValue1P.Get();
  1768. else
  1769. return (int)crosshairValue2P.Get();
  1770. }
  1771. public void setDoubleCrosshairValue(PlayerType playerType, bool bshow)
  1772. {
  1773. if (playerType == PlayerType.FirstPlayer)
  1774. crosshairValue1P.Set(bshow ? 1 : 0);
  1775. else
  1776. crosshairValue2P.Set(bshow ? 1 : 0);
  1777. }
  1778. #endregion
  1779. #region 双人中心点定位
  1780. [Header("红外点")]
  1781. [SerializeField] Button _infraredOffsetBtn1P;
  1782. [SerializeField] Button _infraredOffsetBtn2P;
  1783. //准心的偏移值
  1784. public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
  1785. public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
  1786. public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
  1787. public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
  1788. //双点模式下的全屏偏移量,相当于两个单点
  1789. public ParamVector2Value cameraLocationValue1P_full = new ParamVector2Value("ic_cameraLocation1P_full", Vector2.zero);
  1790. public ParamVector2Value screenUVValue1P_full = new ParamVector2Value("ic_screenUV1P_full", Vector2.zero);
  1791. public ParamVector2Value cameraLocationValue2P_full = new ParamVector2Value("ic_cameraLocation2P_full", Vector2.zero);
  1792. public ParamVector2Value screenUVValue2P_full = new ParamVector2Value("ic_screenUV2P_full", Vector2.zero);
  1793. /// <summary>
  1794. /// 设置单点模式
  1795. /// </summary>
  1796. public void onToggleSinglePoint()
  1797. {
  1798. //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
  1799. if (!infraredCameraHelper.IsSinglePoint())
  1800. {
  1801. infraredCameraHelper.SetSinglePoint(true);
  1802. }
  1803. else
  1804. {
  1805. infraredCameraHelper.SetSinglePoint(false);
  1806. }
  1807. }
  1808. /// <summary>
  1809. /// 设置是否是单,双点模式
  1810. /// </summary>
  1811. /// <param name="value"></param>
  1812. public void SetSinglePoint(bool value, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1813. {
  1814. if (!infraredCameraHelper.getScreenLocate()) return;
  1815. infraredCameraHelper.SetSinglePoint(value);
  1816. //重新设置双点数据
  1817. InitCenterOffsets(PlayerType.FirstPlayer, screenPointType);
  1818. InitCenterOffsets(PlayerType.SecondPlayer, screenPointType);
  1819. Debug.Log("设置是否是单模式:" + value + ",screenPointType:" + screenPointType);
  1820. }
  1821. /// <summary>
  1822. /// 偏移点按钮
  1823. /// </summary>
  1824. public void InitOffsetBtns()
  1825. {
  1826. _infraredOffsetBtn1P.onClick.AddListener(() =>
  1827. {
  1828. SetAdjustPointsOffset(PlayerType.FirstPlayer);
  1829. });
  1830. _infraredOffsetBtn2P.onClick.AddListener(() =>
  1831. {
  1832. SetAdjustPointsOffset(PlayerType.SecondPlayer);
  1833. });
  1834. }
  1835. /// <summary>
  1836. /// 设置存储的中心偏移位置--双点
  1837. /// </summary>
  1838. public void InitCenterOffsets(PlayerType playerType, ScreenPointTypeEnum screenPointType = ScreenPointTypeEnum.None)
  1839. {
  1840. if (!infraredCameraHelper.getScreenLocate()) return;
  1841. if (infraredCameraHelper.IsSinglePoint())
  1842. {
  1843. infraredCameraHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
  1844. infraredCameraHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
  1845. }
  1846. else
  1847. {
  1848. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.HalfScreen) {
  1849. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
  1850. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
  1851. }
  1852. if (screenPointType == ScreenPointTypeEnum.None || screenPointType == ScreenPointTypeEnum.FullScreen)
  1853. {
  1854. //全屏双点
  1855. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P_full.Get() : cameraLocationValue2P_full.Get(), "CameraLocation");
  1856. infraredCameraHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P_full.Get() : screenUVValue2P_full.Get(), "ScreenUV");
  1857. }
  1858. }
  1859. }
  1860. /// <summary>
  1861. /// 撤销中心点--双点
  1862. /// </summary>
  1863. public void RevokeCenterOffsets()
  1864. {
  1865. if (!infraredCameraHelper.getScreenLocate()) return;
  1866. infraredCameraHelper.RevokeCenterOffsets();
  1867. }
  1868. /// <summary>
  1869. /// 重置中心点--双点
  1870. /// </summary>
  1871. public void ResetCenterOffsets()
  1872. {
  1873. if (!infraredCameraHelper.getScreenLocate()) return;
  1874. infraredCameraHelper.ResetCenterOffsets();
  1875. }
  1876. /// <summary>
  1877. /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
  1878. /// </summary>
  1879. /// <param name="playerType">玩家类型</param>
  1880. public void SetAdjustPointsOffset(PlayerType playerType)
  1881. {
  1882. if (!infraredCameraHelper.getScreenLocate()) return;
  1883. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1884. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1885. if (buffer != null)
  1886. {
  1887. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1888. {
  1889. if (infraredCameraHelper.IsSinglePoint())
  1890. { //单点
  1891. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1892. cameraLocationValue.Set(centerOffset);
  1893. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1894. screenUVValue.Set(uvCenterOffset);
  1895. //如果是新手教程场景里面的校准
  1896. InfraredGuider infraredGuiderObj = FindObjectOfType<InfraredGuider>();
  1897. if (infraredGuiderObj != null)
  1898. {
  1899. GameObject infraredGuiderGameObject = infraredGuiderObj.gameObject;
  1900. infraredGuiderGameObject.GetComponent<InfraredGuider>().SetTitleAfterCalibration();
  1901. }
  1902. }
  1903. else
  1904. {
  1905. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
  1906. cameraLocationValue1P.Set(centerOffset);
  1907. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1908. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
  1909. screenUVValue1P.Set(uvCenterOffset);
  1910. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1911. }
  1912. }
  1913. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1914. {
  1915. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
  1916. cameraLocationValue2P.Set(centerOffset);
  1917. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1918. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
  1919. screenUVValue2P.Set(uvCenterOffset);
  1920. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1921. }
  1922. }
  1923. }
  1924. //记录全屏双点校准
  1925. public void SetAdjustPointsOffset_full(PlayerType playerType)
  1926. {
  1927. if (!infraredCameraHelper.getScreenLocate()) return;
  1928. if (infraredCameraHelper.GetUVCCameraInfo() == null) return;
  1929. if (infraredCameraHelper.IsSinglePoint()) return;
  1930. var buffer = infraredCameraHelper.getScreenLocate().infraredSpotBuffer;
  1931. if (buffer != null)
  1932. {
  1933. if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
  1934. {
  1935. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
  1936. cameraLocationValue1P_full.Set(centerOffset);
  1937. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1938. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
  1939. screenUVValue1P_full.Set(uvCenterOffset);
  1940. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1941. }
  1942. if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
  1943. {
  1944. var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[1].CameraLocation.Value);
  1945. cameraLocationValue2P_full.Set(centerOffset);
  1946. infraredCameraHelper.SetCenterOffsets(playerType, centerOffset);
  1947. var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[1].ScreenUV.Value, "ScreenUV");
  1948. screenUVValue2P_full.Set(uvCenterOffset);
  1949. infraredCameraHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
  1950. Debug.Log("设置点2");
  1951. }
  1952. }
  1953. }
  1954. #endregion
  1955. #region 亮度检测部分
  1956. public void SetInfraredFilterValue(float v)
  1957. {
  1958. if (!infraredCameraHelper.getScreenLocate()) return;
  1959. infraredFileterValue.Set(v);
  1960. _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
  1961. _infraredFilter.transform.Find("Value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
  1962. infraredCameraHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
  1963. }
  1964. #endregion
  1965. public void resetInfraredPlayerPrefs()
  1966. {
  1967. //测试用
  1968. PlayerPrefs.DeleteKey("entry-guider-infrared-" + LoginMgr.myUserInfo.id);
  1969. PlayerPrefs.DeleteKey("hideInfraredBowAndArrow");
  1970. }
  1971. #region 显示Log部分信息
  1972. [SerializeField] Text _calibrationFixedText;
  1973. [SerializeField] Text _cameraSizeText;
  1974. [SerializeField] Text _quadUnityVectorListText;
  1975. /// <summary>
  1976. /// 校准时候的固定值分辨率
  1977. /// </summary>
  1978. /// <param name="v"></param>
  1979. public void SetCalibrationFixedText(Vector2 v)
  1980. {
  1981. _calibrationFixedText.text = v.x + "*" + v.y;
  1982. }
  1983. /// <summary>
  1984. /// 渲染摄像机当前分辨率
  1985. /// </summary>
  1986. /// <param name="v"></param>
  1987. public void SetCameraSizeText(Vector2 v)
  1988. {
  1989. _cameraSizeText.text = v.x + "*" + v.y;
  1990. }
  1991. /// <summary>
  1992. /// 渲染摄像机识别点
  1993. /// </summary>
  1994. /// <param name="v"></param>
  1995. public void SetQuadUnityVectorListText(string v)
  1996. {
  1997. _quadUnityVectorListText.text = v;
  1998. }
  1999. #endregion
  2000. #region 错误日志
  2001. public void HandleLog(string logString, string stackTrace, LogType type)
  2002. {
  2003. if (type == LogType.Exception || type == LogType.Error)
  2004. {
  2005. SaveLogToFile(logString, stackTrace);
  2006. }
  2007. }
  2008. void SaveLogToFile(string message, string stackTrace)
  2009. {
  2010. string path;
  2011. #if UNITY_ANDROID && !UNITY_EDITOR_WIN
  2012. // 保存到 Android 的公共 Download 文件夹,便于用户直接查看
  2013. path = System.IO.Path.Combine("/storage/emulated/0/Download", "crash_log.txt");
  2014. #else
  2015. // 其他平台使用 Application.persistentDataPath
  2016. path = System.IO.Path.Combine(Application.persistentDataPath, "crash_log.txt");
  2017. #endif
  2018. // 打印路径确认
  2019. Debug.Log($"Log file saved at: {path}");
  2020. // 将日志写入到指定路径的文件中
  2021. System.IO.File.AppendAllText(path, $"{message}\n{stackTrace}\n\n");
  2022. }
  2023. #endregion
  2024. }
  2025. public class ParamFloatValue
  2026. {
  2027. private string _saveKey;
  2028. private float _valueDefault;
  2029. private bool _valueLoaded;
  2030. private float _value;
  2031. public ParamFloatValue(string saveKey, float valueDefault)
  2032. {
  2033. _saveKey = saveKey;
  2034. _valueDefault = valueDefault;
  2035. }
  2036. public float Get()
  2037. {
  2038. if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
  2039. return _value;
  2040. }
  2041. public float GetDefault()
  2042. {
  2043. return _valueDefault;
  2044. }
  2045. public string GetKey()
  2046. {
  2047. return _saveKey;
  2048. }
  2049. public void Set(float value)
  2050. {
  2051. _value = value;
  2052. PlayerPrefs.SetFloat(_saveKey, _value);
  2053. PlayerPrefs.Save();
  2054. }
  2055. /// <summary>
  2056. /// 重置成默认值
  2057. /// </summary>
  2058. public void Reset()
  2059. {
  2060. PlayerPrefs.SetFloat(_saveKey, _valueDefault);
  2061. PlayerPrefs.Save();
  2062. }
  2063. }
  2064. /// <summary>
  2065. /// 存储Vector2
  2066. /// </summary>
  2067. public class ParamVector2Value
  2068. {
  2069. private string _saveKey;
  2070. private Vector2 _valueDefault;
  2071. private bool _valueLoaded;
  2072. private Vector2 _value;
  2073. public ParamVector2Value(string saveKey, Vector2 valueDefault)
  2074. {
  2075. _saveKey = saveKey;
  2076. _valueDefault = valueDefault;
  2077. }
  2078. public Vector2 Get()
  2079. {
  2080. if (!_valueLoaded)
  2081. {
  2082. float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
  2083. float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
  2084. _value = new Vector2(x, y);
  2085. _valueLoaded = true;
  2086. }
  2087. return _value;
  2088. }
  2089. public Vector2 GetDefault()
  2090. {
  2091. return _valueDefault;
  2092. }
  2093. public string GetKey()
  2094. {
  2095. return _saveKey;
  2096. }
  2097. public void Set(Vector2 value)
  2098. {
  2099. _value = value;
  2100. PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
  2101. PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
  2102. PlayerPrefs.Save();
  2103. }
  2104. /// <summary>
  2105. /// 重置成默认值
  2106. /// </summary>
  2107. public void Reset()
  2108. {
  2109. PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
  2110. PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
  2111. PlayerPrefs.Save();
  2112. }
  2113. }