AR初版demo

This commit is contained in:
lishuo 2022-03-04 16:12:15 +08:00
parent c1c93c2a60
commit e85d5f8613
82 changed files with 4010 additions and 62 deletions

7
.gitignore vendored
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View File

@ -67,6 +67,16 @@ namespace Assets.Scripts.Apis.Models
this.CalcGrade();
this.CalcBbox();
this.CalcCenter();
this.CalcBearing();
}
}
private void CalcBearing()
{
for (int i = 0; i < _List.Count - 1; i++)
{
var pt1 = Turf.Point(new double[] { _List[i].Point[1], _List[i].Point[0] });
var pt2 = Turf.Point(new double[] { _List[i + 1].Point[1], _List[i + 1].Point[0] });
_List[i].Bearing = Turf.Bearing(pt1, pt2);
}
}
@ -157,6 +167,7 @@ namespace Assets.Scripts.Apis.Models
public double Elevation { get; set; }
public double Grade { get; set; }
public double Bearing { get; set; }
}
public override string ToString()

View File

@ -201,28 +201,31 @@ public static class App
static App()
{
InitLanguage();
#if !UNITY_EDITOR
//测试服务器
Host = "http://pf.juze.pro/";
UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000);
TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001);
//线上
//Host = "https://wx.powerfun.com.cn/";
//UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
//TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
//本地
//Host = "http://192.168.0.101:5085/";
//UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000);
//TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
Debug.unityLogger.logEnabled = false;
#else
//Host = "http://pf.juze.pro/";
//Host = "http://192.168.0.101:5087/";
Host = "https://wx.powerfun.com.cn/";
UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
//UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
//TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
#endif
//#if !UNITY_EDITOR
// //测试服务器
// Host = "http://pf.juze.pro/";
// UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000);
// TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001);
// //线上
// //Host = "https://wx.powerfun.com.cn/";
// //UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
// //TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
// //本地
// //Host = "http://192.168.0.101:5085/";
// //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000);
// //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
// Debug.unityLogger.logEnabled = false;
//#else
// //Host = "http://pf.juze.pro/";
// //Host = "http://192.168.0.101:5087/";
// UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
// TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
// //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
// //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
//#endif
if (!FB.IsInitialized)
{
FB.Init();

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@ -61,6 +61,14 @@ public static class PFConstants
}
}
public static string VideoFolder
{
get
{
return Application.persistentDataPath+@"/video";
}
}
public static string LogFolder
{
get

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@ -13,6 +13,7 @@ using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
using UnityEngine.UI;
using UnityEngine.Video;
namespace Assets.Scripts
{
@ -461,6 +462,52 @@ namespace Assets.Scripts
}
}
}
//下载video
public static IEnumerator DownloadVideo(string fileName,string url, UnityAction<float, UnityWebRequest> onProcessing = null, UnityAction<string> onCompleted = null)
{
string local = "";
var path = PFConstants.VideoFolder;
//根据id读取本地文件
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
var filepath= path+$"/{fileName}.mp4";
if (File.Exists(filepath))
{
local = filepath;
}
//本地文件读取不到读取网络文件
else
{
UnityWebRequest request = UnityWebRequest.Get(url);
request.SendWebRequest();
while (!request.isDone)
{
if (onProcessing != null)
{
onProcessing.Invoke(request.downloadProgress, request);
}
yield return new WaitForSeconds(1);
}
if (request.isNetworkError || request.isHttpError)
{
Debug.Log(request.error);
}
else
{
var fs = File.Create(filepath);
fs.Write(request.downloadHandler.data, 0, request.downloadHandler.data.Length);
fs.Close();
local = filepath;
}
}
if (onCompleted != null)
{
onCompleted.Invoke(local);
}
}
static IEnumerator DownloadImage(MaskableGraphic img,string MediaUrl, Action<Texture> action = null,UnityAction<byte[]> callback = null)
{
UnityWebRequest request = UnityWebRequest.Get(MediaUrl);

8
Assets/Shaders.meta Normal file
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@ -0,0 +1,56 @@
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent(typeof(Light))]
public class SetShadowMapAsGlobalTexture : MonoBehaviour
{
public string textureSemanticName = "_SunCascadedShadowMap";
#if UNITY_EDITOR
public bool reset;
#endif
private RenderTexture shadowMapRenderTexture;
private CommandBuffer commandBuffer;
private Light lightComponent;
void OnEnable()
{
lightComponent = GetComponent<Light>();
SetupCommandBuffer();
}
void OnDisable()
{
lightComponent.RemoveCommandBuffer(LightEvent.AfterShadowMap, commandBuffer);
ReleaseCommandBuffer();
}
#if UNITY_EDITOR
void Update()
{
if (reset)
{
OnDisable();
OnEnable();
reset = false;
}
}
#endif
void SetupCommandBuffer()
{
commandBuffer = new CommandBuffer();
RenderTargetIdentifier shadowMapRenderTextureIdentifier = BuiltinRenderTextureType.CurrentActive;
commandBuffer.SetGlobalTexture(textureSemanticName, shadowMapRenderTextureIdentifier);
lightComponent.AddCommandBuffer(LightEvent.AfterShadowMap, commandBuffer);
}
void ReleaseCommandBuffer()
{
commandBuffer.Clear();
}
}

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@ -0,0 +1,174 @@
UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap);
float4 _SunCascadedShadowMap_TexelSize;
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos)
#define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos)
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights)
/**
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade.
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
*/
inline fixed4 getCascadeWeights_splitSpheres(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return weights;
}
/**
* Returns the shadow fade based on the world position of the fragment, and the distance from the shadow fade center
*/
inline float getShadowFade_SplitSpheres( float3 wpos )
{
float sphereDist = distance(wpos.xyz, unity_ShadowFadeCenterAndType.xyz);
half shadowFade = saturate(sphereDist * _LightShadowData.z + _LightShadowData.w);
return shadowFade;
}
/**
* Returns the shadowmap coordinates for the given fragment based on the world position and z-depth.
* These coordinates belong to the shadowmap atlas that contains the maps for all cascades.
*/
inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights )
{
float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
return float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
}
/**
* Combines the different components of a shadow coordinate and returns the final coordinate.
*/
inline float3 combineShadowcoordComponents (float2 baseUV, float2 deltaUV, float depth, float2 receiverPlaneDepthBias)
{
float3 uv = float3( baseUV + deltaUV, depth );
uv.z += dot (deltaUV, receiverPlaneDepthBias); // apply the depth bias
return uv;
}
/**
* PCF shadowmap filtering based on a 3x3 kernel (optimized with 4 taps)
*
* Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
* Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/
*/
half sampleShadowmap_PCF3x3 (float4 coord, float2 receiverPlaneDepthBias)
{
const float2 offset = float2(0.5,0.5);
float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset;
float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy;
float2 st = frac(uv);
float2 uw = float2( 3-2*st.x, 1+2*st.x );
float2 u = float2( (2-st.x) / uw.x - 1, (st.x)/uw.y + 1 );
u *= _SunCascadedShadowMap_TexelSize.x;
float2 vw = float2( 3-2*st.y, 1+2*st.y );
float2 v = float2( (2-st.y) / vw.x - 1, (st.y)/vw.y + 1);
v *= _SunCascadedShadowMap_TexelSize.y;
half shadow;
half sum = 0;
sum += uw[0] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[0]), coord.z, receiverPlaneDepthBias) );
sum += uw[1] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[0]), coord.z, receiverPlaneDepthBias) );
sum += uw[0] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[1]), coord.z, receiverPlaneDepthBias) );
sum += uw[1] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[1]), coord.z, receiverPlaneDepthBias) );
shadow = sum / 16.0f;
shadow = lerp (_LightShadowData.r, 1.0f, shadow);
return shadow;
}
/**
* PCF shadowmap filtering based on a 5x5 kernel (optimized with 9 taps)
*
* Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
* Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/
*/
half sampleShadowmap_PCF5x5 (float4 coord, float2 receiverPlaneDepthBias)
{
const float2 offset = float2(0.5,0.5);
float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset;
float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy;
float2 st = frac(uv);
float3 uw = float3( 4-3*st.x, 7, 1+3*st.x );
float3 u = float3( (3-2*st.x) / uw.x - 2, (3+st.x)/uw.y, st.x/uw.z + 2 );
u *= _SunCascadedShadowMap_TexelSize.x;
float3 vw = float3( 4-3*st.y, 7, 1+3*st.y );
float3 v = float3( (3-2*st.y) / vw.x - 2, (3+st.y)/vw.y, st.y/vw.z + 2 );
v *= _SunCascadedShadowMap_TexelSize.y;
half shadow;
half sum = 0.0f;
half3 accum = uw * vw.x;
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.x), coord.z, receiverPlaneDepthBias) );
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.x), coord.z, receiverPlaneDepthBias) );
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.x), coord.z, receiverPlaneDepthBias) );
accum = uw * vw.y;
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.y), coord.z, receiverPlaneDepthBias) );
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.y), coord.z, receiverPlaneDepthBias) );
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.y), coord.z, receiverPlaneDepthBias) );
accum = uw * vw.z;
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.z), coord.z, receiverPlaneDepthBias) );
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.z), coord.z, receiverPlaneDepthBias) );
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.z), coord.z, receiverPlaneDepthBias) );
shadow = sum / 144.0f;
shadow = lerp (_LightShadowData.r, 1.0f, shadow);
return shadow;
}
/**
* Samples the shadowmap at the given coordinates.
*/
half unity_sampleShadowmap( float4 coord )
{
half shadow = UNITY_SAMPLE_SHADOW(_SunCascadedShadowMap,coord);
shadow = lerp(_LightShadowData.r, 1.0, shadow);
return shadow;
}
///////////////////
/**
* Gets the shadows attenuations at world positions.
*/
half GetSunShadowsAttenuation(float3 worldPositions, float screenDepth)
{
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
return unity_sampleShadowmap(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights));
}
half GetSunShadowsAttenuation_PCF3x3(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias)
{
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
return sampleShadowmap_PCF3x3(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias);
}
half GetSunShadowsAttenuation_PCF5x5(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias)
{
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
return sampleShadowmap_PCF5x5(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias);
}

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@ -0,0 +1,48 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/TransparentShadowCollector"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,.5)
_ShadowIntensity("Shadow Intensity", Range(0, 1)) = 0.6
}
SubShader
{
Tags {"Queue" = "AlphaTest" }
Pass
{
Tags {"LightMode" = "ForwardBase" }
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
uniform fixed4 _Color;
uniform float _ShadowIntensity;
struct v2f
{
float4 pos : SV_POSITION;
LIGHTING_COORDS(0,1)
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag(v2f i) : COLOR
{
float attenuation = LIGHT_ATTENUATION(i);
return fixed4(0,0,0,(1 - attenuation) * _ShadowIntensity) * _Color;
}
ENDCG
}
}
Fallback "VertexLit"
}

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@ -0,0 +1,108 @@
using Assets.Scenes.Ride.Scripts;
using Assets.Scenes.Ride.Scripts.Model;
using Assets.Scripts;
using Assets.Scripts.Apis.Models;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using DG.Tweening;
using UnityEngine.Video;
public class TestPlayerController : MonoBehaviour
{
UnityWebRequest request = null;
MapDataModel mapData;
MapRoute mapRoute;
int ticks = 0;
float timer = 1f;
double heartRate = 0;
public double power = 800;
double weight = 60;
double bicycleWeight = 10;
double elevation = 0f;
double currentSlope = 0f;
double speed = 0f;
double distance = 0f;
double totalDistance = 0f;
double bearingInterval = 0f;//线路当前转向
Animator animator;
VideoPlayer videoPlayer;
// Start is called before the first frame update
void Start()
{
//测试数据
var routeId = 1255;
mapData = ConfigHelper.mapApi.GetData(routeId);//获取路书地理数据
mapRoute = ConfigHelper.mapApi.GetById(routeId).data;
animator = transform.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
timer -= Time.deltaTime;
while (timer <= 0)
{
//var animInfo = animator.GetCurrentAnimatorStateInfo(0);
//if (animInfo.normalizedTime < 0.6)
//{
// if (speed > 30)
// {
// animator.Play("New State Right");
// }
// else if (speed > 15)
// {
// animator.Play("RideLoop_Medium_01 1");
// }
// else if (speed == 0)
// {
// animator.Play("OnBicycle_01_Idle 0");
// videoPlayer.Pause();
// }
// else
// {
// animator.Play("RideLoop_01");
// }
//}
ticks++;
ComputeNextSlope();
speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
distance = Math.Round(speed / 3600, 5, MidpointRounding.AwayFromZero);
totalDistance += distance;
Debug.Log($"ticks:{ticks} speed:{speed} totalDistance:{totalDistance} bearing:{bearingInterval}");
timer += 1f;
transform.DORotate(new Vector3(0f, (float)(180 + bearingInterval), 0f), 1);
}
}
int currentIndex = 0;
void ComputeNextSlope()
{
double sumDistance = 0;
if (mapData == null)
return;
var pointList = mapData.List;
for (int i = 0; i < pointList.Count; i++)
{
sumDistance += pointList[i].Distance;
decimal left = (decimal)totalDistance * 1000;
decimal right = (decimal)sumDistance;
if (left <= right)
{
currentIndex = i;
break;
}
}
var DOUBLE_DELTA = 1E-6;
if (Math.Abs(totalDistance - mapData.TotalDistance) < DOUBLE_DELTA)
{
currentIndex = pointList.Count - 1;
}
elevation = pointList[currentIndex].Elevation;
currentSlope = pointList[currentIndex].Grade;
var preindex = currentIndex - 1 >= 0 ? currentIndex - 1 : 0;
bearingInterval = pointList[currentIndex].Bearing - pointList[preindex].Bearing;
}
}

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57
Assets/VideoPlayer.cs Normal file
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@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VideoPlayer : MonoBehaviour
{
// Start is called before the first frame update
Animator animator;
void Start()
{
animator = GetComponent<Animator>();
//人物获取场景脚本
}
//人物碰撞
void OnCollisionEnter(Collision collision)
{
//if (collision.gameObject.name == "Sphere")
//{
// var Message = "进入碰撞,碰撞名称:" + collision.gameObject.name;
// collision.gameObject.GetComponent<TargetScript>().Log(Message);
//}
}
float timer = 1f;
int ticks = 0;
// Update is called once per frame
void Update()
{
timer -= Time.deltaTime;
while (timer <= 0)
{
#region
//起步
//快速骑
animator.speed = 1;
var currentInfo = animator.GetCurrentAnimatorStateInfo(0);
if (currentInfo.normalizedTime > 0.2 && currentInfo.normalizedTime < 0.6f)
{
}
else
{
animator.Play("all", 0, 0.2f);
}
//慢速骑 修改播放速度
//拐弯
//喝水
#endregion
ticks++;
timer += 1f;
}
}
}

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57
Assets/testDownLoad.cs Normal file
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@ -0,0 +1,57 @@
using Assets.Scenes.Ride.Scripts;
using Assets.Scenes.Ride.Scripts.Model;
using Assets.Scripts;
using Assets.Scripts.Apis.Models;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using UnityEngine.Video;
public class testDownLoad : MonoBehaviour
{
UnityWebRequest request = null;
// Start is called before the first frame update
void Start()
{
//测试UI
var button = transform.GetComponent<Button>();
var text = transform.GetComponentInChildren<Text>();
var inputFiled = transform.parent.GetComponentInChildren<InputField>();
var player = FindObjectOfType<VideoPlayer>();
var testPlayer = FindObjectOfType<TestPlayerController>();
var url = @"http://192.168.0.97:6031/12067924_720p.mp4";
var currentPath = "";
inputFiled.onValueChanged.AddListener((s) =>
{
testPlayer.power = Convert.ToDouble(s);
});
button.onClick.AddListener(() =>
{
StartCoroutine(Utils.DownloadVideo("sdsd.mp4", url
,(p,req)=> {
text.text = Math.Round(p * 100, 2).ToString() + "%";
request = req;
}
,(path)=> {
text.text = "100%";
currentPath = path;
//player.url = path;
}
));
if (!string.IsNullOrEmpty(currentPath))
{
//player.url = currentPath;
}
});
}
// Update is called once per frame
void Update()
{
}
}

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m_CurrentQuality: 5
m_QualitySettings:
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@ -153,15 +153,15 @@ QualitySettings:
- serializedVersion: 2
name: Very High
pixelLightCount: 3
shadows: 2
shadowResolution: 2
shadows: 1
shadowResolution: 0
shadowProjection: 1
shadowCascades: 2
shadowDistance: 70
shadowNearPlaneOffset: 3
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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