472 lines
19 KiB
C#
472 lines
19 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Kill.Core;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Video;
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namespace Kill.UI.Components
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{
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public class VideoCtrl : MonoBehaviour
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{
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public bool istest;
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public VideoPlayer videoPlayer;
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public bool needFullScreen = false;
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bool isFullScreen = false;
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/// <summary>
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/// 0:正常播放 1:全屏播放
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/// </summary>
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public List<RenderTexture> renderTextures;
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public RawImage windowImage;
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public RawImage fullImage;
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/// <summary>竖屏全屏UI(竖屏视频全屏时使用,在场景中配置)</summary>
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public RawImage portraitFullImage;
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/// <summary>当前使用的全屏显示目标(根据视频宽高比选择)</summary>
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RawImage currentFullImage;
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public GameObject playButton;
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public GameObject pauseButton;
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public Text totalTimeText;
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public Text nowTime;
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public Slider slider;
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bool isplaying = false;
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bool ispause = true;
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Action playOver;
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string url;
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public GameObject loading;
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private void FixedUpdate()
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{
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if (isplaying)
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{
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OnVideoPlaying();
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}
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}
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public void Init(string url, Action playOver)
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{
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if(loading)
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loading.SetActive(true);
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// 视频加载完成前隐藏窗口画面,避免显示上一个视频残留
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if (windowImage != null)
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windowImage.gameObject.SetActive(false);
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// 停止播放状态与进度记录,避免加载期间用旧数据刷新进度条/时间
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isplaying = false;
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lastFrame = 0;
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// 重置时间显示,避免加载期间显示上一个视频的旧时长
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totalTime = 0;
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nowTime.text=SecondToHour(0);
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if (totalTimeText != null)
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totalTimeText.text=SecondToHour(0);
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if (slider != null)
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slider.value=0;
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this.playOver = playOver;
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this.url = url;
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SetVideo(url);
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if (playButton != null)
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{
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playButton.SetActive(false);
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}
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if (pauseButton != null)
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{
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pauseButton.SetActive(false);
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}
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ispause = true;
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}
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public void PlayVideo()
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{
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StartCoroutine(YieldPlay());
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}
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public IEnumerator YieldPlay()
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{
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yield return new WaitForSeconds(0.1f);
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ispause = false;
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videoPlayer.Play();
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if (playButton != null)
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{
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playButton.SetActive(false);
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}
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if (pauseButton != null)
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{
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pauseButton.SetActive(true);
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}
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isplaying = true;
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}
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public void PauseVideo()
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{
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ispause = true;
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videoPlayer.Pause();
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isplaying = false;
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if (playButton != null)
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{
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playButton.SetActive(true);
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}
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if (pauseButton != null)
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{
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pauseButton.SetActive(false);
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}
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}
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public void RePlay()
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{
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videoPlayer.Stop();
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videoPlayer.frame = 0;
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PlayVideo();
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}
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public void SetVideo(string url)
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{
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videoPlayer.url = url;
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videoPlayer.prepareCompleted += VideoPrepared;
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videoPlayer.Prepare();
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if (playButton != null)
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{
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playButton.SetActive(true);
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}
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}
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public void Stop()
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{
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videoPlayer.Stop();
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videoPlayer.url = "";
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isplaying = false;
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lastFrame = 0;
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nowTime.text=SecondToHour(0);
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// 停止时清空总时长与进度条,避免残留上一个视频的显示
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totalTime = 0;
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if (totalTimeText != null)
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totalTimeText.text=SecondToHour(0);
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if (slider != null)
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slider.value=0;
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}
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int totalTime = 0;
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public void VideoPrepared(VideoPlayer player)
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{
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if (renderTextures != null && renderTextures.Count > 0)
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{
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foreach (var r in renderTextures)
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Destroy(r);
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renderTextures.Clear();
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}
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renderTextures=new List<RenderTexture>();
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// 窗口视图:完整显示视频并居中,保持比例,多余部分留黑(竖屏视频占满高度、两侧留黑)
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RenderTexture texture = new RenderTexture((int)player.width, (int)player.height, 1);
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renderTextures.Add(texture);
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player.targetTexture = texture;
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windowImage.texture = texture;
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// 视频加载完成,重新显示窗口画面
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if (windowImage != null)
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windowImage.gameObject.SetActive(true);
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FitWindowAspect(windowImage, player.width / (float)Mathf.Max(1, (int)player.height));
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if (needFullScreen)
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{
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// ============================================================
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// 全屏视频适配经验总结(踩坑记录,避免后续重复犯错)
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// ============================================================
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// 目标:完整显示视频、不变形;在不同设备宽高比下都让视频占屏幕比例最大化。
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//
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// 1. UI 节点角色(场景已配置):
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// - portraitFullImage:未旋转的 RawImage,专门用于竖屏视频
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// - fullImage:旋转了 -90° 的 RawImage,专门用于横屏视频(让 app 不旋转也能看横屏视频)
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// - 选择规则:video 高>宽 → portraitFullImage;否则 → fullImage
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//
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// 2. 视觉屏幕 = 父 stretch 节点的实际 rect(手机屏幕真实宽高),
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// 与子节点是否旋转无关。RectTransform 的 sizeDelta 在 UI 旋转 90° 后,
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// (sizeDelta.x, sizeDelta.y) 视觉上变成 (sizeDelta.y, sizeDelta.x)。
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//
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// 3. 视频长边贴齐策略(按视频/屏幕比例选边):
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// 判定 = 视频短边占屏幕比 = 1/videoAspect vs 屏幕宽高比
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// - 1/videoAspect > 屏幕比 → 视频长边贴屏幕短边(视觉宽=parentW,留黑上下)
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// 例:竖屏手机 750x1624 + 横屏视频 1.78 → 视觉=(750, 1335),sizeDelta=(1335, 750)
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// - 1/videoAspect < 屏幕比 → 视频长边贴屏幕长边(视觉高=parentH,留黑左右)
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// 例:接近正方形 1179x1600 + 横屏视频 1.78 → 视觉=(900, 1600),sizeDelta=(1600, 900)
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// - 比例接近时(屏幕接近正方形)走"长边贴长边",让视频占用面积更大
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//
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// 4. 常见错误:
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// - 用 cover 模式裁切 UV:横屏视频在竖屏手机上会左右被裁,丢失画面
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// - 用 contain 让短边贴齐屏幕短边:在 750x1624 上视频会被压缩成窄长条
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// - frameAspect 写反:rotated90 时应该是 parentW/parentH 还是 parentH/parentW 要分清
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// - 视觉屏幕写成了 rotated90 ? parentH : parentW(错):视觉屏幕与旋转无关,始终是 parentW x parentH
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//
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// 5. UV 不动:使用 contain 不裁切即可,无需调整 uvRect
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// ============================================================
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currentFullImage = (player.width < player.height && portraitFullImage != null) ? portraitFullImage : fullImage;
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// 全屏纹理按视频分辨率创建,保证宽高比正确、不变形
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RenderTexture fullTexture = new RenderTexture((int)player.width, (int)player.height, 1);
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renderTextures.Add(fullTexture);
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currentFullImage.texture = fullTexture;
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float videoAspect = player.width / (float)Mathf.Max(1, (int)player.height);
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var fullRt = currentFullImage.rectTransform;
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var fullParent = fullRt.parent as RectTransform;
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currentFullImage.uvRect = new Rect(0, 0, 1, 1);
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if (fullParent != null && fullParent.rect.width > 0 && fullParent.rect.height > 0)
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{
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float parentW = fullParent.rect.width;
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float parentH = fullParent.rect.height;
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// 检测全屏UI是否旋转了90°
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float rotZ = Mathf.Abs(Mathf.DeltaAngle(fullRt.localEulerAngles.z, 0f));
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bool rotated90 = rotZ >= 45f && rotZ <= 135f;
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// 视觉屏幕 = 父 stretch 覆盖区域,即手机屏幕真实宽高(与UI旋转无关)
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float screenVisualW = parentW;
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float screenVisualH = parentH;
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// 按视频/屏幕比例决定贴齐哪一边,确保视频占屏幕比例最大化
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float visualW, visualH;
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if ((1f / videoAspect) > (screenVisualW / screenVisualH))
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{
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// 视频长边贴屏幕短边(横向贴满,留黑上下)
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visualW = screenVisualW;
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visualH = visualW * videoAspect;
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}
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else
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{
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// 视频长边贴屏幕长边(纵向贴满,留黑左右)
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visualH = screenVisualH;
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visualW = visualH / videoAspect;
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}
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// RectTransform 的 sizeDelta:UI 旋转 90° 时 (x,y) = (visualH, visualW)
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float rtW = rotated90 ? visualH : visualW;
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float rtH = rotated90 ? visualW : visualH;
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fullRt.anchorMin = new Vector2(0.5f, 0.5f);
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fullRt.anchorMax = new Vector2(0.5f, 0.5f);
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fullRt.pivot = new Vector2(0.5f, 0.5f);
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fullRt.sizeDelta = new Vector2(rtW, rtH);
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fullRt.anchoredPosition = Vector2.zero;
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}
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}
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videoPlayer.frame = 0;
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if (slider != null)
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slider.value = 0;
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// 总时长计算:优先用 length(秒);切换视频时 frameCount 可能残留旧视频的帧数,作为兜底
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float duration = (float)player.length;
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if (duration > 0)
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{
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totalTime = (int)(duration + 0.5f);
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}
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else if (player.frameCount > 0 && player.frameRate > 0)
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{
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totalTime = (int)(player.frameCount / player.frameRate + 0.5f);
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}
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else
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{
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totalTime = 0;
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}
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if (totalTimeText != null)
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totalTimeText.text = SecondToHour(totalTime);
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videoPlayer.prepareCompleted -= VideoPrepared;
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player.loopPointReached += VideoOver;
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if (playButton != null)
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playButton.SetActive(true);
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nowTime.text=SecondToHour(0);
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if(loading)
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loading.SetActive(false);
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}
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/// <summary>
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/// 窗口显示适配:在窗口内完整显示视频(contain模式)并居中,保持比例,多余部分留黑
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/// 竖屏视频占满高度、两侧留黑;横屏视频占满宽度、上下留黑
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/// 仅调整windowImage(铺满窗口的RawImage)自身的尺寸,不影响窗口UI位置
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/// </summary>
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private void FitWindowAspect(RawImage image, float videoAspect)
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{
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if (image == null) return;
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var rt = image.rectTransform;
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var parent = rt.parent as RectTransform;
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float parentW = parent != null ? parent.rect.width : Screen.width;
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float parentH = parent != null ? parent.rect.height : Screen.height;
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float targetW, targetH;
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if (videoAspect >= parentW / parentH)
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{
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// 视频更宽:宽度铺满,高度按比例缩小,上下留黑
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targetW = parentW;
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targetH = parentW / videoAspect;
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}
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else
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{
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// 视频更高:高度铺满,宽度按比例缩小,左右留黑
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targetH = parentH;
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targetW = parentH * videoAspect;
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}
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rt.anchorMin = new Vector2(0.5f, 0.5f);
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rt.anchorMax = new Vector2(0.5f, 0.5f);
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rt.pivot = new Vector2(0.5f, 0.5f);
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rt.sizeDelta = new Vector2(targetW, targetH);
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rt.anchoredPosition = Vector2.zero;
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image.uvRect = new Rect(0, 0, 1, 1);
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}
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public void ShowAnimation(int dir)
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{
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Animation Anim = GetComponent<Animation>();
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if (Anim != null)
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{
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if (dir == -1)
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{
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Anim["视频出现"].time = Anim["视频出现"].clip.length;
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Anim["视频出现"].speed = -1;
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Anim.Play("视频出现");
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}
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else
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{
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Anim["视频出现"].time = 0;
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Anim["视频出现"].speed = 1;
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Anim.Play("视频出现");
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}
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}
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}
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long lastFrame = 0;
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/// <summary>
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/// 播放中事件(给进度条赋值)
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/// </summary>
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public void OnVideoPlaying()
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{
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if (slider == null)
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return;
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// 帧数据未就绪(重新播放/切换视频的瞬间 frameCount 可能为0),跳过本次刷新,避免除零产生 Infinity/NaN
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if (videoPlayer.frameCount <= 0)
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return;
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if (Mathf.Abs(videoPlayer.frame - lastFrame) < 1)
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return;
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slider.value = (videoPlayer.frame + 1) / (float)videoPlayer.frameCount;
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lastFrame = videoPlayer.frame;
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nowTime.text = SecondToHour((int)(totalTime * slider.value));
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}
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/// <summary>
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/// 拖动进度条
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/// </summary>
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public void PointDownUp()
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{
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//if (slider.value != lastValue)
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//{
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// videoPlayer.frame = (long)(videoPlayer.frameCount * slider.value);
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//}
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if (slider.value >= 0.98f)
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{
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videoPlayer.Stop();
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VideoOver(videoPlayer);
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return;
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}
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videoPlayer.frame = (long)(videoPlayer.frameCount * slider.value) - 1;
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nowTime.text = SecondToHour((int)(totalTime * slider.value));
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if (!ispause)
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{
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videoPlayer.Play();
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isplaying = true;
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}
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// TeacherServer.m_instance.SendVideoProcess((long)(videoPlayer.frameCount * slider.value) - 1);
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}
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public void PointDown()
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{
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videoPlayer.Pause();
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isplaying = false;
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}
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public void Draging()
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{
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videoPlayer.frame = (long)(videoPlayer.frameCount * slider.value) - 1;
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nowTime.text = SecondToHour((int)(totalTime * slider.value));
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}
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public void VideoOver(VideoPlayer vp)
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{
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vp.loopPointReached -= VideoOver;
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isplaying = false;
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if (playButton != null)
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{
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playButton.SetActive(true);
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}
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if (pauseButton != null)
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{
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pauseButton.SetActive(false);
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}
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// 全屏播放结束后自动退出全屏
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if (isFullScreen)
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SetFullScreen(false);
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playOver?.Invoke();
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// 播放结束不重新加载视频:停止并回到开头,重置UI,等待再次播放
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videoPlayer.Stop();
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videoPlayer.frame = 0;
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lastFrame = 0;
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nowTime.text = SecondToHour(0);
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if (slider != null) slider.value = 0;
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ispause = true;
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// 重新订阅播放结束事件,保证再次播放结束后仍能触发
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vp.loopPointReached += VideoOver;
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}
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public void SetFullScreen(bool isFullScreen)
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{
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this.isFullScreen = isFullScreen;
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// 未设置过全屏目标时兜底用默认全屏UI
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if (currentFullImage == null) currentFullImage = fullImage;
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if (isFullScreen)
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{
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// 视频未加载完成时提示,避免全屏操作无效(此时 renderTextures 也未就绪)
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if (!videoPlayer.isPrepared || renderTextures == null || renderTextures.Count < 2)
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{
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ToastUI.Show("100332");
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return;
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}
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#if UNITY_ANDROID
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AndroidStatusBar.statusBarState = AndroidStatusBar.States.Hidden;
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#endif
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videoPlayer.targetTexture = renderTextures[1];
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currentFullImage.transform.parent.gameObject.SetActive(true);
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UIManager.Instance.AddBackAction(() => SetFullScreen(false));
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if (ispause)
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PlayVideo();
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}
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else
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{
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#if UNITY_ANDROID
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AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;
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#endif
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videoPlayer.targetTexture = renderTextures[0];
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currentFullImage.transform.parent.gameObject.SetActive(false);
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UIManager.Instance.RecoverBackAction();
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}
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}
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/// <summary>
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/// 秒转换小时
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/// </summary>
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/// <param name="time"></param>
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/// <returns></returns>
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public string SecondToHour(float time)
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{
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int hour = 0;
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int minute = 0;
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int second = 0;
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second = (int)time;
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if (second >= 60)
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{
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minute = second / 60;
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second = second % 60;
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}
|
||
if (minute >= 60)
|
||
{
|
||
hour = minute / 60;
|
||
minute = minute % 60;
|
||
}
|
||
string result = "";
|
||
if (hour > 0)
|
||
{
|
||
result += hour + ":";
|
||
|
||
}
|
||
if (minute < 10)
|
||
result += "0";
|
||
result += minute + ":";
|
||
if (second < 10)
|
||
result += "0";
|
||
result += second.ToString();
|
||
return result;
|
||
}
|
||
}
|
||
}
|
||
|