一、框架视图
二、关键代码
PageNotFound
using UnityEngine;
using Vuforia;
public class pageNotFound : MonoBehaviour, ITrackableEventHandler
{
//引用
private TrackableBehaviour mTrackableBehaviour;
public Transform Target;//识别物
Vector3 imgPos = new Vector3(0, 0.2f, -0.2f);//识别图上的位置
Vector3 camPos = new Vector3(0, -2.5f, 10f);//脱卡后在屏幕中的位置
//这俩值,具体多少得自己调,模型尺寸、重心不同
bool isFirstTime = true; //第一查找
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
//重置
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
// Target.GetComponent<MeshRenderer>().enabled = false;//起始时不显示
Target.gameObject.SetActive(false);
}
//接口实现 公开的
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
//视野内发现识别图时
//Target.GetComponent<MeshRenderer>().enabled = true;
Target.gameObject.SetActive(true);
Target.parent = this.transform;
Target.localPosition = imgPos;
// Target.localRotation = Quaternion.identity;
Target.localRotation = Quaternion.Euler(90, 0, 0);
isFirstTime = false;
}
else
{
//视野内没有识别图时,这里我是把位置和旋转都归零了,如果不做处理,可以
if (!isFirstTime)
{
// Target.parent = Camera.main.transform;
Target.parent = GameObject.FindGameObjectWithTag("MainCamera").transform;
Target.localPosition = camPos;
// Target.localRotation = Quaternion.identity;
Target.localRotation = Quaternion.Euler(-30, 0, 0);
Debug.Log("3333333333333");
}
}
}
}
AccelormeterControl
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AccelormeterControl : MonoBehaviour {
//定义速度参数
float speed = 200f;
//屏幕是否触摸
static bool isTouched;
//游戏物体的引用
//public GameObject fireDrogon;
void Start () {
isTouched = false;
//开始隐藏
//fireDrogon.SetActive(false);
// this.gameObject.SetActive(false);
}
void Update () {
//如果屏幕的触摸的次数大于等于1次 设置为true;
//if (Input.touchCount>=1)
//{
// //点击后显示
// //fireDrogon.SetActive(true);
// this.gameObject.SetActive(true);
//}
if (Input.touchCount >= 1)
{
isTouched = true;
}
if (isTouched)
{
//根据重力加速度的位移
Vector3 mMovement = new Vector3(Input.acceleration.x * speed * Time.deltaTime,
Input.acceleration.y * speed * Time.deltaTime);
//游戏对象本身的移动方式;
transform.Translate(mMovement);
}
}
}
Btn1_Click
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Btn1_Click : MonoBehaviour {
//公开的持有引用
public Button mButton;
void Start () {
//获取按钮一
Button btn = mButton.GetComponent<Button>();
//给按钮添加监听器,点击 按钮的时候 执行 切换场景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick() {
//加载场景一
//SceneManager.LoadScene("Scene1");
SceneManager.LoadScene(1);
}
}
Btn2_Click
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Btn2_Click : MonoBehaviour
{
//公开的持有引用
public Button mButton;
void Start()
{
//获取按钮二
Button btn = mButton.GetComponent<Button>();
//给按钮添加监听器,点击 按钮的时候 执行 切换场景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
//加载场景二
//SceneManager.LoadScene("Scene2");
SceneManager.LoadScene(2);
}
}
ButtonBack
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ButtonBack : MonoBehaviour {
//公开的持有引用
public Button mButton;
void Start()
{
//获取回退按钮
Button btn = mButton.GetComponent<Button>();
//给按钮添加监听器,点击 按钮的时候 执行 切换场景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
//加载开始场景
//SceneManager.LoadScene("Menu");
SceneManager.LoadScene(0);
}
}
网友评论