一、框架视图
二、关键代码
CameraMode
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;
/// <summary>
/// 自动对焦功能
/// </summary>
public class CameraMode : MonoBehaviour
{
void Start()
{
//一开始自动对焦
//Vuforia.CameraDevice.Instance.SetFocusMode(Vuforia.CameraDevice.FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
VuforiaARController.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted);
VuforiaARController.Instance.RegisterOnPauseCallback(OnPaused);
}
void Update()
{
//触碰的时候对焦
//if (Input.GetMouseButtonUp(0))
//{
// if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
// {
// Vuforia.CameraDevice.Instance.SetFocusMode(Vuforia.CameraDevice.FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
// }
//}
}
private void OnVuforiaStarted()
{
CameraDevice.Instance.SetFocusMode(
CameraDevice.FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
}
private void OnPaused(bool paused)
{
if (!paused)
{ // resumed
// Set again autofocus mode when app is resumed
CameraDevice.Instance.SetFocusMode(
CameraDevice.FocusMode.FOCUS_MODE_CONTINUOUSAUTO);
}
}
}
IntoOrOutside_Button
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
//引用场景管理器命名空间
public class IntoOrOutside_Button : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
//进入房间
public void In_Button(){
SceneManager.LoadScene ("IntoHouse");
}
//退出房间
public void Out_Button()
{
SceneManager.LoadScene("Main");
}
public void Vr_Button() {
SceneManager.LoadScene("vr1");
}
}
Load_Mark
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class Load_Mark : MonoBehaviour {
public Texture[] Load_Textures;
//申请贴图类型的数组储存每一张进度条图片
public float Load_Speed = 0.2f;
//圆形进度条每张图片切换的时间 进度条的读取速度
public float Load_Time;
//记录进度条所使用的时间
public int Load_Count;
//记录当前进度条该播放哪张图片
public Texture Alpha;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Load_Count>16){
//当图片超过16张时
SceneManager.LoadScene ("vr2");
//跳转到场景二
}
Load_Time += Time.deltaTime;
//每一帧增加 帧所使用的时间 即进度条经过的时间
Load_Count = (int)Mathf.Floor (Load_Time / Load_Speed);
//计算出当前应该播放哪张图片 用所经过的时间除以每张图片切换的速度
//Mathf.Floor() 向下取正
if (Load_Count<16)
{
gameObject.GetComponent<Renderer>().material.mainTexture = Load_Textures[Load_Count];
//把当前所对应的进度条图片显示出来
}
}
// OnDisable函数 在该脚本被取消的时候会执行一次
void OnDisable(){
Load_Count = 0;
Load_Time = 0;
gameObject.GetComponent<Renderer> ().material.mainTexture = Alpha;
}
}
MobileGyro
using UnityEngine;
using System.Collections;
//摄像机 陀螺仪转动
public class MobileGyro : MonoBehaviour
{
Gyroscope gyro;
Quaternion quatMult;
Quaternion quatMap;
GameObject player;
GameObject camParent;
void Awake()
{
player = GameObject.Find("Player");
// find the current parent of the camera's transform
Transform currentParent = transform.parent;
// instantiate a new transform
camParent = new GameObject("camParent");
// match the transform to the camera position
camParent.transform.position = transform.position;
// make the new transform the parent of the camera transform
transform.parent = camParent.transform;
// make the original parent the grandparent of the camera transform
//camParent.transform.parent = currentParent;
// instantiate a new transform
GameObject camGrandparent = new GameObject("camGrandParent");
// match the transform to the camera position
camGrandparent.transform.position = transform.position;
// make the new transform the parent of the camera transform
camParent.transform.parent = camGrandparent.transform;
// make the original parent the grandparent of the camera transform
camGrandparent.transform.parent = currentParent;
Input.gyro.enabled=true;
gyro = Input.gyro;
gyro.enabled = true;
//camParent.transform.eulerAngles = new Vector3(90, 0, 0);
camParent.transform.eulerAngles = new Vector3(90,-135, 0);
//camParent.transform.eulerAngles = new Vector3(90, 0, 180);
//quatMult = new Quaternion(0, 0, 1, 0);
quatMult = new Quaternion(0, 0, 1, 0);
}
void Update()
{
quatMap = new Quaternion(gyro.attitude.x, gyro.attitude.y, gyro.attitude.z, gyro.attitude.w);
Quaternion qt=quatMap * quatMult;
transform.localRotation =qt;
}
}
Rotate
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotate : MonoBehaviour {
//记录上一帧手指的位置;
private Vector3 PreviousPosition;
//记录手指的偏移值;
private Vector3 Offset;
void Start () {
}
void Update () {
//判断是否触屏;
if (Input.GetMouseButtonDown(0))
{
//记录手指的偏移值
Offset = Input.mousePosition - PreviousPosition;
//记录上一帧的手指的位置;
PreviousPosition = Input.mousePosition;
//通过手指的偏移值来控制物体的旋转;
transform.Rotate(Vector3.Cross(Offset*0.01f,Vector3.up).normalized,Offset.magnitude,Space.Self);
}
}
}
SRay
using UnityEngine;
using System.Collections;
public class SRay : MonoBehaviour {
public RaycastHit HitInfo;
public Transform HitPoint;
public GameObject LoadPlane;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
SendRay ();
Debug.Log (HitInfo.collider.gameObject.name);
}
void SendRay() {
if (Physics.Raycast (HitPoint.position, HitPoint.forward, out HitInfo)) {
if (HitInfo.collider.gameObject.tag == "A") {
Debug.Log("111");
LoadPlane.GetComponent<Load_Mark> ().enabled = true;
//如果射线撞击的位置标签是否为“face” 则
}else{
Debug.Log("222");
LoadPlane.GetComponent<Load_Mark> ().enabled = false;
}
}
}
}
SX
using UnityEngine;
using System.Collections;
public class SX : MonoBehaviour {
public GameObject Load_Obj;
//储存附有进度条脚本的物体
private RaycastHit HitIfo;
//申请变量记录碰撞的信息
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
SendRay ();
}
//发射射线的函数
public void SendRay(){
if (Physics.Raycast (transform.position, transform.forward, out HitIfo)) {
//发射射线固定格式Physics.Raycast (发射射线的位置, 发射射线的方向, 射线的返回信息)
if(HitIfo.collider.tag=="Door"){
//如果碰到的碰撞器的标签是Door
Load_Obj.GetComponent<Load_Mark>().enabled=true;
//启用进度条脚本
}else{
Load_Obj.GetComponent<Load_Mark>().enabled=false;
//禁用进度条脚本
}
}
}
}
TransformChange
using UnityEngine;
using System.Collections;
public class TransformChange : MonoBehaviour {
public Transform EndPosition;
//储存第一人称控制器摄像机的位置
public float CostTime=0.2f;
//摄像机移动所经过的时间
public GameObject FPSCtrl;
//储存第一人称控制器
public GameObject UICtrl;
//储存虚拟摇杆
//退出房间
public GameObject Close_Btn;
//切换VR场景
public GameObject Vr_Btn;
// Use this for initialization
void Start () {
StartCoroutine(CameraMove ());
//摄像机移动
StartCoroutine (Show());
//延迟执行激活 第一人称控制器与虚拟摇杆的函数
// Vector3 qua = EndPosition.gameObject.transform.eulerAngles;
}
// Update is called once per frame
void Update () {
}
IEnumerator CameraMove(){
yield return new WaitForSeconds (0.5f);
iTween.MoveTo (gameObject,EndPosition.position,CostTime); //iTween 调不出来的话吧编辑器关闭再打开
//从摄像机起始位置 经过CostTime这段时间 移动到EndPosition.position的位置
iTween.RotateTo(gameObject,EndPosition.rotation.eulerAngles,CostTime);
//从摄像机起始位置 经过CostTime这段时间 移动到EndPosition.position的角度
}
IEnumerator Show(){
yield return new WaitForSeconds (4.7f);
//延迟函数
FPSCtrl.SetActive(true);
//激活第一人称控制器
UICtrl.SetActive(true);
//激活虚拟摇杆
//激活关闭按钮
Close_Btn.SetActive(true);
//激活Vr场景按钮
Vr_Btn.SetActive(true);
}
}
UI_Manager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class UI_Manager : MonoBehaviour {
//储存信息面板
public GameObject Info_Panel;
//二级面板引用;
public GameObject Inside_Panel;
//贮存外部模型;
public GameObject Building;
//储存户型1;
public GameObject Plan1;
//储存户型2;
public GameObject Plan2;
//储存户型3;
public GameObject Plan3;
//记录二级菜单状态;
// public int Inside_Ctrl = 0;
private bool isShow = true;
//记录面板的信息
private bool Info_P_State = true;
//贮存案例的面板
public GameObject Example_Panel;
//储存案例名称的Text组件
public Text Example_Content_Text;
//储存显示案例图片的Image组件
public Image Example_Content_Image;
//申请整型int变量来作为案例显示的顺序
public int Example_Count = 0;
//储存案例图片的数组;
public Sprite[] SpriteChange;
//申请字符串来储存案例的名称
public string[] NameChange;
//记录面板的状态
public bool Example_P_State = false;
void Start() {
}
void Update() {
}
/// <summary>
/// 显示二级面板
/// </summary>
public void Inside_Button() {
Example_Panel.SetActive(false);
Example_P_State = false;
if (isShow)
{
Inside_Panel.SetActive(true);
}
else
{
Inside_Panel.SetActive(false);
}
isShow = !isShow;
}
//方案1按钮
public void Plan1_Button() {
//隐藏二级面板
Inside_Panel.SetActive(false);
Plan1.SetActive(true);
Plan2.SetActive(false);
Plan3.SetActive(false);
Building.SetActive(false);
isShow = !isShow;
}
//方案2按钮
public void Plan2_Button()
{
//隐藏二级面板
Inside_Panel.SetActive(false);
Plan1.SetActive(false);
Plan2.SetActive(true);
Plan3.SetActive(false);
Building.SetActive(false);
isShow = !isShow;
}
//方案3按钮
public void Plan3_Button()
{
//隐藏二级面板
Inside_Panel.SetActive(false);
Plan1.SetActive(false);
Plan2.SetActive(false);
Plan3.SetActive(true);
Building.SetActive(false);
isShow = !isShow;
}
//外部效果按钮
public void Outside_Button() {
Plan1.SetActive(false);
Plan2.SetActive(false);
Plan3.SetActive(false);
Building.SetActive(true);
}
//关于我们的按钮
public void Info_Button() {
//让成功案例面板处于隐藏
Example_Panel.SetActive(false);
//成功案例面板状态设置为false
Example_P_State = false;
if (Info_P_State)
{
Info_Panel.SetActive(true);
}
else
{
Info_Panel.SetActive(false);
}
//没点击一次改变一次值;
Info_P_State = !Info_P_State;
}
//信息面板中的关闭按钮;
public void Info_Close_Button() {
Info_Panel.SetActive(false);
Info_P_State = true;
}
//成功案例的按钮
public void Example_Button() {
//关闭信息面板
Info_Close_Button();
if (Example_P_State==false)
{
Example_Panel.SetActive(true);
Example_P_State = true;
}
else
{
Example_Panel.SetActive(false);
Example_P_State = false;
}
}
//成功案例面板中的关闭按钮;
public void Example_Close_Button() {
Example_Panel.SetActive(false);
}
/*
//成功案例面板中的向右按钮;
public void Right_Button() {
//第一种判断方法;
if (Example_Count == 0)
{
Example_Content_Image.sprite = SpriteChange[1];
Example_Content_Text.text = "金字塔";
Example_Count = 1;
}
else if (Example_Count == 1)
{
Example_Content_Image.sprite = SpriteChange[2];
Example_Content_Text.text = "吴哥窟";
Example_Count = 2;
}
else if (Example_Count == 2)
{
Example_Content_Image.sprite = SpriteChange[0];
Example_Content_Text.text = "长城";
Example_Count = 0;
}
//第二种判断方法;
//switch (Example_Count)
//{
// case 0:
// Example_Content_Image.sprite = SpriteChange[++Example_Count];
// Example_Content_Text.text = "金字塔";
// break;
// case 1:
// Example_Content_Image.sprite = SpriteChange[++Example_Count];
// Example_Content_Text.text = "吴哥窟";
// break;
// case 2:
// Example_Content_Image.sprite = SpriteChange[Example_Count=0];
// Example_Content_Text.text = "长城";
// break;
// default:
// break;
//}
}
//成功案例面板中的向左按钮;
public void Left_Button()
{
//switch (Example_Count)
//{
// case 0:
// Example_Content_Image.sprite = SpriteChange[SpriteChange.Length-(++Example_Count)];
// Example_Content_Text.text = "吴哥窟";
// break;
// case 1:
// Example_Content_Image.sprite = SpriteChange[SpriteChange.Length-(++Example_Count)];
// Example_Content_Text.text = "金字塔";
// break;
// case 2:
// Example_Content_Image.sprite = SpriteChange[Example_Count = 0];
// Example_Content_Text.text = "长城";
// break;
// default:
// break;
//}
if (Example_Count == 0)
{
Example_Content_Image.sprite = SpriteChange[2];
Example_Content_Text.text = "吴哥窟";
Example_Count = 2;
}
else if (Example_Count == 2)
{
Example_Content_Image.sprite = SpriteChange[1];
Example_Content_Text.text = "金字塔";
Example_Count = 1;
}
else if (Example_Count == 1)
{
Example_Content_Image.sprite = SpriteChange[0];
Example_Content_Text.text = "长城";
Example_Count = 0;
}
}
*/
//通过序号加减来切换案例图片和名称
//右键
public void Right_Button() {
//向右最后一张图片的时候跳回第一张
if (Example_Count== SpriteChange.Length - 1)
{
Example_Count =0;
Example_Content_Image.sprite = SpriteChange[Example_Count];
Example_Content_Text.text = NameChange[Example_Count];
}
else
{
Example_Count++;
Example_Content_Image.sprite = SpriteChange[Example_Count];
Example_Content_Text.text = NameChange[Example_Count];
}
}
//左键
public void Left_Button() {
if (Example_Count == 0)
{
Example_Count = SpriteChange.Length - 1;
Example_Content_Image.sprite = SpriteChange[Example_Count];
Example_Content_Text.text = NameChange[Example_Count];
}
else
{
Example_Count--;
Example_Content_Image.sprite = SpriteChange[Example_Count];
Example_Content_Text.text = NameChange[Example_Count];
}
}
//AR看房
public void ARScene_Button()
{
SceneManager.LoadScene("AScene");
}
//AR视频
public void ARVideo_Button()
{
SceneManager.LoadScene("Movie");
}
}
VedioCtrl
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class VedioCtrl : MonoBehaviour {
public MediaPlayerCtrl scrMedia;
public bool m_bFinish = false;
// Use this for initialization
void Start()
{
scrMedia.OnEnd += OnEnd;
}
// Update is called once per frame
void Update()
{
}
//播放视频1
public void Vedio_01() {
scrMedia.Load("k3.mp4");
m_bFinish = false;
//开启协程;
//StartCoroutine("PlayVedio");
StartCoroutine(PlayVedio());
}
public void Vedio_02()
{
scrMedia.Load("Demo.mp4");
m_bFinish = false;
//开启协程;
//StartCoroutine("PlayVedio");
StartCoroutine(PlayVedio());
}
//停止加载
public void UnLoad(){
scrMedia.UnLoad();
}
//协程函数
IEnumerator PlayVedio() {
yield return new WaitForSeconds(0.3f);
scrMedia.Play();
m_bFinish = false;
}
/* void OnGUI()
{
if (GUI.Button(new Rect(50, 50, 100, 100), "Load"))
{
scrMedia.Load("EasyMovieTexture.mp4");
m_bFinish = false;
}
if (GUI.Button(new Rect(50, 200, 100, 100), "Play"))
{
scrMedia.Play();
m_bFinish = false;
}
if (GUI.Button(new Rect(50, 350, 100, 100), "stop"))
{
scrMedia.Stop();
}
if (GUI.Button(new Rect(50, 500, 100, 100), "pause"))
{
scrMedia.Pause();
}
if (GUI.Button(new Rect(50, 650, 100, 100), "Unload"))
{
scrMedia.UnLoad();
}
if (GUI.Button(new Rect(50, 800, 100, 100), " " + m_bFinish))
{
}
if (GUI.Button(new Rect(200, 50, 100, 100), "SeekTo"))
{
scrMedia.SeekTo(10000);
}
if (scrMedia.GetCurrentState() == MediaPlayerCtrl.MEDIAPLAYER_STATE.PLAYING)
{
if (GUI.Button(new Rect(200, 200, 100, 100), scrMedia.GetSeekPosition().ToString()))
{
}
if (GUI.Button(new Rect(200, 350, 100, 100), scrMedia.GetDuration().ToString()))
{
}
if (GUI.Button(new Rect(200, 450, 100, 100), scrMedia.GetVideoWidth().ToString()))
{
}
if (GUI.Button(new Rect(200, 550, 100, 100), scrMedia.GetVideoHeight().ToString()))
{
}
}
if (GUI.Button(new Rect(200, 650, 100, 100), scrMedia.GetCurrentSeekPercent().ToString()))
{
}
}
*/
void OnEnd()
{
m_bFinish = true;
}
//退出房间
public void Out_Button()
{
SceneManager.LoadScene("Main");
}
}
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