我已经通过以下教程在Unity-Vuforia中创建了虚拟按钮。它成功运行,没有任何故障。 问题是我试图在按下或释放时启用或禁用茶壶。我尝试了以下代码来更改材料:
public void OnButtonPressed(VirtualButtonAbstractBehaviour vb)
{
Debug.Log("OnButtonPressed: " + vb.VirtualButtonName);
if (!IsValid())
{
return;
}
// Add the material corresponding to this virtual button
// to the active material list:
switch (vb.VirtualButtonName)
{
case "red":
mActiveMaterials.Add(m_TeapotMaterials[0]);
break;
case "blue":
mActiveMaterials.Add(m_TeapotMaterials[1]);
break;
case "yellow":
mActiveMaterials.Add(m_TeapotMaterials[2]);
break;
case "green":
mActiveMaterials.Add(m_TeapotMaterials[3]);
break;
}
// Apply the new material:
if (mActiveMaterials.Count > 0)
mTeapot.GetComponent<Renderer>().material = mActiveMaterials[mActiveMaterials.Count - 1];
}
/// <summary>
/// Called when the virtual button has just been released:
/// </summary>
public void OnButtonReleased(VirtualButtonAbstractBehaviour vb)
{
if (!IsValid())
{
return;
}
// Remove the material corresponding to this virtual button
// from the active material list:
switch (vb.VirtualButtonName)
{
case "red":
mActiveMaterials.Remove(m_TeapotMaterials[0]);
break;
case "blue":
mActiveMaterials.Remove(m_TeapotMaterials[1]);
break;
case "yellow":
mActiveMaterials.Remove(m_TeapotMaterials[2]);
break;
case "green":
mActiveMaterials.Remove(m_TeapotMaterials[3]);
break;
}
// Apply the next active material, or apply the default material:
if (mActiveMaterials.Count > 0)
mTeapot.GetComponent<Renderer>().material = mActiveMaterials[mActiveMaterials.Count - 1];
else
mTeapot.GetComponent<Renderer>().material = m_TeapotMaterials[4];
}
#endregion //PUBLIC_METHODS
有人可以指出我如何启用。按下红色&#39;按钮后启用.teapot.gameobject并禁用茶壶游戏对象&#39; red&#39;按钮发布了?
答案 0 :(得分:0)
首先,您必须参考您的茶壶游戏对象。因此,在声明变量的顶部添加:
public GameObject teaPotGameObject;
在检查器中将茶壶分配给此插槽。然后在case "red":
之后的OnButtonPressed()函数中添加以下行:
teaPotGameObject.SetActive(true);
好吧,我想你已经知道在OnButtonReleased()函数中该怎么做了:))