每隔5秒我需要拍照并在世界上展示。那部分工作正常。 拍完照片后,需要在1秒后消失。这就是我被困的地方。 我已经让它消失但是当我再次调用它的功能时我不能重新出现这个新图片。
有什么想法吗?
我试过了:
m_CanvasRenderer.enabled = false;
m_CanvasRenderer.enabled = true;
m_Canvas = null;
m_Canvas.setActive(false);
m_Canvas.setActive(true);
没有运气
public class PhotoCaptureExample : MonoBehaviour
{
GestureRecognizer m_GestureRecognizer;
GameObject m_Canvas = null;
Renderer m_CanvasRenderer = null;
PhotoCapture m_PhotoCaptureObj;
CameraParameters m_CameraParameters;
bool m_CapturingPhoto = false;
Texture2D m_Texture = null;
void Start()
{
Initialize();
InvokeRepeating("TakePhoto", 5.0f, 5.0f);
//StartCoroutine(TakePhoto());
}
void TakePhoto()
{
if (m_CapturingPhoto)
{
return;
}
m_CapturingPhoto = true;
m_PhotoCaptureObj.TakePhotoAsync(OnPhotoCaptured);
}
void OnPhotoCaptured(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
{
// m_CanvasRenderer.enabled = true;
if (m_Canvas == null)
{
m_Canvas = GameObject.CreatePrimitive(PrimitiveType.Quad);
m_Canvas.name = "PhotoCaptureCanvas";
m_CanvasRenderer = m_Canvas.GetComponent<Renderer>() as Renderer;
m_CanvasRenderer.material = new Material(Shader.Find("AR/HolographicImageBlend"));
}
Matrix4x4 cameraToWorldMatrix;
photoCaptureFrame.TryGetCameraToWorldMatrix(out cameraToWorldMatrix);
Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;
Matrix4x4 projectionMatrix;
photoCaptureFrame.TryGetProjectionMatrix(out projectionMatrix);
photoCaptureFrame.UploadImageDataToTexture(m_Texture);
m_Texture.wrapMode = TextureWrapMode.Clamp;
m_CanvasRenderer.sharedMaterial.SetTexture("_MainTex", m_Texture);
m_CanvasRenderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);
m_CanvasRenderer.sharedMaterial.SetMatrix("_CameraProjectionMatrix", projectionMatrix);
m_CanvasRenderer.sharedMaterial.SetFloat("_VignetteScale", 1.0f);
// Position the canvas object slightly in front
// of the real world web camera.
Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);
// Rotate the canvas object so that it faces the user.
Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));
m_Canvas.transform.position = position;
m_Canvas.transform.rotation = rotation;
m_CapturingPhoto = false;
float counter = 0; float target = 1;
while (counter < target)
{
counter += Time.deltaTime;
}
// m_CanvasRenderer.enabled = false;
}
}