我有一个AR应用程序,它有4个图像目标,每个图像目标都有一个相应的视频,当它被识别时在它上面播放。问题在于,即使在识别图像时显示正确的动画,也会播放所有其他动画,即使它们未被显示。因此,每当我从一个图像目标移动到另一个图像目标时,就会显示视频,但它已经在运行时间的一半。
我希望每个视频在识别其父图像目标时启动,但仅限于该特定视频。我需要控制每个图像目标/视频的可跟踪行为。
我该怎么做?我知道我需要在Unity中查看的脚本是 DefaultTrackableEventHandler.cs 或 mediaPlayerCtrl.cs (这是我用于视频管理器的一个脚本(视频播放器)我是从 Easy Movie Texture资产获得的。我需要在这些脚本中编写什么代码来实现它。这是 DefaultTrackableEventHandler.cs 代码:
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler
interface.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PRIVATE_METHODS
}
答案 0 :(得分:2)
每次跟踪丢失时都必须停止视频,并在找到跟踪时再次启动视频。我不确切知道您的视频资产是如何运作的,但我会使用通用名称/功能让您明白这一点
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
// Stop video
myVideo.Stop();
}
类似于OnTrackingFound
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
// Play the video again from the beggining
myVideo.Play();
}
答案 1 :(得分:0)
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
foreach (var audio in audios)
audio.Play();
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
if (_videoHandler != null)
{
_videoHandler.Enable(true);
}
}
OnTrackingLost:
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
//AudioSource[] allAudioSources = UnityEngine.Object.FindObjectsOfType<AudioSource>();
foreach (var audio in audios)
audio.Stop();
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
if (_videoHandler != null)
{
_videoHandler.Enable(false);
}
}