找到目标后开始动画

时间:2018-11-27 22:47:50

标签: unity3d augmented-reality target vuforia

我正在使用Unity和Vuforia,并希望在AR对象上制作一个动画,该动画在找到目标后开始,并在丢失目标时重置,以便在再次找到目标时从头开始动画。

这是DeafaultTrackableHandler的代码:

public class DefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{

    // Begin sound

    public AudioSource soundtarget;
    public AudioClip cliptarget;
    private AudioSource[] allAudioSources;


    // Function to stop all sounds
    void StopAllAudio(){
        allAudioSources = FindObjectsOfType (typeof(AudioSource)) as AudioSource[];
        foreach (AudioSource audioS in allAudioSources) {
            audioS.Stop ();
        }
    }

    // Function to play sound
    void playSound(string ss){
        cliptarget = (AudioClip)Resources.Load (ss);
        soundtarget.clip = cliptarget;
        soundtarget.loop = false;
        soundtarget.playOnAwake = false;
        soundtarget.Play ();
    }

    // -------- end sound -----------


    #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);

        soundtarget = (AudioSource)gameObject.AddComponent<AudioSource> ();
    }

    #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;

        if(mTrackableBehaviour.TrackableName == "MERCADO")
            playSound("sounds/audio");
    }


    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;

        StopAllAudio ();
    }

    #endregion // PRIVATE_METHODS
}

使用此代码,碰巧当我检测到目标时,动画就开始了,而当目标丢失时,动画就不是从头开始的。

非常感谢您的帮助。 ☺

0 个答案:

没有答案