一、框架視圖
二、關鍵代碼
PageNotFound
using UnityEngine;
using Vuforia;
public class pageNotFound : MonoBehaviour, ITrackableEventHandler
{
//引用
private TrackableBehaviour mTrackableBehaviour;
public Transform Target;//識別物
Vector3 imgPos = new Vector3(0, 0.2f, -0.2f);//識別圖上的位置
Vector3 camPos = new Vector3(0, -2.5f, 10f);//脫卡后在屏幕中的位置
//這倆值,具體多少得自己調(diào),模型尺寸、重心不同
bool isFirstTime = true; //第一查找
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
//重置
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
// Target.GetComponent<MeshRenderer>().enabled = false;//起始時不顯示
Target.gameObject.SetActive(false);
}
//接口實現(xiàn) 公開的
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
//視野內(nèi)發(fā)現(xiàn)識別圖時
//Target.GetComponent<MeshRenderer>().enabled = true;
Target.gameObject.SetActive(true);
Target.parent = this.transform;
Target.localPosition = imgPos;
// Target.localRotation = Quaternion.identity;
Target.localRotation = Quaternion.Euler(90, 0, 0);
isFirstTime = false;
}
else
{
//視野內(nèi)沒有識別圖時,這里我是把位置和旋轉(zhuǎn)都歸零了,如果不做處理,可以
if (!isFirstTime)
{
// Target.parent = Camera.main.transform;
Target.parent = GameObject.FindGameObjectWithTag("MainCamera").transform;
Target.localPosition = camPos;
// Target.localRotation = Quaternion.identity;
Target.localRotation = Quaternion.Euler(-30, 0, 0);
Debug.Log("3333333333333");
}
}
}
}
AccelormeterControl
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AccelormeterControl : MonoBehaviour {
//定義速度參數(shù)
float speed = 200f;
//屏幕是否觸摸
static bool isTouched;
//游戲物體的引用
//public GameObject fireDrogon;
void Start () {
isTouched = false;
//開始隱藏
//fireDrogon.SetActive(false);
// this.gameObject.SetActive(false);
}
void Update () {
//如果屏幕的觸摸的次數(shù)大于等于1次 設置為true;
//if (Input.touchCount>=1)
//{
// //點擊后顯示
// //fireDrogon.SetActive(true);
// this.gameObject.SetActive(true);
//}
if (Input.touchCount >= 1)
{
isTouched = true;
}
if (isTouched)
{
//根據(jù)重力加速度的位移
Vector3 mMovement = new Vector3(Input.acceleration.x * speed * Time.deltaTime,
Input.acceleration.y * speed * Time.deltaTime);
//游戲?qū)ο蟊旧淼囊苿臃绞剑? transform.Translate(mMovement);
}
}
}
Btn1_Click
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Btn1_Click : MonoBehaviour {
//公開的持有引用
public Button mButton;
void Start () {
//獲取按鈕一
Button btn = mButton.GetComponent<Button>();
//給按鈕添加監(jiān)聽器,點擊 按鈕的時候 執(zhí)行 切換場景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick() {
//加載場景一
//SceneManager.LoadScene("Scene1");
SceneManager.LoadScene(1);
}
}
Btn2_Click
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Btn2_Click : MonoBehaviour
{
//公開的持有引用
public Button mButton;
void Start()
{
//獲取按鈕二
Button btn = mButton.GetComponent<Button>();
//給按鈕添加監(jiān)聽器,點擊 按鈕的時候 執(zhí)行 切換場景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
//加載場景二
//SceneManager.LoadScene("Scene2");
SceneManager.LoadScene(2);
}
}
ButtonBack
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ButtonBack : MonoBehaviour {
//公開的持有引用
public Button mButton;
void Start()
{
//獲取回退按鈕
Button btn = mButton.GetComponent<Button>();
//給按鈕添加監(jiān)聽器,點擊 按鈕的時候 執(zhí)行 切換場景的方法
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
//加載開始場景
//SceneManager.LoadScene("Menu");
SceneManager.LoadScene(0);
}
}