EasyAR
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//=============================================================================================================================//// Copyright (c) 2015-2017 VisionStar Information Technology (Shanghai) Co., Ltd. All Rights Reserved.// EasyAR is the registered trademark or trademark of VisionStar Information Technology (Shanghai) Co., Ltd in China// and other countries for the augmented reality technology developed by VisionStar Information Technology (Shanghai) Co., Ltd.////=============================================================================================================================using UnityEngine;namespace EasyAR{ public class EasyImageTargetBehaviour : ImageTargetBehaviour { public GameObject _tuoka; public GameObject _ArCamera; // public GameObject[] _HeroUI; protected override void Awake() { base.Awake(); TargetFound += OnTargetFound; TargetLost += OnTargetLost; TargetLoad += OnTargetLoad; TargetUnload += OnTargetUnload; } void OnTargetFound(TargetAbstractBehaviour behaviour) { Debug.Log("Found: " + Target.Id); //关闭脱卡 CloseTuoka(); //隐藏人物介绍UI //HideHeroUI(); } void OnTargetLost(TargetAbstractBehaviour behaviour) { Debug.Log("Lost: " + Target.Id); //显示脱卡 OpenTuoka(); //修正相机位置 AmendArCamera(); //显示人物介绍UI //DisplayHeroUI(); } void OnTargetLoad(ImageTargetBaseBehaviour behaviour, ImageTrackerBaseBehaviour tracker, bool status) { Debug.Log("Load target (" + status + "): " + Target.Id + " (" + Target.Name + ") " + " -> " + tracker); } void OnTargetUnload(ImageTargetBaseBehaviour behaviour, ImageTrackerBaseBehaviour tracker, bool status) { Debug.Log("Unload target (" + status + "): " + Target.Id + " (" + Target.Name + ") " + " -> " + tracker); } //修正相机位置 void AmendArCamera() { _ArCamera.transform.localPosition = Vector3.zero; _ArCamera.transform.localEulerAngles = Vector3.zero; } void OpenTuoka() { _tuoka.SetActive(true); } void CloseTuoka() { _tuoka.SetActive(false); } ////显示英雄介绍UI //void DisplayHeroUI() //{ // for (int i = 0; i < _HeroUI.Length; i++) // { // _HeroUI[i].SetActive(true); // } //} ////隐藏英雄介绍UI //void HideHeroUI() //{ // for (int i = 0; i < _HeroUI.Length; i++) // { // _HeroUI[i].SetActive(false); // } //} } }
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