VR拆装(HTC vive Pro开发)——4、一些脚本的分享(一)

项目主场景的搭建主要参照了VR游乐场这个项目VR游乐园(Unity2018.1.0)_哔哩哔哩_bilibili

你可以参考这个项目的视频去按部就班的实现你需要的功能。在这里我会把我用到的代码分享给你。

1、这是实现UI绕轴前后转的一段代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using System.IO;

public class GameItemSpawn : MonoBehaviour
{

    public static GameItemSpawn Instance;
    public Material[] m_GameItemMatArr;  // 材质球
    public GameObject go_GameItem;
    public int Index = 0;
    public float m_Angle;  // 角度

    // 初始化生成GameItem,有多少个取决于有多少个游乐项目,就是看材质球数量
    private void Awake()
    {
        Instance = this;
        m_Angle = 360.0f / m_GameItemMatArr.Length;
        for (int i = 0; i < m_GameItemMatArr.Length; i++)
        {
            // 调整角度
            GameObject go = Instantiate(go_GameItem,transform);
            go.transform.localEulerAngles = new Vector3(0,i * m_Angle,0);
            // 给指定材质球
            go.GetComponentInChildren<MeshRenderer>().material = m_GameItemMatArr[i];
            go.GetComponentInChildren<GameItem>().SetVideoName(m_GameItemMatArr[i].name);
            go.GetComponentInChildren<GameItem>().Index = i;
        }
    }

    // 向前转
    public void RotateForward()
    {
        Index++;
        if (Index >= m_GameItemMatArr.Length)
        {
            Index = 0;
        }
        transform.DORotate(new Vector3(0, -Index * m_Angle, 0), 0.3f);
    }


    // 向后转
    public void RotateBack()
    {
        Index--;
        if (Index < 0)
        {
            Index = m_GameItemMatArr.Length - 1;
        }
        transform.DORotate(new Vector3(0, -Index * m_Angle, 0), 0.3f);
    }
}

2、这是实现显示当前UI内容名称的代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GameItemSelectPanel : MonoBehaviour
{
    private Button btn_Forward;
    private Button btn_Back;
    private Button btn_Select;
    private Text txt_Title;
    private string[] m_GameItemNameArr;
   
    private void Awake()
    {       
        Init();
        TextAsset textAsset = Resources.Load<TextAsset>("项目名字");
        m_GameItemNameArr = textAsset.text.Split('\n');     
    }
    private void Update()
    {
        txt_Title.text = m_GameItemNameArr[GameItemSpawn.Instance.Index];
    }
    private void ReadGameItemNameText()
    {
        TextAsset textAsset = Resources.Load<TextAsset>("项目名字");
        m_GameItemNameArr = textAsset.text.Split('\n');
    }

    private void Init()
    {
        txt_Title = transform.Find("txt_Title").GetComponent<Text>();
        btn_Forward = transform.Find("btn_Forward").GetComponent<Button>();
        btn_Forward.onClick.AddListener(() =>
        {
            GameItemSpawn.Instance.RotateForward();
        });
        btn_Back = transform.Find("btn_Back").GetComponent<Button>();
        btn_Back.onClick.AddListener(() =>
        {
            GameItemSpawn.Instance.RotateBack();
        });
        btn_Select = transform.Find("btn_Select").GetComponent<Button>();
    }
}

3、这是实现播放当前UI对应视频资源的代码 

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
using VRTK;
public class GameItem : MonoBehaviour
{
    public int Index;
    private VideoPlayer m_VideoPlayer;

    private void Awake()
    {
        m_VideoPlayer = GetComponent<VideoPlayer>();
        
    }
   
    /// <summary>
    /// 圆盘按钮抬起
    /// </summary>
    /// <param name="sender"></param>
    /// <param name="e"></param>
    //private void GameItem_TouchpadReleased(object sender, ControllerInteractionEventArgs e)
    //{
    //    m_VideoPlayer.Pause();
    //}
    /// <summary>
    /// 设置视频名称
    /// </summary>
    /// <param name="videoName"></param>
    public void SetVideoName(string videoName)
    {
        m_VideoPlayer.url = GetVideoPath(videoName);
    }
    /// <summary>
    /// 获取视频路径
    /// </summary>
    /// <param name="videoName"></param>
    /// <returns></returns>
    private string GetVideoPath(string videoName)
    {
        return Application.dataPath + "/StreamingAssets/" + videoName + ".mp4";
    }
    private void OnTriggerEnter(Collider other)
    {
        //代表文件不存在
        //if (File.Exists(m_VideoPlayer.url) == false) return;
        m_VideoPlayer.Play();
    }
    private void OnTriggerExit(Collider other)
    {
        m_VideoPlayer.Pause();

    }
}

4、这是实现为项目增添切换场景也不会被销毁的背景音频的代码

using UnityEngine;
using System.Collections;

public class audio : MonoBehaviour
{
    static audio _instance;
    // Use this for initialization
    void Start()
    {

    }
    public static audio instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = FindObjectOfType<audio>();
                DontDestroyOnLoad(_instance.gameObject);
            }
            return _instance;
        }
    }

    void Awake()
    {

        //此脚本永不消毁,并且每次进入初始场景时进行判断,若存在重复的则销毁
        if (_instance == null)
        {
            _instance = this;
            DontDestroyOnLoad(this);
        }
        else if (this != _instance)
        {
            Destroy(gameObject);
        }

    }
   
}

 

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