Unity 工具类 之 AR/VR 分屏 Gaze 凝视 和 Click 点击 UI 交互并存
目录
Unity 工具类 之 AR/VR 分屏 Gaze 凝视 和 Click 点击 UI 交互并存
一、引出问题
Unity在使用中,AR和VR开发中,会遇到以下问题
-
1、首先需要分屏,一般左右两屏幕;
-
2、交互上一般的点击,由于屏幕的原因(不像手机一样的触击屏幕交互),就不适合点击交互了;
-
3、Gaze 凝视 交互就应运而生;
-
4、但是在电脑上开发中,Gaze 交互操作又不是很方便,所以用需要用到 点击交互;
故综上所述,Gaze 凝视交互和点击交互需要并存。
二、解决方法
1、左右两个camera,分别渲染,实现分屏;
2、Canvas 设置为 worldSpace,然后交互camera 设置为 RightCamera(当然根据需要切换也可以);
3、GazeEyeRaycaster 实现 Gaze 交互,且不干扰点击 UI 事件;
三、注意事项
1、由于分屏,所以凝视点点不能像之前单屏一样为屏幕的中心,而是左右屏中某个屏的中心( ScreenWidth * 3/4,ScreenHeight * 1/2(右屏幕中心) 或者 ScreenWidth * 1/4,ScreenHeight * 1/2 (左屏幕中心))
2、这里点击交互以右屏camera交互为主(也可以根据需要动态修改);
四、效果预览
五、实现步骤
1、打开Unity,新建场景,布局如下
2、主要脚本
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using XRSettings = UnityEngine.VR.VRSettings;
#endif
[System.Serializable]
public class FloatUnityEvent : UnityEvent<float> { }
public class GazeEyeRaycaster : MonoBehaviour
{
[SerializeField, Tooltip("In seconds")]
float m_loadingTime;
[SerializeField]
FloatUnityEvent m_onLoad;
float m_elapsedTime = 0;
// Prevents loop over the same selectable
Selectable m_excluded;
Selectable m_currentSelectable;
RaycastResult m_currentRaycastResult;
IPointerClickHandler m_clickHandler;
IDragHandler m_dragHandler;
EventSystem m_eventSystem;
PointerEventData m_pointerEvent;
private void Start()
{
m_eventSystem = EventSystem.current;
m_pointerEvent = new PointerEventData(m_eventSystem);
m_pointerEvent.button = PointerEventData.InputButton.Left;
}
void Update()
{
// 因为要分屏所以让 m_pointerEvent.position 在右边屏幕中心(即为 width * 3/4,height * 1/2)
// Set pointer position
m_pointerEvent.position =
#if UNITY_EDITOR
new Vector2(Screen.width * 3 / 4, Screen.height / 2);
#else
new Vector2(XRSettings.eyeTextureWidth * 3 / 4, XRSettings.eyeTextureHeight / 2);
#endif
List<RaycastResult> raycastResults = new List<RaycastResult>();
m_eventSystem.RaycastAll(m_pointerEvent, raycastResults);
// Detect selectable
if (raycastResults.Count > 0)
{
foreach(var result in raycastResults)
{
var newSelectable = result.gameObject.GetComponentInParent<Selectable>();
if (newSelectable)
{
if(newSelectable != m_excluded && newSelectable != m_currentSelectable)
{
Select(newSelectable);
m_currentRaycastResult = result;
}
break;
}
}
}
else
{
if(m_currentSelectable || m_excluded)
{
Select(null, null);
}
}
// Target is being activating
if (m_currentSelectable)
{
m_elapsedTime += Time.deltaTime;
m_onLoad.Invoke(m_elapsedTime / m_loadingTime);
if (m_elapsedTime > m_loadingTime)
{
if (m_clickHandler != null)
{
m_clickHandler.OnPointerClick(m_pointerEvent);
Select(null, m_currentSelectable);
}
else if (m_dragHandler != null)
{
m_pointerEvent.pointerPressRaycast = m_currentRaycastResult;
m_dragHandler.OnDrag(m_pointerEvent);
}
}
}
}
void Select(Selectable s, Selectable exclude = null)
{
m_excluded = exclude;
if (m_currentSelectable)
m_currentSelectable.OnPointerExit(m_pointerEvent);
m_currentSelectable = s;
if (m_currentSelectable)
{
m_currentSelectable.OnPointerEnter(m_pointerEvent);
m_clickHandler = m_currentSelectable.GetComponent<IPointerClickHandler>();
m_dragHandler = m_currentSelectable.GetComponent<IDragHandler>();
}
m_elapsedTime = 0;
m_onLoad.Invoke(m_elapsedTime / m_loadingTime);
}
}
3、运行场景效果
4、工程场景下载
UnityGazeAndClickUI AR/VR 分屏 Gaze 凝视 和 Click 点击 UI 交互并存 点击下载
六、附加
鼠标右键交互功能
1、该脚本保留之前的凝视计时确认操作,同事添加凝视点击交互,具体见脚本
public class GazeEyeRaycasterAndInteraactiveType : MonoBehaviour
{
public enum InterActiveType {
None, // 无交互
TimeCounter, // 计时交互
LeftClick, // 右键点击
}
[SerializeField, Tooltip("In seconds")]
float m_loadingTime;
[SerializeField]
FloatUnityEvent m_onLoad;
[SerializeField]
InterActiveType mCurInterActiveType = InterActiveType.LeftClick;
float m_elapsedTime = 0;
// Prevents loop over the same selectable
Selectable m_excluded;
Selectable m_currentSelectable;
RaycastResult m_currentRaycastResult;
IPointerClickHandler m_clickHandler;
IDragHandler m_dragHandler;
EventSystem m_eventSystem;
PointerEventData m_pointerEvent;
private void Start()
{
m_eventSystem = EventSystem.current;
m_pointerEvent = new PointerEventData(m_eventSystem);
m_pointerEvent.button = PointerEventData.InputButton.Left;
}
void Update()
{
// 因为要分屏所以让 m_pointerEvent.position 在右边屏幕中心(即为 width * 3/4,height * 1/2)
// Set pointer position
m_pointerEvent.position =
#if UNITY_EDITOR
new Vector2(Screen.width * 3 / 4, Screen.height / 2);
#else
new Vector2(XRSettings.eyeTextureWidth * 3 / 4, XRSettings.eyeTextureHeight / 2);
#endif
List<RaycastResult> raycastResults = new List<RaycastResult>();
m_eventSystem.RaycastAll(m_pointerEvent, raycastResults);
// Detect selectable
if (raycastResults.Count > 0)
{
foreach (var result in raycastResults)
{
var newSelectable = result.gameObject.GetComponentInParent<Selectable>();
if (newSelectable)
{
if (newSelectable != m_excluded && newSelectable != m_currentSelectable)
{
Select(newSelectable);
m_currentRaycastResult = result;
}
break;
}
}
}
else
{
if (m_currentSelectable || m_excluded)
{
Select(null, null);
}
}
// Target is being activating
if (m_currentSelectable)
{
InteractiveHandle(mCurInterActiveType);
}
}
void InteractiveHandle(InterActiveType interActiveType) {
if (interActiveType == InterActiveType.TimeCounter)
{
m_elapsedTime += Time.deltaTime;
m_onLoad.Invoke(m_elapsedTime / m_loadingTime);
if (m_elapsedTime > m_loadingTime)
{
ClickAndDragUIHandle();
}
}
else if (interActiveType == InterActiveType.LeftClick)
{
if (Input.GetMouseButton(0))
{
ClickAndDragUIHandle();
}
}
}
void ClickAndDragUIHandle() {
if (m_clickHandler != null)
{
m_clickHandler.OnPointerClick(m_pointerEvent);
Select(null, m_currentSelectable);
}
else if (m_dragHandler != null)
{
m_pointerEvent.pointerPressRaycast = m_currentRaycastResult;
m_dragHandler.OnDrag(m_pointerEvent);
}
}
void Select(Selectable s, Selectable exclude = null)
{
m_excluded = exclude;
if (m_currentSelectable)
m_currentSelectable.OnPointerExit(m_pointerEvent);
m_currentSelectable = s;
if (m_currentSelectable)
{
m_currentSelectable.OnPointerEnter(m_pointerEvent);
m_clickHandler = m_currentSelectable.GetComponent<IPointerClickHandler>();
m_dragHandler = m_currentSelectable.GetComponent<IDragHandler>();
}
m_elapsedTime = 0;
m_onLoad.Invoke(m_elapsedTime / m_loadingTime);
}
}
取消掉UGUI系统默认的鼠标点击交互功能