Unity3D-高通AR-《狼来了》-5编程实现音效播放和界面UI元素的动态显示
1. 实现音效播放和界面UI元素的动态显示
1.1 实现要求和思路
实现要求
1.场景开始时不显示按钮等UI元素
2.当识别图卡后出现AR对象时,播放音效
3.当识图卡无效时,按钮等UI元素隐藏
实现思路
1.场景中的ImageTarget对象添加AudioSource组件,并指定声音文件,初始不勾选参数Play On Awake,也就是场景开始运行时不播放该音效。
2.场景中的ImageTarget带有脚本DefaultTrackableEventHandler.cs,通过其方法OnTrackingFound()、OnTrackingLost()可以设置图卡跟踪发现、丢失时的业务逻辑,如显示UI元素、播放音效等。
操作界面如下:
接下来实编程实现图卡识别时播放音效及界面元素的动态显示。
1.2 自定义默认的跟踪触发处理脚本
1.打开ImageTarget对象上的脚本DefaultTrackableEventHandler.cs通过复制粘贴在_Script目录下创建MyTrackableEventHandler.cs脚本
不直接在系统提供的代码上修改,这是一个好的习惯
2.在MyTrackableEventHandler.cs脚本中定义Public型的数组变量obj
public GameObject[] obj ;// 需要对一些游戏对象进行处理
场景中需要动态显示的对象只要赋值给这个数组变量
3在MyTrackableEventHandler.cs脚本中找到OnTrackingFound()函数,在末尾添加以下几行代码
Debug.Log("识别图卡了......"); //控制台调试输出
// 对一些对象进行处理(识别图卡后,设置这些对象显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(true);
}
// 播放音效
this.GetComponent<AudioSource>().Play();
4.在MyTrackableEventHandler.cs脚本中找到OnTrackingLost()函数,在末尾添加以下几行代码
Debug.Log("图卡不再被识别......");//控制台调试输出
// 对一些对象进行处理(图卡不再被识别后,设置这些对象不显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(false);
}
完整的MyTrackableEventHandler.cs脚本代码如下:
/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
///
/// Changes made to this file could be overwritten when upgrading the Vuforia version.
/// When implementing custom event handler behavior, consider inheriting from this class instead.
/// </summary>
public class MyDefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{
public GameObject[] obj ;// 需要对一些游戏对象进行处理
#region PROTECTED_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
protected TrackableBehaviour.Status m_PreviousStatus;
protected TrackableBehaviour.Status m_NewStatus;
#endregion // PROTECTED_MEMBER_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
protected virtual void OnDestroy()
{
if (mTrackableBehaviour)
mTrackableBehaviour.UnregisterTrackableEventHandler(this);
}
#endregion // UNITY_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)
{
m_PreviousStatus = previousStatus;
m_NewStatus = 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.NO_POSE)
{
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 PROTECTED_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;
Debug.Log("识别图卡了......"); //控制台调试输出
// 对一些对象进行处理(识别图卡后,设置这些对象显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(true);
}
// 播放音效
this.GetComponent<AudioSource>().Play();
}
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;
Debug.Log("图卡不再被识别......");//控制台调试输出
// 对一些对象进行处理(图卡不再被识别后,设置这些对象不显示)
for(int i = 0; i< obj.Length ;i++){
obj[i].SetActive(false);
}
}
#endregion // PROTECTED_METHODS
}
有中文注释的部分时我们添加的代码
1.3 使用MyTrackableEventHandler脚本
1.将MyTrackableEventHandler.cs脚本赋予给ImageTarget物体,并将原有的脚本组件DefaultTrackableEventHandler关闭或删除。
2.为脚本指定对应参数(将场景中的UI可视对象,拖放到对应参数中)
操作界面如下:
测试一下
- 运行后,初始场景按钮等UI元素时不显示的
- 图卡识别后,播放音效、出现按钮等UI元素
- 每个按钮可交互
思考
图卡识别后出现一些特效(比如闪光等),该如何实现呢?
以上都是通过识图卡来实现AR场景功能的,接下来介绍,通过识别地平面来实现AR。