9. 基于Unity的VR艺术画廊
using UnityEngine;
public class VRArtGallery : MonoBehaviour
{
public GameObject[] artPieces;
private int currentArtIndex = 0;
void Start()
{
if (artPieces.Length > 0)
{
LoadArtPiece(0);
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
PreviousArtPiece();
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
NextArtPiece();
}
}
void LoadArtPiece(int index)
{
for (int i = 0; i < artPieces.Length; i++)
{
artPieces[i].SetActive(i == index);
}
}
void PreviousArtPiece()
{
currentArtIndex = (currentArtIndex - 1 + artPieces.Length) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
void NextArtPiece()
{
currentArtIndex = (currentArtIndex + 1) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
} void LoadArtPiece(int index)
{
for (int i = 0; i < artPieces.Length; i++)
{
artPieces[i].SetActive(i == index);
}
}
void PreviousArtPiece()
{
currentArtIndex = (currentArtIndex - 1 + artPieces.Length) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
void NextArtPiece()
{
currentArtIndex = (currentArtIndex + 1) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
} void LoadArtPiece(int index)
{
for (int i = 0; i < artPieces.Length; i++)
{
artPieces[i].SetActive(i == index);
}
}
void PreviousArtPiece()
{
currentArtIndex = (currentArtIndex - 1 + artPieces.Length) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
void NextArtPiece()
{
currentArtIndex = (currentArtIndex + 1) % artPieces.Length;
LoadArtPiece(currentArtIndex);
}
}
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