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change ar foundation menu to have two buttons

/4.1
Alexandra Serralta 4 年前
当前提交
c783439d
共有 7 个文件被更改,包括 813 次插入549 次删除
  1. 683
      Assets/Scenes/ARFoundationMenu/Menu.unity
  2. 593
      Assets/Scenes/LightEstimation/HDRLightEstimation.unity
  3. 42
      Assets/Scripts/HDRLightEstimationUI.cs
  4. 26
      Assets/Scripts/UX/ARSceneSelectUI.cs
  5. 3
      Assets/Scripts/UX/ActiveMenu.cs
  6. 12
      Assets/Scripts/UX/CheckAvailableFeatures.cs
  7. 3
      ProjectSettings/EditorBuildSettings.asset

683
Assets/Scenes/ARFoundationMenu/Menu.unity


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42
Assets/Scripts/HDRLightEstimationUI.cs


[RequireComponent(typeof(LightEstimation))]
public class HDRLightEstimationUI : MonoBehaviour
{
[Tooltip("The UI Text element used to display the estimated brightness in the physical environment.")]
[SerializeField]
Text m_BrightnessText;
/// <summary>
/// The UI Text element used to display the estimated brightness value.
/// </summary>
public Text brightnessText
{
get { return m_BrightnessText; }
set { m_BrightnessText = brightnessText; }
}
[Tooltip("The UI Text element used to display the estimated color temperature in the physical environment.")]
[SerializeField]
Text m_ColorTemperatureText;
/// <summary>
/// The UI Text element used to display the estimated color temperature in the scene.
/// </summary>
public Text colorTemperatureText
{
get { return m_ColorTemperatureText; }
set { m_ColorTemperatureText = value; }
}
[Tooltip("The UI Text element used to display the estimated color correction value for the physical environment.")]
[SerializeField]
Text m_ColorCorrectionText;
[Tooltip("The UI Text element used to display the estimated direction of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightDirectionText;

}
StringBuilder m_SphericalHarmonicsStringBuilder = new StringBuilder("");
/// <summary>
/// The UI Text element used to display the estimated color correction value for the scene.
/// </summary>
public Text colorCorrectionText
{
get { return m_ColorCorrectionText; }
set { m_ColorCorrectionText = value; }
}
void Awake()
{
m_LightEstimation = GetComponent<LightEstimation>();

{
SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
SetUIValue(m_LightEstimation.mainLightDirection, mainLightDirectionText);
SetUIValue(m_LightEstimation.mainLightColor, mainLightColorText);
SetUIValue(m_LightEstimation.mainLightIntensityLumens, mainLightIntensityLumens);

26
Assets/Scripts/UX/ARSceneSelectUI.cs


set { m_DepthMenu = value; }
}
[SerializeField]
GameObject m_LightEstimationMenu;
public GameObject lightEstimationMenu
{
get { return m_LightEstimationMenu; }
set { m_LightEstimationMenu = value; }
}
void Start()
{
if(ActiveMenu.currentMenu == MenuType.FaceTracking)

else if(ActiveMenu.currentMenu == MenuType.Depth)
{
m_DepthMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.LightEstimation)
{
m_LightEstimationMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
}

m_BodyTrackingMenu.SetActive(false);
m_MeshingMenu.SetActive(false);
m_DepthMenu.SetActive(false);
m_LightEstimationMenu.SetActive(false);
m_AllMenu.SetActive(true);
}

{
ActiveMenu.currentMenu = MenuType.Depth;
m_DepthMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
public void LightEstimationMenuButtonPressed()
{
ActiveMenu.currentMenu = MenuType.LightEstimation;
m_LightEstimationMenu.SetActive(true);
m_AllMenu.SetActive(false);
}

public void DepthImagesButtonPressed()
{
LoadScene("DepthImages");
}
public void HDRLightEstimationButtonPressed()
{
LoadScene("HDRLightEstimation");
}
}
}

3
Assets/Scripts/UX/ActiveMenu.cs


PlaneDetection,
BodyTracking,
Meshing,
Depth
Depth,
LightEstimation
}
public static class ActiveMenu

12
Assets/Scripts/UX/CheckAvailableFeatures.cs


}
[SerializeField]
Button m_HDRLightEstimation;
public Button HDRLightEstimation
{
get { return m_HDRLightEstimation; }
set { m_HDRLightEstimation = value; }
}
[SerializeField]
Button m_PlaneDetection;
public Button planeDetection
{

cameraDescriptor.supportsCameraImage)
{
m_LightEstimation.interactable = true;
}
if(cameraDescriptor.supportsFaceTrackingHDRLightEstimation || cameraDescriptor.supportsWorldTrackingHDRLightEstimation)
{
m_HDRLightEstimation.interactable = true;
}
}

3
ProjectSettings/EditorBuildSettings.asset


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path: Assets/Scenes/Interaction/Interaction.unity
guid: ff9b6e62e970e432a9e8d51604b3bad8
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guid: 9d96daba3bd254cfebe94efd2d61b2c3
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