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204 行
7.8 KiB
204 行
7.8 KiB
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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namespace UnityEngine.XR.ARFoundation.Samples
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{
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public class ThermalStateHandling : MonoBehaviour
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{
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/// <summary>
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/// The environment probe manager.
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/// </summary>
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AREnvironmentProbeManager m_EnvironmentProbeManager;
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/// <summary>
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/// The face manager.
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/// </summary>
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ARFaceManager m_FaceManager;
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/// <summary>
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/// The mesh manager.
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/// </summary>
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ARMeshManager m_MeshManager;
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/// <summary>
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/// The occlusion manager.
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/// </summary>
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AROcclusionManager m_OcclusionManager;
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/// <summary>
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/// The AR session.
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/// </summary>
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ARSession m_Session;
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/// <summary>
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/// The component from which to query the thermal state.
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/// </summary>
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public ThermalStateForIOS thermalStateForIOS
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{
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get => m_ThermalStateForIOS;
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set => m_ThermalStateForIOS = value;
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}
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[SerializeField]
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ThermalStateForIOS m_ThermalStateForIOS;
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/// <summary>
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/// The text UI to update with the current thermal state.
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/// </summary>
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public Text thermalStateText
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{
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get => m_ThermalStateText;
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set => m_ThermalStateText = value;
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}
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[SerializeField]
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public Text m_ThermalStateText;
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/// <summary>
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/// On awake, find all of the AR components.
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/// </summary>
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void Awake()
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{
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m_EnvironmentProbeManager = FindObjectOfType<AREnvironmentProbeManager>();
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m_FaceManager = FindObjectOfType<ARFaceManager>();
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m_MeshManager = FindObjectOfType<ARMeshManager>();
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m_OcclusionManager = FindObjectOfType<AROcclusionManager>();
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m_Session = FindObjectOfType<ARSession>();
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}
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/// <summary>
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/// On enable, update the current thermal state text, set the AR features, and subscribe to the thermal state
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/// change event.
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/// </summary>
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void OnEnable()
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{
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Debug.Assert(m_ThermalStateForIOS != null, "ThermalStateForIOS cannot be null");
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Debug.Assert(m_ThermalStateText != null, "ThermalStateText cannot be null");
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ThermalStateForIOS.ThermalState thermalState = m_ThermalStateForIOS.currentThermalState;
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m_ThermalStateText.text = $"Thermal State: {thermalState}";
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SetARFeaturesBasedOnThermalState(thermalState);
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m_ThermalStateForIOS.stateChanged += OnThermalStateChanged;
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}
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/// <summary>
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/// On disable, update the current thermal state text, and unsubscribe to the thermal state change event.
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/// </summary>
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void OnDisable()
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{
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Debug.Assert(m_ThermalStateForIOS != null, "ThermalStateForIOS cannot be null");
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Debug.Assert(m_ThermalStateText != null, "ThermalStateText cannot be null");
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m_ThermalStateText.text = $"Thermal State: {ThermalStateForIOS.ThermalState.Unknown}";
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m_ThermalStateForIOS.stateChanged -= OnThermalStateChanged;
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}
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/// <summary>
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/// When the thermal state changes, update the thermal state text UI, and set the AR features based on the
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/// current thermal state.
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/// </summary>
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void OnThermalStateChanged(ThermalStateForIOS.ThermalStateChange thermalStateChangeArgs)
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{
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m_ThermalStateText.text = $"Thermal State: {thermalStateChangeArgs.currentThermalState}";
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SetARFeaturesBasedOnThermalState(thermalStateChangeArgs.currentThermalState);
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}
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/// <summary>
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/// Enable/disable AR features based on the thermal state in an effort to reduce power in elevated thermal
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/// states.
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/// </summary>
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/// <remarks>
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/// Note that these particular features for each thermal state are just for demo purposes only. Developers
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/// should decide which features are most critical for their own apps.
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/// </summary>
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void SetARFeaturesBasedOnThermalState(ThermalStateForIOS.ThermalState thermalState)
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{
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switch (thermalState)
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{
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case ThermalStateForIOS.ThermalState.Nominal:
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ToggleEnvironmentProbeFeature(true);
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ToggleFaceTrackingFeature(true);
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ToggleMeshingFeature(true);
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ToggleHumanSegmentationFeatures(true);
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ToggleEnvironmentDepthFeature(true);
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ToggleARSession(true);
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break;
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case ThermalStateForIOS.ThermalState.Fair:
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ToggleEnvironmentProbeFeature(false);
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ToggleFaceTrackingFeature(false);
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ToggleMeshingFeature(false);
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ToggleHumanSegmentationFeatures(false);
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ToggleEnvironmentDepthFeature(true);
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ToggleARSession(true);
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break;
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case ThermalStateForIOS.ThermalState.Serious:
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ToggleEnvironmentProbeFeature(false);
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ToggleFaceTrackingFeature(false);
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ToggleMeshingFeature(false);
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ToggleHumanSegmentationFeatures(false);
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ToggleEnvironmentDepthFeature(false);
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ToggleARSession(true);
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break;
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case ThermalStateForIOS.ThermalState.Critical:
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ToggleEnvironmentProbeFeature(false);
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ToggleFaceTrackingFeature(false);
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ToggleMeshingFeature(false);
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ToggleHumanSegmentationFeatures(false);
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ToggleEnvironmentDepthFeature(false);
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ToggleARSession(false);
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break;
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case ThermalStateForIOS.ThermalState.Unknown:
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default:
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ToggleEnvironmentProbeFeature(true);
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ToggleFaceTrackingFeature(true);
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ToggleMeshingFeature(true);
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ToggleHumanSegmentationFeatures(true);
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ToggleEnvironmentDepthFeature(true);
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ToggleARSession(true);
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break;
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}
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}
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void ToggleEnvironmentProbeFeature(bool active)
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{
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Debug.Assert(m_EnvironmentProbeManager != null, "environment probe manager not found");
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m_EnvironmentProbeManager.enabled = active;
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}
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void ToggleFaceTrackingFeature(bool active)
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{
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Debug.Assert(m_FaceManager != null, "face manager not found");
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m_FaceManager.enabled = active;
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}
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void ToggleMeshingFeature(bool active)
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{
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Debug.Assert(m_MeshManager != null, "mesh manager not found");
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m_MeshManager.enabled = active;
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}
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void ToggleHumanSegmentationFeatures(bool active)
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{
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Debug.Assert(m_OcclusionManager != null, "occlusion manager not found");
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m_OcclusionManager.requestedHumanDepthMode = active ? HumanSegmentationDepthMode.Best : HumanSegmentationDepthMode.Disabled;
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m_OcclusionManager.requestedHumanStencilMode = active ? HumanSegmentationStencilMode.Best : HumanSegmentationStencilMode.Disabled;
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}
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void ToggleEnvironmentDepthFeature(bool active)
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{
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Debug.Assert(m_OcclusionManager != null, "occlusion manager not found");
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m_OcclusionManager.requestedEnvironmentDepthMode = active ? EnvironmentDepthMode.Best : EnvironmentDepthMode.Disabled;
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}
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void ToggleARSession(bool active)
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{
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Debug.Assert(m_MeshManager != null, "AR session not found");
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m_Session.enabled = active;
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}
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}
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}
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