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72 行
2.7 KiB
72 行
2.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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namespace UnityEngine.XR.ARFoundation.Samples
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{
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/// <summary>
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/// This script enables face tracking with user facing camera and disables it otherwise.
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/// It enables the world space object with world facing camera and disables it otherwise.
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/// </summary>
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[RequireComponent(typeof(ARSessionOrigin))]
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[RequireComponent(typeof(ARFaceManager))]
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[RequireComponent(typeof(ARCameraManager))]
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public class FacingDirectionManager : MonoBehaviour
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{
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[SerializeField]
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GameObject m_WorldSpaceObject;
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public GameObject worldSpaceObject
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{
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get => m_WorldSpaceObject;
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set => m_WorldSpaceObject = value;
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}
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CameraFacingDirection m_CurrentCameraFacingDirection;
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ARCameraManager m_CameraManager;
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void OnEnable()
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{
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m_CameraManager = GetComponentInChildren<ARCameraManager>();
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m_CurrentCameraFacingDirection = m_CameraManager.currentFacingDirection;
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}
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void Update()
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{
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var updatedCameraFacingDirection = m_CameraManager.currentFacingDirection;
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if (updatedCameraFacingDirection != CameraFacingDirection.None && updatedCameraFacingDirection != m_CurrentCameraFacingDirection)
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{
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if (updatedCameraFacingDirection == CameraFacingDirection.User)
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{
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m_CurrentCameraFacingDirection = updatedCameraFacingDirection;
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GetComponent<ARFaceManager>().enabled = true;
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worldSpaceObject.SetActive(false);
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Application.onBeforeRender -= OnBeforeRender;
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}
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else if (updatedCameraFacingDirection == CameraFacingDirection.World)
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{
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m_CurrentCameraFacingDirection = updatedCameraFacingDirection;
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GetComponent<ARFaceManager>().enabled = false;
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worldSpaceObject.SetActive(true);
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Application.onBeforeRender += OnBeforeRender;
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}
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}
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}
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void OnDisable()
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{
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GetComponent<ARFaceManager>().enabled = false;
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Application.onBeforeRender -= OnBeforeRender;
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}
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void OnBeforeRender()
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{
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var camera = GetComponent<ARSessionOrigin>().camera;
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if (camera && worldSpaceObject)
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{
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worldSpaceObject.transform.position = camera.transform.position + camera.transform.forward;
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}
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}
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}
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}
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