从 TextRecognition 到使用 Unity 和 Vuforia 加载场景
from TextRecognition to Loading a Scene using Unity and Vuforia
我已经使用 Unity 引擎工作了 3 个月,上个月我开始将 Vuforia 功能添加到我的 Unity 项目中。现在,我正在开发一个包含 TextRecognition (Vuforia Prefab) 的应用程序,请参见下图。因此,当 "Unterwagen" 这个词被识别时,应该加载另一个完美运行的场景。但是,这应该是这种过渡之间的延迟,我现在不知道该怎么做。如果有人能帮助我,我将不胜感激。
DefaultTrackableEvent.cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Vuforia
{
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
/// </summary>
public class DefaultTrackableEventHandler1 : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
private TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
public GameObject _statusTxt;
public AudioSource clickRight;
public AudioSource clickWrong;
public Text text;
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
text.text = "Auf der Suche nach der Unterwagen Schrift";
}
#endregion // UNTIY_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)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void OnTrackingFound()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
text.text = mTrackableBehaviour.TrackableName + " erkannt";
if (mTrackableBehaviour.TrackableName == "Unterwagen") {
clickRight.Play ();
text.text = "nimm ein Stück von diesem Sichtlagerkaste";
//delay
Invoke("", 10f); //-> it doesn't work
SceneManager.LoadScene ("Scene3_Teil1_Bagger");
} else {
clickWrong.Play ();
}
Debug.Log ("Trackable " + mTrackableBehaviour.TrackableName + " found");
}
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
text.text = "Auf der Suche nach der Unterwagen Schrift";
}
#endregion // PRIVATE_METHODS
}
}
协同程序使这种基于延迟的逻辑非常简单:
void SomeFunction() {
StartCoroutine(WaitThenDoTheThing());
}
IEnumerator WaitThenDoTheThing() {
yield return new WaitForSeconds(NUM_SECONDS);
TheThing();
}
如果您出于任何原因需要中断此操作,StartCoroutine
将 return 一个 Coroutine
对象,然后您可以保留对 StopCoroutine(coroutineObject)
的引用并终止:
Coroutine routine;
void SomeFunction() {
routine = StartCoroutine(WaitThenDoTheThing());
}
IEnumerator WaitThenDoTheThing() {
yield return new WaitForSeconds(NUM_SECONDS);
TheThing();
}
void KillCoroutine() {
if (routine != null) {
StopCoroutine(routine);
}
}
我已经使用 Unity 引擎工作了 3 个月,上个月我开始将 Vuforia 功能添加到我的 Unity 项目中。现在,我正在开发一个包含 TextRecognition (Vuforia Prefab) 的应用程序,请参见下图。因此,当 "Unterwagen" 这个词被识别时,应该加载另一个完美运行的场景。但是,这应该是这种过渡之间的延迟,我现在不知道该怎么做。如果有人能帮助我,我将不胜感激。
DefaultTrackableEvent.cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Vuforia
{
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
/// </summary>
public class DefaultTrackableEventHandler1 : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
private TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
public GameObject _statusTxt;
public AudioSource clickRight;
public AudioSource clickWrong;
public Text text;
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
text.text = "Auf der Suche nach der Unterwagen Schrift";
}
#endregion // UNTIY_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)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void OnTrackingFound()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
text.text = mTrackableBehaviour.TrackableName + " erkannt";
if (mTrackableBehaviour.TrackableName == "Unterwagen") {
clickRight.Play ();
text.text = "nimm ein Stück von diesem Sichtlagerkaste";
//delay
Invoke("", 10f); //-> it doesn't work
SceneManager.LoadScene ("Scene3_Teil1_Bagger");
} else {
clickWrong.Play ();
}
Debug.Log ("Trackable " + mTrackableBehaviour.TrackableName + " found");
}
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
text.text = "Auf der Suche nach der Unterwagen Schrift";
}
#endregion // PRIVATE_METHODS
}
}
协同程序使这种基于延迟的逻辑非常简单:
void SomeFunction() {
StartCoroutine(WaitThenDoTheThing());
}
IEnumerator WaitThenDoTheThing() {
yield return new WaitForSeconds(NUM_SECONDS);
TheThing();
}
如果您出于任何原因需要中断此操作,StartCoroutine
将 return 一个 Coroutine
对象,然后您可以保留对 StopCoroutine(coroutineObject)
的引用并终止:
Coroutine routine;
void SomeFunction() {
routine = StartCoroutine(WaitThenDoTheThing());
}
IEnumerator WaitThenDoTheThing() {
yield return new WaitForSeconds(NUM_SECONDS);
TheThing();
}
void KillCoroutine() {
if (routine != null) {
StopCoroutine(routine);
}
}