Vuforia——识别图像时如何只播放一个视频
Vuforia -- how to only play one video when an image is recognized
我有一个 AR 应用程序,它有 4 个图像目标,每个图像目标都有一个对应的视频,当它被识别时会在其上面播放。问题在于,即使在识别图像时显示正确的动画,也会播放所有其他动画,即使它们没有显示。因此,每当我从一个图像目标移动到另一个图像目标时,都会显示视频,但它已经运行了一半。
我希望每个视频在其父图像目标被识别时启动,但只启动该特定视频。我需要控制每个图像的可跟踪行为 target/video。
我该怎么做?我知道我需要在 Unity 中查看的脚本是 DefaultTrackableEventHandler.cs 或 mediaPlayerCtrl.cs (这是一个脚本我正在使用从 Easy Movie Texture 资产 获得的视频管理器(视频播放器)。我需要在这些脚本中编写什么代码才能实现它。这是DefaultTrackableEventHandler.cs 代码:
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler
interface.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
#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)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PRIVATE_METHODS
}
您必须在每次丢失跟踪时停止视频,并在找到跟踪时重新开始。我不知道你的视频资产是如何工作的,但我会使用通用的 names/functions 这样你就明白了
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
// Stop video
myVideo.Stop();
}
与 OnTrackingFound 类似
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
// Play the video again from the beggining
myVideo.Play();
}
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
foreach (var audio in audios)
audio.Play();
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
if (_videoHandler != null)
{
_videoHandler.Enable(true);
}
}
OnTrackingLost:
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
//AudioSource[] allAudioSources = UnityEngine.Object.FindObjectsOfType<AudioSource>();
foreach (var audio in audios)
audio.Stop();
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
if (_videoHandler != null)
{
_videoHandler.Enable(false);
}
}
我有一个 AR 应用程序,它有 4 个图像目标,每个图像目标都有一个对应的视频,当它被识别时会在其上面播放。问题在于,即使在识别图像时显示正确的动画,也会播放所有其他动画,即使它们没有显示。因此,每当我从一个图像目标移动到另一个图像目标时,都会显示视频,但它已经运行了一半。
我希望每个视频在其父图像目标被识别时启动,但只启动该特定视频。我需要控制每个图像的可跟踪行为 target/video。
我该怎么做?我知道我需要在 Unity 中查看的脚本是 DefaultTrackableEventHandler.cs 或 mediaPlayerCtrl.cs (这是一个脚本我正在使用从 Easy Movie Texture 资产 获得的视频管理器(视频播放器)。我需要在这些脚本中编写什么代码才能实现它。这是DefaultTrackableEventHandler.cs 代码:
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler
interface.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
#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)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PRIVATE_METHODS
}
您必须在每次丢失跟踪时停止视频,并在找到跟踪时重新开始。我不知道你的视频资产是如何工作的,但我会使用通用的 names/functions 这样你就明白了
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
// Stop video
myVideo.Stop();
}
与 OnTrackingFound 类似
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
// Play the video again from the beggining
myVideo.Play();
}
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
foreach (var audio in audios)
audio.Play();
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
if (_videoHandler != null)
{
_videoHandler.Enable(true);
}
}
OnTrackingLost:
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
//AudioSource[] allAudioSources = UnityEngine.Object.FindObjectsOfType<AudioSource>();
foreach (var audio in audios)
audio.Stop();
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
if (_videoHandler != null)
{
_videoHandler.Enable(false);
}
}