我有一个游戏对象的选择,我用ARKit在Unity中与不同的标记关联。这些游戏对象目前是预制的,但数量有限,而且每个都是唯一的。如果预设是场景中的非活动游戏对象,当设备摄像头识别标记时,该对象变为活动对象,则更有意义。有没有办法更改下面的代码,使游戏对象设置为活动的,而不是实例化一个预置?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
[RequireComponent(typeof(ARTrackedImageManager))]
public class ImageTracking : MonoBehaviour
{
[SerializeField]
private GameObject[] placeablePrefabs;
private Dictionary<string, GameObject> spawnedPrefabs = new Dictionary<string, GameObject>();
private ARTrackedImageManager trackedImageManager;
private void Awake()
{
trackedImageManager = FindObjectOfType<ARTrackedImageManager>();
foreach(GameObject prefab in placeablePrefabs)
{
GameObject newPrefab = Instantiate(prefab, Vector3.zero, Quaternion.identity);
newPrefab.name = prefab.name;
spawnedPrefabs.Add(prefab.name, newPrefab);
}
}
private void OnEnable()
{
trackedImageManager.trackedImagesChanged += ImageChanged;
}
private void OnDisable()
{
trackedImageManager.trackedImagesChanged -= ImageChanged;
}
private void ImageChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach(ARTrackedImage trackedImage in eventArgs.added)
{
UpdateImage(trackedImage);
}
foreach (ARTrackedImage trackedImage in eventArgs.updated)
{
UpdateImage(trackedImage);
}
foreach (ARTrackedImage trackedImage in eventArgs.removed)
{
spawnedPrefabs[trackedImage.name].SetActive(false);
}
}
private void UpdateImage(ARTrackedImage trackedImage)
{
string name = trackedImage.referenceImage.name;
Vector3 position = trackedImage.transform.position;
GameObject prefab = spawnedPrefabs[name];
prefab.transform.position = position;
prefab.SetActive(true);
foreach(GameObject go in spawnedPrefabs.Values)
{
if(go.name != name)
{
go.SetActive(false);
}
}
}
}
因此,不是预置,而是简单地将场景中所有现有的对象引用到可放置的预置对象
中(当然稍后会更改该名称!)然后去做
[SerializeField]
private GameObject[] showAbleObjects;
private Dictionary<string, GameObject> nameToGameObject = new Dictionary<string, GameObject>();
private void Awake()
{
trackedImageManager = FindObjectOfType<ARTrackedImageManager>();
foreach(var obj in showAbleObjects)
{
nameToGameObject.Add(obj.name, obj);
}
}
你甚至可以考虑使用一些免费资产,比如。序列化字典,并通过检查员直接做这一切。