/// <summary> /// 摄像机状态变化 /// </summary> /// <param name="status">状态</param> private void OnTrackingStatusChanged(MotionTrackingStatus status) { if (status == MotionTrackingStatus.Tracking) { btnSave.interactable = true; gameController.SendMessage("ShowMessage", "进入追踪状态。"); } else { btnSave.interactable = false; gameController.SendMessage("ShowMessage", "追踪状态异常。"); } }
/// <summary> /// 跟踪状态事件 /// </summary> /// <param name="status"></param> private void OnTrackingStatusChanged(MotionTrackingStatus status) { if (status == MotionTrackingStatus.Tracking) { btnSave.interactable = true; text.text = "进入跟踪状态。"; } else { btnSave.interactable = false; text.text = "跟踪状态异常"; } }
/// <summary> /// <para xml:lang="en">Usually only for internal assemble use. Process tracking event.</para> /// <para xml:lang="zh">通常只在内部组装时使用。处理跟踪事件。</para> /// </summary> internal void OnTracking(MotionTrackingStatus status) { if (TrackingStatus != status) { if (ActiveControl == ActiveControlStrategy.HideWhenNotTracking || (ActiveControl == ActiveControlStrategy.HideBeforeTrackingStart && !trackingStarted)) { gameObject.SetActive(!(status == MotionTrackingStatus.NotTracking)); } if (!trackingStarted && status != MotionTrackingStatus.NotTracking) { trackingStarted = true; } if (TrackingStatusChanged != null) { TrackingStatusChanged(status); } TrackingStatus = status; } }
public void OnTracking(MotionTrackingStatus status) { TrackingStatus = status; }