/// <summary> /// Update handler in Manager mode. /// </summary> void ManagerWork() { // Debug.Log("Manager"); // If the player has not touched the screen, we are done with this update. Touch touch; if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began) { return; } // Should not handle input if the player is pointing on UI. if (EventSystem.current.IsPointerOverGameObject(touch.fingerId)) { return; } // Raycast against the location the player touched to search for planes. TrackableHit hit; TrackableHitFlags raycastFilter = TrackableHitFlags.PlaneWithinPolygon | TrackableHitFlags.FeaturePointWithSurfaceNormal; if (Frame.Raycast(touch.position.x, touch.position.y, raycastFilter, out hit)) { // Use hit pose and camera pose to check if hittest is from the // back of the plane, if it is, no need to create the anchor. if ((hit.Trackable is DetectedPlane) && Vector3.Dot(FirstPersonCamera.transform.position - hit.Pose.position, hit.Pose.rotation * Vector3.up) < 0) { Debug.Log("Hit at back of the current DetectedPlane"); } else { // Choose the prefab based on the Trackable that got hit. Debug.Log("hitted"); GameObject prefab; if (hit.Trackable is FeaturePoint) { prefab = GameObjectPointPrefab; } else if (hit.Trackable is DetectedPlane) { DetectedPlane detectedPlane = hit.Trackable as DetectedPlane; if (detectedPlane.PlaneType == DetectedPlaneType.Vertical) { prefab = GameObjectVerticalPlanePrefab; } else { prefab = GameObjectHorizontalPlanePrefab; } } else { prefab = GameObjectHorizontalPlanePrefab; } // Instantiate prefab at the hit pose. var AnchorGameObject = Instantiate(prefab, hit.Pose.position, hit.Pose.rotation); AnchorGameObject.transform.parent = GameObject.Find("Root").transform.Find("Anchor"); // Compensate for the hitPose rotation facing away from the raycast (i.e. // camera). AnchorGameObject.transform.Rotate(0, k_PrefabRotation, 0, Space.Self); // Create an anchor to allow ARCore to track the hitpoint as understanding of // the physical world evolves. var anchor = hit.Trackable.CreateAnchor(hit.Pose); anchor.transform.parent = GameObject.Find("Root").transform.Find("Anchor"); // Make game object a child of the anchor. AnchorGameObject.transform.parent = anchor.transform; AnchorGameObject.transform.rotation *= Quaternion.Euler(0, 180, 0); Vector3 temp; if (model.GetAnchorsInCurrentRoute().Count == 0) { temp = anchor.transform.position; } else { temp = model.GetAnchorsInCurrentRoute().Last()._postion; } model.AddAnchorToCurrentRouter(anchor); CreateArrow(temp, anchor.transform.position); AnchorGameObject.GetComponentInChildren <TextMesh>().text = model.GetAnchorsInCurrentRoute().Count.ToString();//顯示編號 } } }