public void Update() { if (Image == null || Image.TrackingState != TrackingState.Tracking) { //Sphere.SetActive(false); return; } int sCount = spheresList.Count; int pCount = positionsList.Count; if (sCount - 3 < pCount) { text.text = "true"; for (int i = sCount - 3; i < pCount; i++) { /* * GameObject s = (GameObject)Instantiate(Sphere, anchor.transform); * s.transform.localPosition = * (positionsList[i][0] * Vector3.right) + (positionsList[i][1] * Vector3.forward) + * (positionsList[i][2] * Vector3.down); * spheresList.Add(s); * s.SetActive(true); */ AudioFire s = (AudioFire)Instantiate(AudioFirePrefab, anchor.transform); s.Key = keysList[i]; s.gameObject.transform.localPosition = (positionsList[i][0] * Vector3.right) + (positionsList[i][1] * Vector3.forward) + (positionsList[i][2] * Vector3.down); spheresList.Add(s.gameObject); s.SetActive(true); } } /* * Sphere.transform.localPosition = * (1 * Vector3.left) + (1 * Vector3.forward) + * (1 * Vector3.down); * * Sphere.SetActive(false); */ text.text = positionsList.Count + ", " + spheresList.Count + ", " + fireList.Count; }
/// <summary> /// The Unity Update method. /// </summary> public void Start() { anchor = Image.CreateAnchor(Image.CenterPose); float x = 0.2f; float y = 0.2f; float z = 0.2f; //Destroy(Sphere); for (int i = 0; i < 3; i++) { /* * GameObject s = (GameObject)Instantiate(Sphere, anchor.transform); * s.transform.localPosition = * (positionsList[i][0] * Vector3.right) + (positionsList[i][1] * Vector3.forward) + * (positionsList[i][2] * Vector3.down); * s.SetActive(true); */ /* * GameObject s2 = (GameObject)Instantiate(Sphere, anchor.transform); * s2.transform.localPosition = * (x * Vector3.right) + (y * Vector3.forward) + * (z * Vector3.down); * x += 0.1f; * y += 0.1f; * z += 0.1f; * s2.SetActive(true); * spheresList.Add(s2); */ AudioFire s2 = (AudioFire)Instantiate(AudioFirePrefab, anchor.transform); s2.gameObject.transform.localPosition = (x * Vector3.right) + (y * Vector3.forward) + (z * Vector3.down); x += 0.1f; y += 0.1f; z += 0.1f; s2.SetActive(true); spheresList.Add(s2.gameObject); fireList.Add(s2); } }