示例#1
0
    private void OnTrackingFound()
    {
        ModelManager._instance.ModelCountPlusOne();         //发现的模型数目+1
        //在发现模型之后,应该重置手机的休息时间。
        CountDown._instance.ResetTime();
        if (ModelManager._instance.isOffCard && (ModelManager._instance.offCardTargetTransform && ModelManager._instance.offCardTargetTransform == this.transform))
        {
            Utility.LogPrint("refound");
//			ModelManager._instance.offCardModelIsMoving = false;
//			ModelManager._instance.ModelCountPlusOne();//发现的模型数目+1
//			float disY = ModelManager._instance.offCardModelTransform.GetComponent<ModelSelfManager> ().tooTall ? Screen.height / 4 : Screen.height / 2;
//			Vector3 position = new Vector3 (Screen.width/2, disY, ModelManager._instance.zAxisDis);
//			position = ModelManager._instance.offCardCamera.ScreenToWorldPoint (position);
//			ModelManager._instance.offCardModelTransform.position = position;
//			ModelManager._instance.offCardModelTransform.localRotation = Quaternion.Euler(new Vector3(29,151,-8));
//			Utility.LogPrint ("Refound --" + mTrackableBehaviour.TrackableName);
            return;
        }
        //如果模型没有加载,去加载。
        if (!isModelLoaded)
        {
            StartCoroutine(LoadModel());
        }
        else
        {
            //这里先触发了Trigger,然后才调用的SetActive(true),这样应该能避免自己也收到关闭音效的事件。待测试 (没问题)
            if (ModelManager._instance.modelCount > 1)
            {
                EventManager.TriggerEvent("Found");
            }
            if (ModelManager._instance.modelCount == 1)
            {
                Utility.PrepareForSendMessage("FoundTarget", "1");
            }
            if (this.transform.childCount >= 1)
            {
                this.transform.GetChild(0).gameObject.SetActive(true);
                //这行代码是方便测试用的,正式使用应该要用LoadModel方法中的。
                if (isFirstFound)
                {
                    AssMemoryManager.AddGOToMemoryManager(mTrackableBehaviour.TrackableName, this.gameObject);
                }
                ModelManager._instance.currentRotationTransform = this.transform.GetChild(0);
            }
            else
            {
                Utility.LogPrint(mTrackableBehaviour.TrackableName + "--child count is 0");
            }
            //每次扫描过后,更新model的Index值,后面AssMemoryManager会根据这个值来管理这些模型
            AssMemoryManager.UpdateModelIndex(mTrackableBehaviour.TrackableName);
            if (ModelManager._instance.isOffCard)
            {
                EventManager.TriggerEvent("OffCard");
            }
            //Utility.LogPrint ("--  "+Vector3.Distance (transform.position, Camera.main.transform.position));
        }
        Utility.LogPrint("Trackable " + mTrackableBehaviour.TrackableName + " --- found");
    }
示例#2
0
    private IEnumerator LoadModel()
    {
        string path = modelSource;

        Utility.LogPrint("DynamicModelTrackableEventHandler LoadModel " + path);
        if (File.Exists(path))
        {
            Utility.PrepareForSendMessage("LoadAssetBundle", "0", mTrackableBehaviour.TrackableName);
            string path1  = "file://" + modelSource;
            WWW    bundle = new WWW(path1);
            yield return(bundle);

            GameObject [] gos = bundle.assetBundle.LoadAllAssets <GameObject>();
            for (int i = 0; i < gos.Length; ++i)
            {
                GameObject go;
                yield return(go = Instantiate(gos [i]));

                if (go)
                {
                    go.transform.position = this.transform.position;
                    go.transform.SetParent(this.gameObject.transform);

                    ModelSelfManager modelSelfManager = go.GetComponent <ModelSelfManager> ();
                    modelSelfManager.modelOriginLocalPos = go.transform.localPosition;
                    modelSelfManager.modelOriginLocalQua = go.transform.localRotation;
                    modelSelfManager.modelOriginScale    = go.transform.localScale;

                    if (i == 0)
                    {
                        continue;
                    }                                                   // the first gameobject needn't hidden
                    go.SetActive(false);
                }
                else
                {
                    Utility.LogPrint(mTrackableBehaviour.TrackableName + "--model loaded but instantiate fail");
                }
            }
            bundle.assetBundle.Unload(false);

            isModelLoaded = true;
            Utility.LogPrint(mTrackableBehaviour.TrackableName + "--Model Created");
            //------------------
            //这里先触发了Trigger,然后才调用的SetActive(true),这样应该能避免自己也收到关闭音效的事件。待测试 (没问题)
            if (ModelManager._instance.modelCount > 1)
            {
                EventManager.TriggerEvent("Found");
            }
            if (ModelManager._instance.modelCount == 1)
            {
                Utility.PrepareForSendMessage("FoundTarget", "1");
            }
            if (this.transform.childCount >= 1)
            {
                this.transform.GetChild(0).gameObject.SetActive(true);
                //这行代码是方便测试用的,正式使用应该要用LoadModel方法中的。
                if (isFirstFound)
                {
                    AssMemoryManager.AddGOToMemoryManager(mTrackableBehaviour.TrackableName, this.gameObject);
                }
                ModelManager._instance.currentRotationTransform = this.transform.GetChild(0);
            }
            else
            {
                Utility.LogPrint(mTrackableBehaviour.TrackableName + "--child count is 0");
            }
            //每次扫描过后,更新model的Index值,后面AssMemoryManager会根据这个值来管理这些模型
            AssMemoryManager.UpdateModelIndex(mTrackableBehaviour.TrackableName);
            if (ModelManager._instance.isOffCard)
            {
                EventManager.TriggerEvent("OffCard");
            }
            //-----------------------
            #region ass memorymanager

            /*
             * 这里AssetBundle的管理形式是:当程序中已经加载的AssetBundle已经超过一定数目时(现在暂定5个),就从中删除一个index最小的模型,此时在对应加载最新的模型
             */
            if (AssMemoryManager.instance.dicCount >= 5)
            {
                Utility.LogPrint("when load " + mTrackableBehaviour.TrackableName + "--need to delete some model from memory");
                AssMemoryManager.RemoveGoFromMemoryManager();
            }
            AssMemoryManager.AddGOToMemoryManager(mTrackableBehaviour.TrackableName, this.gameObject);
            Utility.LogPrint("add gameobject to target,the trackName is--" + mTrackableBehaviour.TrackableName);
            #endregion             //memorymanager end
            //notify mobile load ass success
            Utility.PrepareForSendMessage("LoadAssetBundle", "1", mTrackableBehaviour.TrackableName);
        }
        else
        {
            //file not exist,notify mobile to load the ass;
            Utility.LogPrint(mTrackableBehaviour.TrackableName + "--load model error,because the file path is not exist");
            Utility.PrepareForSendMessage("DownAssetBundle", "1", targetInfo);
        }
    }