Commit 330d2ec9 authored by Hui's avatar Hui
Browse files

Update Unity Project Assets/Scripts/resets.cs, Unity Project...

Update Unity Project Assets/Scripts/resets.cs, Unity Project Assets/Scripts/ImageTracking.cs, Unity Project Assets/Scripts/screencap.cs.meta, Unity Project Assets/Scripts/resets.cs.meta, Unity Project Assets/Scripts/ImageTracking.cs.meta, Unity Project Assets/Scripts/loadar.cs, Unity Project Assets/Scripts/loadmap.cs, Unity Project Assets/Scripts/loadar.cs.meta, Unity Project Assets/Scripts/loadmap.cs.meta, Unity Project Assets/Scripts/screencap.cs, Unity Project Assets/Prefabs/building11.prefab, Unity Project Assets/Prefabs/building11.prefab.meta, Unity Project Assets/Prefabs/building10.prefab, Unity Project Assets/Prefabs/building10.prefab.meta, Unity Project Assets/Prefabs/building9.prefab, Unity Project Assets/Prefabs/building9.prefab.meta, Unity Project Assets/Prefabs/building8.prefab.meta, Unity Project Assets/Prefabs/building8.prefab, Unity Project Assets/Prefabs/building7.prefab, Unity Project Assets/Prefabs/building7.prefab.meta, Unity Project Assets/Prefabs/building6.prefab, Unity Project Assets/Prefabs/building6.prefab.meta, Unity Project Assets/Prefabs/building5.prefab, Unity Project Assets/Prefabs/building5.prefab.meta, Unity Project Assets/Prefabs/building4.prefab, Unity Project Assets/Prefabs/building4.prefab.meta, Unity Project Assets/Prefabs/building13.prefab, Unity Project Assets/Prefabs/building13.prefab.meta, Unity Project Assets/Prefabs/building12.prefab, Unity Project Assets/Prefabs/building12.prefab.meta, Unity Project Assets/Prefabs/building3.prefab, Unity Project Assets/Prefabs/building3.prefab.meta, Unity Project Assets/Prefabs/ReferenceImageLibrary.asset, Unity Project Assets/Prefabs/building2.prefab, Unity Project Assets/Prefabs/building2.prefab.meta, Unity Project Assets/Prefabs/building1.prefab, Unity Project Assets/Prefabs/building1.prefab.meta, Unity Project Assets/Prefabs/ReferenceImageLibrary.asset.meta, Unity Project Assets/Textures/button-01.png, Unity Project Assets/Textures/building6.jpg.meta, Unity Project Assets/Textures/building8.jpg.meta, Unity Project Assets/Textures/building5.jpg.meta, Unity Project Assets/Textures/building7.jpg.meta, Unity Project Assets/Textures/building10.jpg.meta, Unity Project Assets/Textures/building11.jpg.meta, Unity Project Assets/Textures/building3.jpg.meta, Unity Project Assets/Textures/building9.jpg.meta, Unity Project Assets/Textures/building12.jpg.meta, Unity Project Assets/Textures/building1.jpg, Unity Project Assets/Textures/building8.jpg, Unity Project Assets/Textures/building5.jpg, Unity Project Assets/Textures/building7.jpg, Unity Project Assets/Textures/building3.jpg, Unity Project Assets/Textures/building4.jpg, Unity Project Assets/Textures/building12.jpg, Unity Project Assets/Textures/building13.jpg, Unity Project Assets/Textures/building6.jpg, Unity Project Assets/Textures/building10.jpg, Unity Project Assets/Textures/building13.jpg.meta, Unity Project Assets/Textures/building9.jpg, Unity Project Assets/Textures/building4.jpg.meta, Unity Project Assets/Textures/building2.jpg.meta, Unity Project Assets/Textures/building2.jpg, Unity Project Assets/Textures/building11.jpg, Unity Project Assets/Textures/building1.jpg.meta, Unity Project Assets/Textures/button-01.png.meta, Unity Project Assets/Shader/grabpass.shader, Unity Project Assets/Shader/LinearGradient.shader, Unity Project Assets/Shader/StencilFilter.shader, Unity Project Assets/Shader/LinearGradient.shader.meta, Unity Project Assets/Shader/grabpass.shader.meta, Unity Project Assets/Shader/StencilFilter.shader.meta, Unity Project Assets/Materials/picture.mat, Unity Project Assets/Materials/picture.mat.meta, Unity Project Assets/Materials/Grayscale.mat, Unity Project Assets/Materials/player.mat, Unity Project Assets/Materials/playerarrow.mat, Unity Project Assets/Materials/playerarrow.mat.meta, Unity Project Assets/Materials/player.mat.meta, Unity Project Assets/Materials/StencilBox.mat.meta, Unity Project Assets/Materials/StencilBox.mat, Unity Project Assets/Materials/Grayscale.mat.meta, Unity Project Assets/Scenes/Imagetracking.unity, Unity Project Assets/Scenes/Imagetracking.unity.meta, Unity Project Assets/Scenes/Map.unity, Unity Project Assets/Scenes/Map.unity.meta, Unity Project Assets/Scenes/SampleSceneSettings.lighting, Unity Project Assets/Scenes/SampleSceneSettings.lighting.meta, Unity Project Assets/Scenes/SampleScene.unity, Unity Project Assets/Scenes/SampleScene.unity.meta files
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
[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 += ImageChnaged;
}
private void OnDisable()
{
trackedImageManager.trackedImagesChanged -= ImageChnaged;
}
private void ImageChnaged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach(ARTrackedImage trackedImage in eventArgs.added)
{
UpdateImage(trackedImage);
}
foreach(ARTrackedImage trackedImage in eventArgs.updated)
{
if (trackedImage.trackingState == TrackingState.Tracking)
//if (trackedImage.trackingState != TrackingState.None)
{
UpdateImage(trackedImage);
}
else
{
Destroy(spawnedPrefabs[trackedImage.name]);
spawnedPrefabs[trackedImage.name].SetActive(false);
}
}
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;
Quaternion rotation = trackedImage.transform.rotation;
GameObject prefab = spawnedPrefabs[name];
prefab.transform.position = position;
prefab.transform.rotation = rotation;
prefab.SetActive(true);
foreach(GameObject go in spawnedPrefabs.Values)
{
if(go.name != name)
{
go.SetActive(false);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.SceneManagement;
public class loadar : MonoBehaviour{
public void loadthear()
{
SceneManager.LoadScene("Imagetracking");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.SceneManagement;
public class loadmap : MonoBehaviour{
public void loadthemap()
{
SceneManager.LoadScene("Map");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.SceneManagement;
public class resets : MonoBehaviour{
public ARSession session;
public void resetsession()
{
SceneManager.LoadScene("ImageTracking");
session.Reset();
}
}
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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class screencap : MonoBehaviour
{
String thisDate1 = DateTime.Now.ToString("MMddyyyyHmmss");
//private String time = thisDate1.ToString("MMddyyyyHmmss");
//string name = string.Format("MMddyyyyHmmss", thisDate1);
//string filename = @"/storage/emulated/0/Pictures/arsc{0}.png";
public void capture()
{
ScreenCapture.CaptureScreenshot("arsc"+thisDate1+".png");
SceneManager.LoadScene("ImageTracking");
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Cunstom/LinearGradient"
{
Properties{
_TopColor("Color1", Color) = (1,1,1,1)
_BottomColor("Color2", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TopColor;
fixed4 _BottomColor;
half _Value;
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_full v)
{
v2f o;
o.position = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.color = lerp (_TopColor,_BottomColor, v.texcoord.y);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 color;
color.rgb = i.color.rgb;
color.a = tex2D (_MainTex, i.uv).a * i.color.a;
return color;
}
ENDCG
}
}
}
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