Vuforia -- 如何在识别图像时仅播放一个视频

Vuforia -- how to only play one video when an image is recognized

本文关键字:播放 视频 一个 图像 识别 Vuforia      更新时间:2023-10-16

我有一个AR应用程序,它有4个图像目标,每个图像目标都有一个相应的视频,当它被识别时,它会在其上播放。问题是,即使每当识别图像时都会显示正确的动画,也会播放所有其他动画,即使它们未显示。因此,每当我从一个图像目标移动到另一个图像目标时,都会显示视频,但它已经运行了一半。

我希望每个视频在识别其父图像目标时开始,但仅限于该特定视频。我需要控制每个图像目标/视频的可跟踪行为。

我该怎么做?我知道我需要在 Unity 中查看的脚本是DefaultTrackableEventHandler.cs 或mediaPlayerCtrl.cs(这是我用于视频管理器(视频播放器(的脚本,我从Easy Movie Texture 资源中获得。我需要在这些脚本中编写什么代码才能实现它。下面是DefaultTrackableEventHandler.cs代码:

using UnityEngine;
using Vuforia;
/// <summary>
///     A custom handler that implements the ITrackableEventHandler 
interface.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour, 
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
///     Implementation of the ITrackableEventHandler function called when the
///     tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NOT_FOUND)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}

protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PRIVATE_METHODS
}

每次跟踪丢失时,您都必须停止视频,并在找到跟踪时重新启动它。我不知道您的视频资产是如何工作的,但我将使用通用名称/函数,以便您了解

protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
// Stop video
myVideo.Stop();
}

同样,对于OnTrackingFound。

protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
var myVideo = GetComponentInChildren<TheVideoClassAttachedToChildOfImageTarget>
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
// Play the video again from the beggining
myVideo.Play();
}
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
foreach (var audio in audios)
audio.Play();

// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
if (_videoHandler != null)
{
_videoHandler.Enable(true);
}
}

跟踪丢失:

protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
AudioSource[] audios = GetComponentsInChildren<AudioSource>();
//AudioSource[] allAudioSources = UnityEngine.Object.FindObjectsOfType<AudioSource>();
foreach (var audio in audios)
audio.Stop();

// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;

// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;

// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
if (_videoHandler != null)
{
_videoHandler.Enable(false);
}
}