VR游乐园学习(2)—游乐设备选择场景

(一)基础设置ide

拖入资源库中的“银河”材质球,设置放大参数,使相机包裹其中;this

设置Canvas分辨率为1920*1080,RenderMode选为世界空间;调整位置,视图以下所示。编码

 

 (二)场景选择设置须要设置一个面片,position(0,0,-2000),设置一个空物体(0,0,0),将面片做为空物体的子物体。将GameItem做为预制体,使用代码自动生成。spa

在游戏运行时,在GameItemSpan下生成GameItem,定义一个Material[],每次选择旋转的角度private float m_Angle;code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;

public class GameItemSelect : MonoBehaviour
{
    public static GameItemSelect _Instance;
public Material[] m_gameItemMatArr; public GameObject go_GameItem; private float m_Angle; public int Index = 0; private void Awake() { _Instance = this; m_Angle = 360.0f / m_gameItemMatArr.Length; for (int i = 0; i < m_gameItemMatArr.Length; i++) { GameObject go = Instantiate(go_GameItem, transform); go.transform.localEulerAngles = new Vector3(0, i * m_Angle, 0); go.GetComponentInChildren<MeshRenderer>().material = m_gameItemMatArr[i]; go.GetComponentInChildren<GameItem>().SetVideoName(m_gameItemMatArr[i].name); go.GetComponentInChildren<GameItem>().Index = i; } } public void RotateForWord() { Index++; if (Index >= m_gameItemMatArr.Length) { Index = 0; } transform.DORotate(new Vector3(0, -Index * m_Angle, 0), 0.3f); } public void RotateBack() { Index--; if (Index < 0) { Index = m_gameItemMatArr.Length - 1; } transform.DORotate(new Vector3(0, -Index * m_Angle, 0), 0.3f); } }

(三)使用DOTwing实现游乐项目切换orm

transform.DORotate(new Vector3(0, -Index * m_Angle, 0), 0.3f);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GameItemPanel : MonoBehaviour {

    private Button btn_Forword;
    private Button btn_Back;
    private Button btn_Select;
    private Text txt_Title;
    private string[] m_GameItemNameArr; 

    private void Awake()
    {
        ReadGameItemNameText();
        Init();
    }
    private void Update()
    {
        txt_Title.text = m_GameItemNameArr[GameItemSelect._Instance.Index];
    }


    private void ReadGameItemNameText()
    {
        TextAsset textAsset= Resources.Load < TextAsset >( "游乐项目名字");
        m_GameItemNameArr = textAsset.text.Split('\n');
    }

    private void Init()
    {
        txt_Title = transform.Find("txt_Title").GetComponent<Text>();
        btn_Forword = transform.Find("btn_forward").GetComponent<Button>();
        btn_Forword.onClick.AddListener(() =>
        {
            GameItemSelect._Instance.RotateForWord();
        });

        btn_Back = transform.Find("btn_back").GetComponent<Button>();
        btn_Back.onClick.AddListener(() =>
        {
            GameItemSelect._Instance.RotateBack();
        });
        btn_Select = transform.Find("btn_select").GetComponent<Button>();
        btn_Select.onClick.AddListener(() =>
        {
            LoadingPanel._instance.LoadScene();
        });
    }

}

 (4)项目名称的展现blog

 新建”游乐项目”文档,顺序与材质球的顺序一致。文档的编码为“UTF_8”,文件放在Resous文件夹中
private void ReadGameItemNameText()
    {
        TextAsset textAsset= Resources.Load < TextAsset >( "游乐项目名字"); m_GameItemNameArr = textAsset.text.Split('\n'); }

TextAsset为文本资源,Split()方法为切割;
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