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public void Update () | |
{ | |
_QuitOnConnectionErrors(); | |
// The tracking state must be FrameTrackingState.Tracking in order to access the Frame. | |
if (Frame.TrackingState != FrameTrackingState.Tracking) | |
{ | |
const int LOST_TRACKING_SLEEP_TIMEOUT = 15; | |
Screen.sleepTimeout = LOST_TRACKING_SLEEP_TIMEOUT; | |
return; | |
} | |
Screen.sleepTimeout = SleepTimeout.NeverSleep; | |
Frame.GetNewPlanes(ref m_newPlanes); | |
// Iterate over planes found in this frame and instantiate corresponding GameObjects to visualize them. | |
for (int i = 0; i < m_newPlanes.Count; i++) | |
{ | |
// Instantiate a plane visualization prefab and set it to track the new plane. The transform is set to | |
// the origin with an identity rotation since the mesh for our prefab is updated in Unity World | |
// coordinates. | |
GameObject planeObject = Instantiate(m_trackedPlanePrefab, Vector3.zero, Quaternion.identity, | |
transform); | |
planeObject.GetComponent<TrackedPlaneVisualizer>().SetTrackedPlane(m_newPlanes[i]); | |
// Apply a random color and grid rotation. | |
planeObject.GetComponent<Renderer>().material.SetColor("_GridColor", m_planeColors[Random.Range(0, | |
m_planeColors.Length - 1)]); | |
planeObject.GetComponent<Renderer>().material.SetFloat("_UvRotation", Random.Range(0.0f, 360.0f)); | |
} | |
// m_searchingForPlaneUI.SetActive(showSearchingUI); | |
Touch touch; | |
if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began) | |
{ | |
return; | |
} | |
//下記コードによりタップする度にCubeを生成して前え飛ばす。サイズとか勢いは適当 | |
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); | |
cube.transform.position = m_firstPersonCamera.transform.TransformPoint(0, 0, 0.5f); | |
cube.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f); | |
cube.AddComponent<Rigidbody>(); | |
cube.GetComponent<Rigidbody>().AddForce(m_firstPersonCamera.transform.TransformDirection(0, 1f, 2f),ForceMode.Impulse); | |
} |
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