VR游乐园学习(2)—游乐设备选择场景

(一)基础设置

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;

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

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

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;

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);
    }
}

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转载自www.cnblogs.com/dream-seeker-201907/p/11433119.html