首先我们应该来创建一个可以交互的说明书,后面再利用VIVE控制来使说明书关闭或者打开
1.创建一个主菜单,在里面添加多个按钮,按钮点击下,就会展示相应的图片说明。(在VR中,可以想象激光的照射扣扳机就是鼠标点击选取)
2.对应每个button创建相应的图片展示(可以使用Canvas或者plane)
(以下Button为关闭按钮)
因为我这个项目第四张展示有多页,多以需要添加翻页功能
3.接下来挂载脚本
需要在mainMenu下所有按钮创建点击事件,调用book_buttons中的open_book函数
4.脚本展示
book_buttons.com
using System.Collections; using System.Collections.Generic; using UnityEngine; public class book_buttons : MonoBehaviour { public GameObject[] objs ; // Use this for initialization void Start () { for (int i = 0; i < objs.Length; i++) { objs [i].SetActive (false); } } // Update is called once per frame void Update () { } public void open_book(int i){ for (int a = 0; a < objs.Length; a++) { objs [a].SetActive (false); } objs [i].SetActive (true); } }
closeButton.cs(仍需要为相应的button创建点击事件)
using System.Collections; using System.Collections.Generic; using UnityEngine; public class closebutton : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public void close(){ this.gameObject.SetActive (false); } }
pageing.cs(拼错了= -=,记得为对应的button创建点击事件)
using System.Collections; using System.Collections.Generic; using UnityEngine; public class pageing : MonoBehaviour { public GameObject[] objs; // Use this for initialization void Start () { for (int i = 0; i < objs.Length; i++) { objs [i].SetActive (false); } objs [0].SetActive (true); objs[1].SetActive(true); } public void front(){ for (int i = 0; i < objs.Length; i++) { objs [i].SetActive (false); } objs [0].SetActive (true); objs[1].SetActive(true); } public void second(){ for (int i = 0; i < objs.Length; i++) { objs [i].SetActive (false); } objs [2].SetActive (true); objs[3].SetActive(true); } // Update is called once per frame void Update () { } }