AR演示版本调优
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@@ -432,6 +432,7 @@ namespace Assets.AR
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this.SlamSegments = data.SlamSegments;
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this.CameraHeight = data.CameraHeight;
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this.RiderScale = (double)data.RiderScale != 0.0 ? data.RiderScale : 1f;
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this.RiderScale *= 0.9f;
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this.CameraPositions = ((IEnumerable<VectorData>)data.CameraPositions).Select<VectorData, Vector3>((Func<VectorData, Vector3>)(x => x.ToUnityVector())).ToArray<Vector3>();
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this.ProjectionParameters = data.CameraProjectionParameters;
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this.CameraRotations = ((IEnumerable<VectorData>)data.CameraRotations).Select<VectorData, Quaternion>((Func<VectorData, Quaternion>)(x => Quaternion.Euler(x.ToUnityVector()))).ToArray<Quaternion>();
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@@ -94,6 +94,16 @@ namespace Assets.AR
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item.PreSpeed = item.Speed;
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item.Speed = (float)dic.Key.OnlineSpeed;
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item.DeltaDistance = (float)(dic.Key.EndDistance - dic.Key.PreDistance);
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//如果速度为0就停止播放视频
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if (item.DeltaDistance == 0 || item.Speed == 0)
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{
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item.DeltaDistance = 0;
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videoPlayer.Pause();
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}
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else
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{
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videoPlayer.Resume();
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}
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item.Route = Route;
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item.VideoSync = videoPointsSync;
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item.IsAtFinish = dic.Key.EndDistance >= manager.GetMapRoute().Distance*1000f;
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@@ -111,6 +121,7 @@ namespace Assets.AR
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foreach (var obj in this.riderObjects.Values)
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{
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var offset = obj.DeltaDistance * delta;
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//Debug.Log($"offset:{offset}:{DateTime.Now}");
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obj.Distance += offset;
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obj.RouteDistance += offset;
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}
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@@ -1,24 +0,0 @@
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using UnityEngine;
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namespace Assets.AR
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{
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public class ExampleClass : MonoBehaviour
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{
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public Matrix4x4 originalProjection;
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Camera cam;
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void Start()
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{
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cam = GetComponent<Camera>();
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originalProjection = cam.projectionMatrix;
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}
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void Update()
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{
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Matrix4x4 p = originalProjection;
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p.m01 += Mathf.Sin(Time.time * 1.2F) * 0.1F;
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p.m10 += Mathf.Sin(Time.time * 1.5F) * 0.1F;
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cam.projectionMatrix = p;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 202761b738f529a438db2134c721aae4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,4 +1,4 @@
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using Assets.Core;
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using System;
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using UnityEngine;
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@@ -83,11 +83,19 @@ namespace Assets.AR
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{
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if ((UnityEngine.Object)this.animator != (UnityEngine.Object)null)
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{
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//根据人物当前的属性计算动画状态
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animator.SetFloat("speed", (float)Speed);
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animator.SetFloat("power", (float)Power);
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if (lastSpeed > 0)
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{
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animator.Play("rideLoop");
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}
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else
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{
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animator.Play("idle");
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}
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animator.SetFloat("speed", lastSpeed);
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}
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}
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private string LastAnimatorState { get; set; }
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protected override void Start()
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{
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