From ba24a4a15c0317ac2fd954f4173b4b79cbdf191e Mon Sep 17 00:00:00 2001
From: lwb <q3213421wrwqr>
Date: 星期三, 11 十一月 2020 17:06:33 +0800
Subject: [PATCH] 9527 unity 升级

---
 Assets/Plugins/PocoSDK/VRSupport.cs |  392 ++++++++++++++++++++++++++++----------------------------
 1 files changed, 196 insertions(+), 196 deletions(-)

diff --git a/Assets/Plugins/PocoSDK/VRSupport.cs b/Assets/Plugins/PocoSDK/VRSupport.cs
index 83972bd..47cd0e1 100644
--- a/Assets/Plugins/PocoSDK/VRSupport.cs
+++ b/Assets/Plugins/PocoSDK/VRSupport.cs
@@ -13,231 +13,231 @@
 
 public class VRSupport
 {
-	private static Queue<Action> commands = new Queue<Action>();
+    private static Queue<Action> commands = new Queue<Action>();
 
-	public VRSupport()
-	{
-		commands = new Queue<Action>();
-	}
+    public VRSupport()
+    {
+        commands = new Queue<Action>();
+    }
 
-	public void ClearCommands()
-	{
-		commands.Clear();
-	}
+    public void ClearCommands()
+    {
+        commands.Clear();
+    }
 
-	public void PeekCommand()
-	{
-		if (null != commands && commands.Count > 0)
-		{
-			Debug.Log("command executed " + commands.Count);
-			commands.Peek()();
-		}
-	}
+    public void PeekCommand()
+    {
+        if (null != commands && commands.Count > 0)
+        {
+            Debug.Log("command executed " + commands.Count);
+            commands.Peek()();
+        }
+    }
 
-	public object isVRSupported(List<object> param)
-	{
-		#if UNITY_3 || UNITY_4
+    public object isVRSupported(List<object> param)
+    {
+#if UNITY_3 || UNITY_4
 			return false;
-		#elif UNITY_5 || UNITY_2017_1
+#elif UNITY_5 || UNITY_2017_1
 			return UnityEngine.VR.VRSettings.loadedDeviceName.Equals("CARDBOARD");
-		#else
-			return UnityEngine.XR.XRSettings.loadedDeviceName.Equals("CARDBOARD");
-		#endif
-	}
+#else
+        return UnityEngine.XR.XRSettings.loadedDeviceName.Equals("CARDBOARD");
+#endif
+    }
 
-	public object IsQueueEmpty(List<object> param)
-	{
-		Debug.Log("Checking queue");
-		if (commands != null && commands.Count > 0)
-		{
-			return null;
-		}
-		else
-		{
-			Thread.Sleep(1000); // we wait a bit and check again just in case we run in between calls
-			if (commands != null && commands.Count > 0)
-			{
-				return null;
-			}
-		}
+    public object IsQueueEmpty(List<object> param)
+    {
+        Debug.Log("Checking queue");
+        if (commands != null && commands.Count > 0)
+        {
+            return null;
+        }
+        else
+        {
+            Thread.Sleep(1000); // we wait a bit and check again just in case we run in between calls
+            if (commands != null && commands.Count > 0)
+            {
+                return null;
+            }
+        }
 
-		return commands.Count;
-	}
+        return commands.Count;
+    }
 
-	public object RotateObject(List<object> param)
-	{
-		var xRotation = Convert.ToSingle(param[0]);
-		var yRotation = Convert.ToSingle(param[1]);
-		var zRotation = Convert.ToSingle(param[2]);
-		float speed = 0f;
-		if (param.Count > 5)
-			speed = Convert.ToSingle(param[5]);
-		Vector3 mousePosition = new Vector3(xRotation, yRotation, zRotation);
-		foreach (GameObject cameraContainer in GameObject.FindObjectsOfType<GameObject>())
-		{
-			if (cameraContainer.name.Equals(param[3]))
-			{
-				foreach (GameObject cameraFollower in GameObject.FindObjectsOfType<GameObject>())
-				{
-					if (cameraFollower.name.Equals(param[4]))
-					{
-						lock (commands)
-						{
-							commands.Enqueue(() => recoverOffset(cameraFollower, cameraContainer, speed));
-						}
+    public object RotateObject(List<object> param)
+    {
+        var xRotation = Convert.ToSingle(param[0]);
+        var yRotation = Convert.ToSingle(param[1]);
+        var zRotation = Convert.ToSingle(param[2]);
+        float speed = 0f;
+        if (param.Count > 5)
+            speed = Convert.ToSingle(param[5]);
+        Vector3 mousePosition = new Vector3(xRotation, yRotation, zRotation);
+        foreach (GameObject cameraContainer in GameObject.FindObjectsOfType<GameObject>())
+        {
+            if (cameraContainer.name.Equals(param[3]))
+            {
+                foreach (GameObject cameraFollower in GameObject.FindObjectsOfType<GameObject>())
+                {
+                    if (cameraFollower.name.Equals(param[4]))
+                    {
+                        lock (commands)
+                        {
+                            commands.Enqueue(() => recoverOffset(cameraFollower, cameraContainer, speed));
+                        }
 
-						lock (commands)
-						{
-							var currentRotation = cameraContainer.transform.rotation;
-							commands.Enqueue(() => rotate(cameraContainer, currentRotation, mousePosition, speed));
-						}
-						return true;
-					}
-				}
+                        lock (commands)
+                        {
+                            var currentRotation = cameraContainer.transform.rotation;
+                            commands.Enqueue(() => rotate(cameraContainer, currentRotation, mousePosition, speed));
+                        }
+                        return true;
+                    }
+                }
 
-				return true;
-			}
-		}
-		return false;
-	}
+                return true;
+            }
+        }
+        return false;
+    }
 
-	public object ObjectLookAt(List<object> param)
-	{
-		float speed = 0f;
-		if (param.Count > 3)
-			speed = Convert.ToSingle(param[3]);
-		foreach (GameObject toLookAt in GameObject.FindObjectsOfType<GameObject>())
-		{
-			if (toLookAt.name.Equals(param[0]))
-			{
-				foreach (GameObject cameraContainer in GameObject.FindObjectsOfType<GameObject>())
-				{
-					if (cameraContainer.name.Equals(param[1]))
-					{
-						foreach (GameObject cameraFollower in GameObject.FindObjectsOfType<GameObject>())
-						{
-							if (cameraFollower.name.Equals(param[2]))
-							{
-								lock (commands)
-								{
-									commands.Enqueue(() => recoverOffset(cameraFollower, cameraContainer, speed));
-								}
+    public object ObjectLookAt(List<object> param)
+    {
+        float speed = 0f;
+        if (param.Count > 3)
+            speed = Convert.ToSingle(param[3]);
+        foreach (GameObject toLookAt in GameObject.FindObjectsOfType<GameObject>())
+        {
+            if (toLookAt.name.Equals(param[0]))
+            {
+                foreach (GameObject cameraContainer in GameObject.FindObjectsOfType<GameObject>())
+                {
+                    if (cameraContainer.name.Equals(param[1]))
+                    {
+                        foreach (GameObject cameraFollower in GameObject.FindObjectsOfType<GameObject>())
+                        {
+                            if (cameraFollower.name.Equals(param[2]))
+                            {
+                                lock (commands)
+                                {
+                                    commands.Enqueue(() => recoverOffset(cameraFollower, cameraContainer, speed));
+                                }
 
-								lock (commands)
-								{
-									commands.Enqueue(() => objectLookAt(cameraContainer, toLookAt, speed));
-								}
+                                lock (commands)
+                                {
+                                    commands.Enqueue(() => objectLookAt(cameraContainer, toLookAt, speed));
+                                }
 
-								return true;
-							}
-						}
-					}
-				}
-			}
-		}
-		return false;
-	}
+                                return true;
+                            }
+                        }
+                    }
+                }
+            }
+        }
+        return false;
+    }
 
-	protected void rotate(GameObject go, Quaternion originalRotation, Vector3 mousePosition, float speed)
-	{
-		Debug.Log("rotating");
-		if (!RotateObject(originalRotation, mousePosition, go, speed))
-		{
-			lock (commands)
-			{
-				commands.Dequeue();
-			}
-		}
-	}
+    protected void rotate(GameObject go, Quaternion originalRotation, Vector3 mousePosition, float speed)
+    {
+        Debug.Log("rotating");
+        if (!RotateObject(originalRotation, mousePosition, go, speed))
+        {
+            lock (commands)
+            {
+                commands.Dequeue();
+            }
+        }
+    }
 
-	protected void objectLookAt(GameObject go, GameObject toLookAt, float speed)
-	{
-		Debug.Log("looking at " + toLookAt.name);
-		Debug.Log("from " + go.name);
-		if (!ObjectLookAtObject(toLookAt, go, speed))
-		{
-			lock (commands)
-			{
-				commands.Dequeue();
-			}
-		}
-	}
+    protected void objectLookAt(GameObject go, GameObject toLookAt, float speed)
+    {
+        Debug.Log("looking at " + toLookAt.name);
+        Debug.Log("from " + go.name);
+        if (!ObjectLookAtObject(toLookAt, go, speed))
+        {
+            lock (commands)
+            {
+                commands.Dequeue();
+            }
+        }
+    }
 
-	protected void recoverOffset(GameObject subcontainter, GameObject cameraContainer, float speed)
-	{
-		Debug.Log("recovering " + cameraContainer.name);
-		if (!ObjectRecoverOffset(subcontainter, cameraContainer, speed))
-		{
-			lock (commands)
-			{
-				commands.Dequeue();
-			}
-		}
-	}
+    protected void recoverOffset(GameObject subcontainter, GameObject cameraContainer, float speed)
+    {
+        Debug.Log("recovering " + cameraContainer.name);
+        if (!ObjectRecoverOffset(subcontainter, cameraContainer, speed))
+        {
+            lock (commands)
+            {
+                commands.Dequeue();
+            }
+        }
+    }
 
-	protected bool RotateObject(Quaternion originalPosition, Vector3 mousePosition, GameObject cameraContainer, float rotationSpeed = 0.125f)
-	{
-		if (null == cameraContainer)
-		{
-			return false;
-		}
+    protected bool RotateObject(Quaternion originalPosition, Vector3 mousePosition, GameObject cameraContainer, float rotationSpeed = 0.125f)
+    {
+        if (null == cameraContainer)
+        {
+            return false;
+        }
 
-		var expectedx = originalPosition.eulerAngles.x + mousePosition.x;
-		var expectedy = originalPosition.eulerAngles.y + mousePosition.y;
-		var expectedz = originalPosition.eulerAngles.z + mousePosition.z;
+        var expectedx = originalPosition.eulerAngles.x + mousePosition.x;
+        var expectedy = originalPosition.eulerAngles.y + mousePosition.y;
+        var expectedz = originalPosition.eulerAngles.z + mousePosition.z;
 
-		var toRotation = Quaternion.Euler(new Vector3(expectedx, expectedy, expectedz));
-		cameraContainer.transform.rotation = Quaternion.Lerp(cameraContainer.transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
-		var angle = Quaternion.Angle(cameraContainer.transform.rotation, toRotation);
+        var toRotation = Quaternion.Euler(new Vector3(expectedx, expectedy, expectedz));
+        cameraContainer.transform.rotation = Quaternion.Lerp(cameraContainer.transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
+        var angle = Quaternion.Angle(cameraContainer.transform.rotation, toRotation);
 
-		if (angle == 0)
-		{
-			return false;
-		}
+        if (angle == 0)
+        {
+            return false;
+        }
 
-		return true;
-	}
+        return true;
+    }
 
-	protected bool ObjectLookAtObject(GameObject go, GameObject cameraContainer, float rotationSpeed = 0.125f)
-	{
-		if (null == go || null == cameraContainer)
-		{
-			Debug.Log("exception - item null");
-			return false;
-		}
+    protected bool ObjectLookAtObject(GameObject go, GameObject cameraContainer, float rotationSpeed = 0.125f)
+    {
+        if (null == go || null == cameraContainer)
+        {
+            Debug.Log("exception - item null");
+            return false;
+        }
 
-		var toRotation = Quaternion.LookRotation(go.transform.position - (cameraContainer.transform.localPosition));
-		cameraContainer.transform.rotation = Quaternion.Lerp(cameraContainer.transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
-		// It should not be needed but sometimes the difference of eurlerAngles might be small and this would ensure it works fine
-		if (Quaternion.Angle(cameraContainer.transform.rotation, toRotation) == 0)
-		{
+        var toRotation = Quaternion.LookRotation(go.transform.position - (cameraContainer.transform.localPosition));
+        cameraContainer.transform.rotation = Quaternion.Lerp(cameraContainer.transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
+        // It should not be needed but sometimes the difference of eurlerAngles might be small and this would ensure it works fine
+        if (Quaternion.Angle(cameraContainer.transform.rotation, toRotation) == 0)
+        {
 
-			return false;
-		}
+            return false;
+        }
 
-		return true;
-	}
+        return true;
+    }
 
-	protected bool ObjectRecoverOffset(GameObject subcontainer, GameObject cameraContainer, float rotationSpeed = 0.125f)
-	{
-		if (null == cameraContainer)
-		{
-			Debug.Log("exception - item null");
-			return false;
-		}
+    protected bool ObjectRecoverOffset(GameObject subcontainer, GameObject cameraContainer, float rotationSpeed = 0.125f)
+    {
+        if (null == cameraContainer)
+        {
+            Debug.Log("exception - item null");
+            return false;
+        }
 
-		// add offset with the camera
-		var cameraRotation = Camera.main.transform.localRotation;
+        // add offset with the camera
+        var cameraRotation = Camera.main.transform.localRotation;
 
-		var toRotate = new Quaternion(-cameraRotation.x, -cameraRotation.y, -cameraRotation.z, cameraRotation.w);
-		subcontainer.transform.localRotation = Quaternion.Lerp(subcontainer.transform.localRotation, toRotate, rotationSpeed * Time.deltaTime);
+        var toRotate = new Quaternion(-cameraRotation.x, -cameraRotation.y, -cameraRotation.z, cameraRotation.w);
+        subcontainer.transform.localRotation = Quaternion.Lerp(subcontainer.transform.localRotation, toRotate, rotationSpeed * Time.deltaTime);
 
-		// It should not be needed but sometimes the difference of eurlerAngles might be small and this would ensure it works fine
-		if (Quaternion.Angle(subcontainer.transform.localRotation, toRotate) == 0)
-		{
-			return false;
-		}
+        // It should not be needed but sometimes the difference of eurlerAngles might be small and this would ensure it works fine
+        if (Quaternion.Angle(subcontainer.transform.localRotation, toRotate) == 0)
+        {
+            return false;
+        }
 
-		return true;
-	}
+        return true;
+    }
 }
\ No newline at end of file

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