//================================================================================================================================ // // Copyright (c) 2015-2021 VisionStar Information Technology (Shanghai) Co., Ltd. All Rights Reserved. // EasyAR is the registered trademark or trademark of VisionStar Information Technology (Shanghai) Co., Ltd in China // and other countries for the augmented reality technology developed by VisionStar Information Technology (Shanghai) Co., Ltd. // //================================================================================================================================ using System; using UnityEngine; namespace easyar { /// /// EasyAR Sense settings. /// EasyAR Sense的配置信息。 /// [CreateAssetMenu(menuName = "EasyAR/Settings")] public class EasyARSettings : ScriptableObject { /// /// EasyAR Sense License Key。Used for validation of EasyAR Sense functions. Please visit https://www.easyar.com for more details. /// EasyAR Sense License Key。用于验证EasyAR Sense内部各种功能是否可用。详见 https://www.easyar.cn 。 /// [HideInInspector, SerializeField] [TextArea(1, 10)] public string LicenseKey; /// /// configuration for and . /// 配置。 /// public TargetGizmoConfig GizmoConfig = new TargetGizmoConfig(); /// /// Global spatial map service config. /// 全局稀疏地图服务器配置。 /// public SparseSpatialMapWorkerFrameFilter.SpatialMapServiceConfig GlobalSpatialMapServiceConfig = new SparseSpatialMapWorkerFrameFilter.SpatialMapServiceConfig(); /// /// Global cloud recognizer service config. /// 全局云识别服务器配置。 /// public CloudRecognizerFrameFilter.CloudRecognizerServiceConfig GlobalCloudRecognizerServiceConfig = new CloudRecognizerFrameFilter.CloudRecognizerServiceConfig(); /// /// ARCore support (will load arcore lib). /// 添加ARCore支持(将会加载ARCore库)。 /// public bool ARCoreSupport = true; /// /// configuration for target. /// Target的配置。 /// [Serializable] public class TargetGizmoConfig { /// /// configuration for . /// 配置。 /// public ImageTargetConfig ImageTarget = new ImageTargetConfig(); /// /// configuration for . /// 配置。 /// public ObjectTargetConfig ObjectTarget = new ObjectTargetConfig(); /// /// configuration for . /// 配置。 /// [Serializable] public class ImageTargetConfig { /// /// Enable of target which equals to . Enable this option will load image file and display gizmo in Unity Editor, the startup performance of the Editor will be affected if there are too much target of this kind in the scene, but the Unity runtime will not be affected when running on devices. /// 开启类型为的target的。打开这个将会在Unity Editor中加载图像文件并显示对应gizmo,如果场景中该类target过多,可能会影响编辑器中的启动性能。在设备上运行时,Unity运行时的性能不会受到影响。 /// public bool EnableImageFile = true; /// /// Enable of target which equals to . Enable this option will target data file and display gizmo in Unity Editor, the startup performance of the Editor will be affected if there are too much target of this kind in the scene, but the Unity runtime will not be affected when running on devices. /// 开启类型为的target的。打开这个将会在Unity Editor中加载target数据文件并显示显示对应gizmo,如果场景中该类target过多,可能会影响编辑器中的启动性能。在设备上运行时,Unity运行时的性能不会受到影响。 /// public bool EnableTargetDataFile = true; /// /// Enable of target which equals to . Enable this option will display gizmo in Unity Editor, the startup performance of the Editor will be affected if there are too much target of this kind in the scene, but the Unity runtime will not be affected when running on devices. /// 开启类型为的target的。打开这个将会在Unity Editor中显示对应gizmo,如果场景中该类target过多,可能会影响编辑器中的启动性能。在设备上运行时,Unity运行时的性能不会受到影响。 /// public bool EnableTarget = true; } /// /// configuration for . /// 配置。 /// [Serializable] public class ObjectTargetConfig { /// /// Enable . /// 开启 /// public bool Enable = true; } } } }