修复 VR 中 UIBtns位置问题

开放 VR 中 默认镜头和近距离镜头
This commit is contained in:
shenjianxing 2025-04-03 13:55:07 +08:00
parent 76eb17e32c
commit ffc4ac6b86
2 changed files with 29 additions and 29 deletions

View File

@ -554,11 +554,11 @@ RectTransform:
m_Children: [] m_Children: []
m_Father: {fileID: 7801786202371978394} m_Father: {fileID: 7801786202371978394}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 1920, y: 0}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 1, y: -0.0000015497208}
--- !u!114 &5603514822568233693 --- !u!114 &5603514822568233693
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -83,28 +83,28 @@ namespace QFramework.Example
Far.gameObject.SetActive(mData.normalPos != default); Far.gameObject.SetActive(mData.normalPos != default);
#if VR //#if VR
Transform trans = UIRoot.Instance.transform.Find("ZFrame"); // Transform trans = UIRoot.Instance.transform.Find("ZFrame");
if (mData.vrPos != default) // if (mData.vrPos != default)
{ // {
mData.nearPos = mData.vrPos; // mData.nearPos = mData.vrPos;
mData.nearRot = mData.vrRot; // mData.nearRot = mData.vrRot;
mData.nearTime = mData.vrTime; // mData.nearTime = mData.vrTime;
mData.isOn = "near"; // mData.isOn = "near";
} // }
else // else
{ // {
if (mData.nearPos != default) // if (mData.nearPos != default)
{ // {
mData.isOn = "near"; // mData.isOn = "near";
} // }
else if (mData.normalPos != default) // else if (mData.normalPos != default)
{ // {
mData.isOn = "normal"; // mData.isOn = "normal";
} // }
} // }
#endif //#endif
if (string.IsNullOrEmpty(mData.isOn)) if (string.IsNullOrEmpty(mData.isOn))
@ -144,10 +144,10 @@ namespace QFramework.Example
break; break;
} }
} }
#if VR //#if VR
Near.gameObject.SetActive(false); // Near.gameObject.SetActive(false);
Far.gameObject.SetActive(false); // Far.gameObject.SetActive(false);
#endif //#endif
} }