案例:某汽车厂商用MR界面将发动机数据投影在真实引擎上,维修效率提升65%
特性 | C#实现 | 其他语言对比 |
---|---|---|
空间计算 | Unity+ARFoundation提供完整的空间锚点、平面检测API | 需手动实现空间坐标转换 |
手势识别 | ML Kit与Unity手势识别系统深度集成 | 需调用多个第三方库 |
跨平台兼容 | .NET MAUI支持Windows Mixed Reality与HoloLens2无缝衔接 | 需为不同平台重写UI层 |
实时渲染优化 | 通过C#脚本直接控制Unity的渲染管线 | 需依赖底层C++接口 |
// MR场景初始化(Unity+ARFoundation)
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class MixedRealityInitializer : MonoBehaviour
{
public ARRaycastManager raycaster; // 空间射线管理器
public GameObject uiPrefab; // UI预制体(如全息按钮)
void Start()
{
// 初始化AR会话
ARSession.sessionConfiguration.planeDetection = UnityEngine.XR.ARSubsystems.PlaneDetection.Horizontal;
ARSession.Reset();
// 创建空间锚点
CreateSpatialAnchor();
}
void Update()
{
// 手势检测:检测用户手势并触发UI交互
if (Input.GetKeyDown(KeyCode.Space))
{
PlaceUIAtHandPosition();
}
}
// 在手部位置创建UI
void PlaceUIAtHandPosition()
{
var hits = new List<ARRaycastHit>();
raycaster.Raycast(new Vector2(Screen.width/2, Screen.height/2), hits, ARRaycastQuery.VolumeBasedRaycast);
if (hits.Count > 0)
{
var uiInstance = Instantiate(uiPrefab, hits[0].pose.position, Quaternion.identity);
uiInstance.transform.parent = Camera.main.transform; // 固定在摄像机坐标系
}
}
}
// 空间感知组件(Unity C#)
public class SpatialLayoutManager : MonoBehaviour
{
public List<GameObject> uiElements; // 需要布局的UI元素
public float minDistance = 0.5f; // 元素间最小间距
void Update()
{
// 检测用户视线方向
Vector3 gazeDirection = Camera.main.transform.forward;
Vector3 gazePosition = Camera.main.transform.position + gazeDirection * 2f;
// 根据视线重新排列UI
for (int i = 0; i < uiElements.Count; i++)
{
uiElements[i].transform.position = gazePosition +
Quaternion.Euler(0, i * 45f, 0) * Vector3.forward * (i + 1) * minDistance;
}
}
}
// 手势识别组件(Unity+ML Kit)
using UnityEngine.XR.Interaction.Toolkit;
public class GestureRecognizer : XRBaseInteractor
{
public enum GestureType { Tap, SwipeLeft, SwipeRight, Pinch }
private Vector3 _startPosition;
private bool _isGesturing = false;
private float _gestureStartTime;
void Update()
{
if (IsSelectPressed)
{
if (!_isGesturing)
{
_startPosition = transform.position;
_gestureStartTime = Time.time;
_isGesturing = true;
}
else
{
// 检测手势类型
Vector3 delta = transform.position - _startPosition;
float duration = Time.time - _gestureStartTime;
if (duration < 0.5f && delta.magnitude < 0.1f)
{
OnGestureDetected(GestureType.Tap);
}
else if (delta.x > 0.2f)
{
OnGestureDetected(GestureType.SwipeRight);
}
else if (delta.x < -0.2f)
{
OnGestureDetected(GestureType.SwipeLeft);
}
}
}
else
{
_isGesturing = false;
}
}
void OnGestureDetected(GestureType type)
{
switch (type)
{
case GestureType.Tap:
// 触发UI点击事件
GetComponent<XRGrabInteractable>().Grabbed += OnUISelected;
break;
case GestureType.SwipeLeft:
// 切换UI页面
UIManager.Instance.SwitchPage(-1);
break;
case GestureType.SwipeRight:
UIManager.Instance.SwitchPage(1);
break;
}
}
}
// 全息按钮组件(Unity C#)
using UnityEngine.UI;
public class HolographicButton : MonoBehaviour
{
public Image buttonFace; // 按钮外观
public float hoverScale = 1.1f; // 靠近时缩放比例
public float pressScale = 0.9f; // 按下时缩放比例
public Color hoverColor = Color.blue; // 靠近时颜色
public Color pressColor = Color.green; // 按下时颜色
private Vector3 _originalScale;
private Color _originalColor;
void Start()
{
_originalScale = transform.localScale;
_originalColor = buttonFace.color;
}
// 当手部靠近时
public void OnHandEnter()
{
transform.localScale = Vector3.one * hoverScale;
buttonFace.color = hoverColor;
}
// 当手部离开时
public void OnHandExit()
{
transform.localScale = _originalScale;
buttonFace.color = _originalColor;
}
// 当被按下时
public void OnHandPress()
{
transform.localScale = Vector3.one * pressScale;
buttonFace.color = pressColor;
// 触发自定义事件
GetComponent<HolographicEvent>().OnButtonPressed();
}
}
// 环境自适应组件(Unity C#)
public class AmbientAdaptor : MonoBehaviour
{
public Light ambientLight; // 环境光源
public List<Renderer> uiRenderers; // 需要调整的UI渲染器
void Update()
{
// 根据环境光照调整UI亮度
float ambientIntensity = ambientLight.intensity;
foreach (var renderer in uiRenderers)
{
var material = renderer.material;
material.color *= new Color(1, 1, 1, 1 - ambientIntensity * 0.5f);
}
// 根据空间占用检测UI遮挡
var hits = Physics.RaycastAll(Camera.main.transform.position, Vector3.forward, 10f);
if (hits.Length > 0)
{
foreach (var ui in uiRenderers)
{
ui.transform.position += Vector3.up * 0.1f; // 上移避免遮挡
}
}
}
}
// 空间音频组件(Unity C#)
public class SpatialAudioFeedback : MonoBehaviour
{
public AudioClip clickSound; // 点击音效
public AudioClip hoverSound; // 靠近音效
public float maxDistance = 5f; // 音效有效范围
private AudioSource _audioSource;
void Start()
{
_audioSource = GetComponent<AudioSource>();
}
// 播放点击音效
public void PlayClick()
{
_audioSource.clip = clickSound;
_audioSource.Play();
}
// 播放靠近音效(随距离变化音量)
public void PlayHover()
{
float distance = Vector3.Distance(transform.position, Camera.main.transform.position);
float volume = Mathf.Clamp(1f - distance / maxDistance, 0f, 1f);
_audioSource.volume = volume;
_audioSource.PlayOneShot(hoverSound);
}
}
// 边缘计算服务(C# .NET Core)
using System.Threading.Tasks;
public class EdgeComputeService
{
private readonly HttpClient _httpClient;
public async Task<object> ProcessUIRequest(string uiId)
{
// 本地优先处理
var localResult = await LocalProcessing(uiId);
if (localResult != null) return localResult;
// 调用云端服务
var response = await _httpClient.GetAsync($"api/ui/{uiId}");
return await response.Content.ReadAsAsync<object>();
}
private async Task<object> LocalProcessing(string uiId)
{
// 使用本地缓存或GPU加速处理
if (LocalCache.Contains(uiId))
return LocalCache.Get(uiId);
return null;
}
}
// 多模态控制器(Unity C#)
public class MultiModalController : MonoBehaviour
{
public VoiceRecognizer voiceModule; // 语音识别模块
public GestureRecognizer gestureModule; // 手势识别模块
public EyeTracking eyeTracking; // 眼动追踪模块
void Update()
{
// 融合多种输入信号
float confidence = 0f;
if (voiceModule.CommandDetected)
confidence += 0.3f;
if (gestureModule.DetectedGesture != GestureType.None)
confidence += 0.5f;
if (eyeTracking.FocusedOnUI)
confidence += 0.2f;
if (confidence > 0.7f)
{
// 触发高置信度操作
ExecuteCommandWithConfidence(confidence);
}
}
void ExecuteCommandWithConfidence(float confidence)
{
// 根据置信度决定操作力度
if (confidence > 0.9f)
UIManager.Instance.PerformCriticalAction();
else
UIManager.Instance.PerformSoftAction();
}
}
// AR导航组件(Unity C#)
public class ARNavigation : MonoBehaviour
{
public GameObject targetObject; // 需要导航的目标设备
public GameObject arrowPrefab; // 导航箭头
void Start()
{
// 创建指向目标的动态箭头
var arrow = Instantiate(arrowPrefab);
arrow.transform.LookAt(targetObject.transform);
arrow.transform.position = Camera.main.transform.position + Vector3.forward * 1f;
}
void Update()
{
// 动态调整箭头指向
Vector3 direction = (targetObject.transform.position - Camera.main.transform.position).normalized;
arrow.transform.rotation = Quaternion.LookRotation(direction);
}
// 显示3D标注
public void ShowAnnotation(string text)
{
var annotation = new GameObject("Annotation");
var textMesh = annotation.AddComponent<TextMesh>();
textMesh.text = text;
textMesh.fontSize = 0.2f;
textMesh.color = Color.white;
annotation.transform.position = targetObject.transform.position + Vector3.up * 0.5f;
}
}
// 故障诊断系统(Unity C#)
public class DiagnosticUI : MonoBehaviour
{
public GameObject uiContainer; // UI容器
public List<SensorData> sensorList; // 传感器数据
void Update()
{
// 根据传感器数据更新UI
foreach (var sensor in sensorList)
{
var uiElement = uiContainer.transform.Find(sensor.Name).GetComponent<TextMesh>();
uiElement.text = $"{sensor.Name}: {sensor.Value:F2} {sensor.Unit}";
uiElement.color = sensor.Value > sensor.Threshold ? Color.red : Color.green;
}
// 生成3D故障热力图
GenerateThermalMap();
}
void GenerateThermalMap()
{
// 根据温度传感器数据生成热力网格
var thermalGrid = new GameObject("ThermalGrid");
for (int x = 0; x < 10; x++)
{
for (int z = 0; z < 10; z++)
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position = new Vector3(x * 0.2f, 0, z * 0.2f);
cube.GetComponent<Renderer>().material.color =
Color.Lerp(Color.blue, Color.red, sensorList[x].Value / sensorList[x].MaxValue);
}
}
}
}
// 资源卸载策略(Unity C#)
public class ResourceManager : MonoBehaviour
{
public List<GameObject> uiPrefabs; // 预加载的UI预制体
private Dictionary<string, GameObject> _cache = new();
void Start()
{
// 预加载关键资源
foreach (var prefab in uiPrefabs)
{
_cache.Add(prefab.name, Instantiate(prefab));
_cache[prefab.name].SetActive(false);
}
}
public GameObject GetUIElement(string name)
{
if (_cache.TryGetValue(name, out var element))
{
element.SetActive(true);
return element;
}
return null;
}
// 根据距离卸载远端UI
void Update()
{
foreach (var kvp in _cache)
{
if (Vector3.Distance(kvp.Value.transform.position, Camera.main.transform.position) > 10f)
kvp.Value.SetActive(false);
}
}
}
// 安全边界检测(Unity C#)
public class SafetyBoundary : MonoBehaviour
{
public float maxRadius = 5f; // 安全半径
public GameObject warningUI; // 警告UI
void Update()
{
// 检测用户是否超出安全区域
if (Vector3.Distance(transform.position, Camera.main.transform.position) > maxRadius)
{
warningUI.SetActive(true);
// 禁用高危操作
UIManager.Instance.DisableCriticalControls();
}
else
{
warningUI.SetActive(false);
UIManager.Instance.EnableAllControls();
}
}
}
// AI驱动的UI生成(伪代码示例)
public class AIGUIGenerator
{
private readonly OpenAIAPI _api;
public async Task<GameObject> GenerateUILayout(string description)
{
var response = await _api.Call("generate_mixedReality_UI", new { prompt = description });
var uiData = JsonConvert.DeserializeObject<UIDesign>(response.Content);
// 根据AI设计的3D布局生成Unity场景
var scene = new GameObject("AIGeneratedUI");
foreach (var element in uiData.elements)
{
var obj = GameObject.CreatePrimitive(PrimitiveType.Quad);
obj.transform.position = element.position;
obj.AddComponent<MeshRenderer>().material = new Material(Shader.Find("Unlit/Texture"));
obj.GetComponent<MeshRenderer>().material.mainTexture = element.texture;
}
return scene;
}
}
// 量子态UI控制(概念代码)
public class QuantumUIController : MonoBehaviour
{
private Qubit[] _qubits;
void Start()
{
_qubits = new Qubit[4]; // 4量子比特控制8种UI状态
for (int i = 0; i < _qubits.Length; i++)
_qubits[i] = new Qubit();
}
void Update()
{
// 根据量子态实时调整UI
var state = GetQuantumState();
UIManager.Instance.SetDisplayStyle(state);
}
private int GetQuantumState()
{
// 量子测量逻辑(简化版)
return _qubits.Aggregate(0, (acc, q) => acc << 1 | q.Measure());
}
}