• Tidak ada hasil yang ditemukan

void OnGUI(){ GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height),backgroundTexture); } }

N/A
N/A
Protected

Academic year: 2022

Membagikan "void OnGUI(){ GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height),backgroundTexture); } }"

Copied!
19
0
0

Teks penuh

(1)

57

DAFTAR PUSTAKA

Andi. 2014. Mudah Menuat Game 3 Dimensi Menggunakan Unity 3D, Penerbit ANDI Yogyakarta dengan WAHANA KOMPUTER Semarang.

Anonim. 2014. uml-diagram. http://www.uml-diagrams.org. Diakses pada tanggal 20 Juni 2015.

Anonim. 2015. Pengertian Augmented Reality. http://www.it-jurnal.com. Diakses pada tanggal 12 Maret 2015.

Apress. 2012. Pro Android Augmented Reality by Raghav Sood. http://itebooks.info.

Diakses pada tanggal 30 Juni 2015.

Developer vuforia. 2015. Pembuatan Database Marker. www.developer.vuforia.com.

Diakses pada tanggal 4 April 2015.

Hendratman, Hendi. 2015. The Magic Of Blender 3d Modelling, Bandung : Penerbit Informatika.

Packt Publishing. 2012. Augmented Reality usung Appcelerator Titanium Starter by Trevor Ward. http://it-ebooks.info. Diakses pada tanggal 30 Juni 2015.

Prasetyo, Edy. 2015. Metode Modeling 3d. http://zlatanprasetyo.blogspot.com.

Diakses pada tanggal 31 Juli 2015.

Raharjo, Budi. 2015. Mudah Belajar C#, Bandung : Penerbit Informatika.

Roedavan, Rickman. 2014. Unity Tutorial Game Engine, Bandung : Penerbit Informatika.

Safaat H, Nazruddin. 2011. Pemrograman Aplikasi Mobile Smartphone dan Tablet PC Berbasis Androd, Bandung : Penerbit INFORMATIKA.

Sifat-ku. 2013. Konsep Dasar Pemodelan 3d. http://sikat-ku.blogspot.com. Diakses pada tanggal 31 Juli 2015.

Tim Polindra. 2013. Panduan Pelaksanaan Tugas Akhir Program Diploma 3.

Politeknik Negeri Indramayu.

Wrox. 2011. Professional Augmented Reality Browsers for Smartphones by Lester

Madden. http://it-ebooks.info. Diakses pada tanggal 30 Juni 2015

(2)

LAMPIRAN

(3)

Lampiran 1 : Script Background

using UnityEngine;

using System.Collections;

public class background_menu : MonoBehaviour {

public Texture backgroundTexture;

void OnGUI(){

GUI.DrawTexture(new

Rect(0,0,Screen.width,Screen.height),backgroundTexture);

} }

Lampiran 2 : Script Menu Utama

using UnityEngine;

using System.Collections;

public class mainmenu : MonoBehaviour { public GUISkin guiSkin;

public Texture menuar;

public Texture petunjuk;

public Texture pembuat;

public Texture keluar;

void OnGUI(){

GUI.skin = guiSkin;

GUI.Box (new Rect (new Rect (Screen.width / 2.8f, Screen.height /3.8f, Screen.width / 3.5f, Screen.height / 1.70f)),

"Main Menu");

if (GUI.Button (new Rect (Screen.width/2.5f,

Screen.height/2.55f, Screen.width/5, Screen.height/10), "MENU AR")) {

Application.LoadLevel (1);

}

if (GUI.Button (new Rect (Screen.width/2.5f,

Screen.height/2, Screen.width/5, Screen.height/10), "PETUNJUK")) { Application.LoadLevel (2);

}

if (GUI.Button (new Rect (Screen.width/2.5f,

Screen.height/1.65f, Screen.width/5, Screen.height/10), "PEMBUAT")) {

Application.LoadLevel(3);

}

(4)

if (GUI.Button (new Rect (Screen.width/2.5f,

Screen.height/1.40f, Screen.width/5, Screen.height/10), "KELUAR")) {

Application.Quit();

} }

}

Lampiran 3 : Script Trackable menampilkan obyek 3D

using UnityEngine;

using System.Collections;

public class Target1 : MonoBehaviour, ITrackableEventHandler { private TrackableBehaviour mTrackableBehaviour;

private float guiRatio;

private float sWidth;

private Vector3 GUIsF;

public Texture2D icon;

public Texture2D icon2;

public Texture2D icon3;

public Texture2D icon4;

public int baru4;

public AudioClip myClip;

public Texture2D sound1;

public Texture2D sound2;

public bool sound = false;

private bool mShowGUIButton = false;

private Rect mButtonRect1 = new Rect(50,10,80,80);

private Rect mButtonRect2 = new Rect(50,10,80,80);

private Rect mButtonRect3 = new Rect(150,10,80,80);

private Rect mButtonRect4 = new Rect(250,10,80,80);

private Rect mButtonRect5 = new Rect(550,10,80,80);

private Rect mButtonRect6 = new Rect(550,10,80,80);

public GameObject CARDNL;

public float kecepatanRotasi =60f;

bool statusRotasi = false;

void Awake(){

sWidth = Screen.width;

guiRatio = sWidth / 1920;

GUIsF = new Vector3 (guiRatio, guiRatio, 1);

}

void Start () {

(5)

mTrackableBehaviour = GetComponent<TrackableBehaviour>();

if (mTrackableBehaviour) {

mTrackableBehaviour.RegisterTrackableEventHandler(this);

} }

public void OnTrackableStateChanged(

TrackableBehaviour.Status previousStatus, TrackableBehaviour.Status newStatus) {

if (newStatus == TrackableBehaviour.Status.DETECTED ||

newStatus == TrackableBehaviour.Status.TRACKED) {

mShowGUIButton = true;

} else {

mShowGUIButton = false;

} }

void OnGUI() {

CaptureRotasi ();

//Informasi ();

}

void CaptureRotasi(){

if (mShowGUIButton) {

//GUI.matrix = Matrix4x4.TRS (new Vector3 (GUIsF.x, GUIsF.y, 0), Quaternion.identity, GUIsF);

if (statusRotasi == false) {

if (GUI.Button (mButtonRect1,icon2,

"Rotasi")) {

statusRotasi = true;

} } else

if (mShowGUIButton) {

if (GUI.Button (mButtonRect2,icon3, "Stop Rotasi")) {

statusRotasi = false;

} }

if (mShowGUIButton) {

if (GUI.Button (mButtonRect3,icon,

"Capture")) {

baru4++;

string filename = baru4+"foto.png";

(6)

Application.CaptureScreenshot(filename);

if (QCARRuntimeUtilities.IsPlayMode()) {

// if in PlayMode, the screenshot will be saved

// to the project directory Debug.Log ("Saved screenshot to

" + filename);

} else {

// if running on Device, the screenshot will be saved

// to the Application.persistentDataPath directory

Debug.Log ("Saved screenshot to

" + Application.persistentDataPath + "/" + filename);

} }

}

if (sound == false){

if (GUI.Button (mButtonRect5,sound1,

"Sound")) {

this.gameObject.AddComponent<AudioSource> ();

this.GetComponent<AudioSource>

().clip = myClip;

this.GetComponent<AudioSource>

().Play ();

sound = true;

} }else

if (mShowGUIButton) {

if (GUI.Button (mButtonRect6,sound2,

"off")) {

this.gameObject.AddComponent<AudioSource> ();

this.GetComponent<AudioSource>

().clip = myClip;

this.GetComponent<AudioSource>

().Stop ();

sound = false;

} }

if (GUI.Button (mButtonRect4,icon4, "Kembali")) { Application.LoadLevel(0);

} }

}

void Update(){

(7)

if (statusRotasi == true){

CARDNL.transform.Rotate(Vector3.up, kecepatanRotasi * Time.deltaTime);

} }

}

Lampiran 4 : Script Menampilkan Tombol Informasi

using UnityEngine;

using System.Collections;

public class CARDNL : MonoBehaviour { public Transform target1;

public bool show = false;

public bool ilang = false;

public Texture sound1;

public Texture sound2;

public AudioClip myClip;

void Update(){

if (Input.GetMouseButton (0)) {

Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);

RaycastHit hit;

if (Physics.Raycast (ray, out hit)) { if (hit.transform == target1) {

//show = true;

ilang = true;

} }

} }

void OnGUI(){

if (ilang == true) {

if (show == false) {

if (GUI.Button (new Rect (60, 90, 80, 80), sound1)) {

this.gameObject.AddComponent<AudioSource> ();

this.GetComponent<AudioSource>

().clip = myClip;

this.GetComponent<AudioSource>

().Play ();

show = true;

ilang = true;

(8)

} } else

if (show == true) {

if (GUI.Button (new Rect (60, 90, 80, 80), sound2)) {

this.gameObject.AddComponent<AudioSource> ();

this.GetComponent<AudioSource>

().clip = myClip;

this.GetComponent<AudioSource>

().Stop ();

ilang = false;

show = false;

} }

} }

Lampiran 5 : Script Virtual Button

using UnityEngine;

using System.Collections;

public class VirtualButtonLumba : MonoBehaviour, IVirtualButtonEventHandler {

public GameObject DOLPHIN;

void Start() {

VirtualButtonBehaviour[] vbs =

GetComponentsInChildren<VirtualButtonBehaviour> ();

for (int i = 0; i < vbs.Length; ++i) {

vbs [i].RegisterEventHandler (this);

}

//cari object whale

DOLPHIN = transform.FindChild ("DOLPHIN").gameObject;

}

//button di tekan

public void OnButtonPressed(VirtualButtonAbstractBehaviour vb)

{

switch (vb.VirtualButtonName) { case "lumba":

DOLPHIN.animation.Play ();

break;

} }

//button di lepas

(9)

public void OnButtonReleased(VirtualButtonAbstractBehaviour vb){

switch (vb.VirtualButtonName) { case "lumba":

DOLPHIN.animation.Stop ();

break;

} }

}

Lampiran 6 : Script Menu Panduan

using UnityEngine;

using System.Collections;

public class panduan : MonoBehaviour {

public Texture Gambar1,Gambar2,Gambar3;

public Texture2D kembali;

public Vector2 scrollPosition1 = Vector2.zero;

public bool show=false;

void OnGUI(){

if(show==true) {

GUI.BeginGroup (new Rect (Screen.width / 3 - 50, Screen.height / 2 - 250, 800, 500));

GUI.Box (new Rect (-20, 70, 505, 380),

"Informasi");

if (GUI.Button (new Rect (35, 460, 487, 25),kembali, "Kembali"))

{

Application.LoadLevel(0);

}

scrollPosition1 = GUI.BeginScrollView(new Rect(20,10,450,420),scrollPosition1,new Rect(20,10,1420,200));

GUI.DrawTexture (new Rect (20, 100, 450, 310), Gambar1);

//info1 = GUI.TextArea(new Rect(0,300,350,50),info1,200);

GUI.DrawTexture(new Rect(500,100,450,310),Gambar2);

//info2 = GUI.TextArea(new Rect(400,300,350,50),info2,200);

GUI.DrawTexture(new Rect(980,100,450,310),Gambar3);

(10)

//info3 = GUI.TextArea(new Rect(800,300,350,50),info3,200);

GUI.EndScrollView();

GUI.EndGroup();

}

//if(GUI.Button(new

Rect(Screen.width/2.5f,Screen.height/2,Screen.width/5,Screen.height /10), "InfoKlik"))

} }

Lampiran 7 : Script Menu Pembuat

using UnityEngine;

using System.Collections;

public class About : MonoBehaviour { public Texture Gambar1;

public Texture2D kembali;

public bool show = false;

void OnGUI(){

//baris,kolom,panjang,lebar if (show == false) {

GUI.BeginGroup (new Rect (Screen.width / 3 - 50, Screen.height / 2 - 250, 800, 500));

GUI.Box (new Rect (-20, 70, 505, 380), "About Us");

if (GUI.Button (new Rect (35, 460, 487, 25),kembali, "Kembali"))

{

Application.LoadLevel (0);

}

GUI.DrawTexture (new Rect (20, 100, 450, 310), Gambar1);

GUI.EndGroup ();

} }

}

(11)

Lampiran 8 : Kumpulan gambar 3D Binatang

Gambar 3D Paus

Gambar 3D Elang

(12)

Gambar 3D Burung Cardinal

Gambar 3D Anjing

(13)

Gambar 3D Serigala

Gambar 3D Lumba-Lumba

(14)

Gambar 3D Singa

Gambar 3D Kelinci

(15)

Gambar 3D Binatang keseluruhan

Lampiran 9 : Implementasi Aplikasi

Implementasi Menu Utama

(16)

Implementasi Menu Halaman AR

Implementasi Menu Petunjuk1

Implementasi Menu Petunjuk2

(17)

Implementasi Menu Petunjuk3

Implementasi Menu Pembuat

Lampiran 10 : Marker yang digunakan

(18)

(19)

Gambar

Gambar 3D Paus
Gambar 3D Burung Cardinal

Referensi

Dokumen terkait

[r]

[r]

Untuk merencanakan curah hujan rancangan da- ri stasiun hasil rekomendasi metode Kriging diper- gunakan metode Log Pearson Tipe III karena metode tersebut dapat digunakan untuk

Penggunaan media gambar terhadap keterampilan menulis teks deskripsi siswa kelas VII SMP Negeri 38 Padang sangatlah efektif digunakan untuk meningkatkan

Indonesia sebagai Bahasa Negara, Bahasa Persatuan, Bahasa Ilmll dan Teknologi serta wadah pemikiran ilmiah, tetap menghargai bahasa daerah sebagai kekayaan

Teknik analisis data penelitian adalah diskriptif dan persentase dengan perhitungan pada masing-masing tahap dan digunakan analisis sistem perangkat lunak Dartfish Prosuite

Dinamika pertumbuhan jumlah daun tanaman karet yang ditanam pada lahan pasca tambang di Kabupaten Kutai Kartanegara yang tidak diberi tanah asli untuk parameter

Maka dari itu apabila nanti / suatu saat karena satu dan hal lain, angsuran pihak II ( Kedua ) terlambat dan / belum bayar atau diangsur, maka Pihak I ( Pertama