我有9个ImageTargets,我想在按钮点击时选择一个随机目标。任何人都可以帮我弄清楚我该怎么做? 这是DefaultTrackableEventHandler的代码,我需要在此脚本中添加该代码
using UnityEngine;
using System.Collections.Generic;
namespace Vuforia
{
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
/// </summary>
public class QuizLogic : MonoBehaviour,
ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
#endregion // PRIVATE_MEMBER_VARIABLES
TrackableBehaviour mTrackableBehaviour;
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
public GameObject show;
public GameObject hide;
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED )
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void OnTrackingFound()
{
show.SetActive(true);
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
AudioSource[] audiocomponents = GetComponentsInChildren<AudioSource>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
//Enable AudioSource
foreach (AudioSource component in audiocomponents)
{
component.enabled = true;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
}
private void OnTrackingLost()
{
hide.SetActive(true);
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
AudioSource[] audiocomponents = GetComponentsInChildren<AudioSource>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
//Disable AudioSource
//foreach (AudioSource component in audiocomponents)
//{
// component.enabled = false;
//}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
}
#endregion // PRIVATE_METHODS
}
}
答案 0 :(得分:0)
这是我扩展列表以便能够挑选随机成员的类。
using System.Collections.Generic;
using System;
public static class ListExtension {
public static T Random<T>(this List<T> list) {
if (list.Count < 1) {
throw new ArgumentOutOfRangeException ("List too short");
}
Random r = new Random ();
int randomIndex = r.Next (list.Count);
T t = list [randomIndex];
return t;
}
}
您可以使用以下内容进行调用:
List<ImageTarget> targets = new List<ImageTarget> ();
targets.Add(target1);
targets.Add(target2);
//so on for 10 targets..
ImageTarget randomMember = targets.Random();
希望有所帮助!