C# 如何从向量或ImageTargets列表生成随机目标
我有9个ImageTargets,我想点击按钮选择一个随机目标。谁能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C# 如何从向量或ImageTargets列表生成随机目标,c#,unity3d,augmented-reality,vuforia,C#,Unity3d,Augmented Reality,Vuforia,我有9个ImageTargets,我想点击按钮选择一个随机目标。谁能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 ITrackableEven
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
}
}
使用UnityEngine;
使用System.Collections.Generic;
名称空间Vuforia
{
///
///实现ITrackableEventHandler接口的自定义处理程序。
///
公共类QuizLogic:单一行为,
ITrackableEventHandler
{
#区域私有成员变量
#endregion//私有成员变量
可跟踪行为;可跟踪行为;
#区域不连续法
void Start()
{
mtrackablebhavior=GetComponent();
if(MTrackableBehavior)
{
mtrackablebhavior.RegisterTrackableEventHandler(此);
}
}
#endregion//UNTIY\u monobhavior\u方法
#区域公共资源管理方法
公开游戏对象展示;
公开游戏对象隐藏;
///
///当
///跟踪状态更改。
///
公共无效OnTrackableStateChanged(
可跟踪行为。状态优先状态,
可跟踪的行为。状态(状态)
{
if(newStatus==trackablebehavior.Status.DETECTED||
newStatus==trackablebehavior.Status.TRACKED||
newStatus==trackablebehavior.Status.EXTENDED\u TRACKED)
{
OnTrackingFound();
}
其他的
{
OnTrackingLost();
}
}
#endregion//PUBLIC\u方法
#区域私有方法
私有无效OnTrackingFound()
{
show.SetActive(true);
Renderer[]rendererComponents=GetComponentsInChildren(true);
Collider[]colliderComponents=GetComponentsInChildren(true);
AudioSource[]audiocomponents=GetComponentsInChildren(真);
//启用渲染:
foreach(渲染器组件中的渲染器组件)
{
component.enabled=true;
}
//启用碰撞器:
foreach(colliderComponents中的碰撞器组件)
{
component.enabled=true;
}
//启用音频源
foreach(audiocomponents中的AudioSource组件)
{
component.enabled=true;
}
Debug.Log(“Trackable”+mtrackablebehavior.TrackableName+“found”);
}
私有无效OnTrackingLost()
{
hide.SetActive(true);
Renderer[]rendererComponents=GetComponentsInChildren(true);
Collider[]colliderComponents=GetComponentsInChildren(true);
AudioSource[]audiocomponents=GetComponentsInChildren(真);
//禁用渲染:
foreach(渲染器组件中的渲染器组件)
{
component.enabled=false;
}
//禁用碰撞器:
foreach(colliderComponents中的碰撞器组件)
{
component.enabled=false;
}
//禁用音频源
//foreach(audiocomponents中的AudioSource组件)
//{
//component.enabled=false;
//}
Debug.Log(“Trackable”+mtrackablebehavior.TrackableName+“lost”);
}
#endregion//PRIVATE\u方法
}
}
我制作了一个类来扩展列表,以便能够选择一个随机成员
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;
}
}
使用System.Collections.Generic;
使用制度;
公共静态类ListExtension{
公共静态T随机(此列表){
如果(list.Count<1){
抛出新ArgumentOutOfRangeException(“列表太短”);
}
Random r=新的Random();
int randomIndex=r.Next(list.Count);
T=列表[随机索引];
返回t;
}
}
你可以这样称呼它:
List<ImageTarget> targets = new List<ImageTarget> ();
targets.Add(target1);
targets.Add(target2);
//so on for 10 targets..
ImageTarget randomMember = targets.Random();
List targets=newlist();
增加(target1);
增加(target2);
//10个目标也是如此。。
ImageTarget randomMember=targets.Random();
希望有帮助 我没有看到ImageTargets或您在代码中引用的函数。“mtrackablebhavior”指的是ImageTargets。随机函数需要在OnTrackingFound()公共类测验中:MonoBehavior{public GameObject[]模型;public GameObject currentPoint;int索引;public AudioSource correctAudio;public AudioSource notcorrectAudio;//QuizLogic test;//public ImageTargetBehavior CurrentTracable;void Start(){models=GameObject.FindGameObjectsWithTag(“数字”);index=Random.Range(0,models.Length);currentPoint=models[index];print(“可跟踪”+currentPoint.name);currentPoint.GetComponent().Play();}这段代码在我编写的另一个脚本中,但它不起作用。ImageTargets作为预置在层次结构中,每个预置都有DefaultTrackableEventHandler脚本