如何在Unity游戏中显示文字
How to display text in Unity game
我从我的前同事那里继承了一个 Unity 游戏。现在我需要实现这个行为。游戏由用户使用罗技方向盘驾驶汽车。
现在我需要每隔 X 分钟在屏幕的一部分显示一个文本,例如“你有什么程度的焦虑?”广告用户应该使用 Logitech 方向盘设置一个 0 到 9 之间的值,但我真的不知道从哪里开始。
这是我的经理 class:
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace DrivingTest
{
// Braking test Manager
public class BtManager : BaseTestManger
{
// Public variables
public BreakCar breakCar;
public float minBrakeThreshold = 0.2f;
internal int vehicalSpeed;
internal int noOfEvents;
internal float durationOfTest;
// Private variables
private IRDSPlayerControls playerControlCar;
protected int xSpeed;
protected int ySpeed;
private float brakeEventStartTime;
private float brakeEventDifferenceTime;
private SafetyDistanceCheck safetyDistanceCheck;
protected float totalSafetyDistance;
protected int totalSafetyDistanceCount;
private List<float> averageEventReactionTime = new List<float>();
#region Init
// Use this for initialization
public override void Start()
{
base.Start();
playerControlCar = car.GetComponent<IRDSPlayerControls>();
safetyDistanceCheck = car.GetComponent<SafetyDistanceCheck>();
}
public override void OnEnable()
{
base.OnEnable();
BreakCar.BrakeStart += BrakeCarEvent;
BreakCar.BrakeEventEnd += CallTestOver;
}
public override void OnDisable()
{
base.OnDisable();
BreakCar.BrakeStart -= BrakeCarEvent;
BreakCar.BrakeEventEnd -= CallTestOver;
}
protected override void SetUpCar()
{
car.AddComponent<SelfDriving>();
}
#endregion
/// <summary>
/// Calls the main Test over method.
/// </summary>
private void CallTestOver()
{
GameManager.Instance.Testover();
}
protected override void OnSceneLoaded(eTESTS test)
{
UiManager.Instance.UpdateInstructions(Constants.BT_INSTRUCTION);
}
protected override void GetApiParams()
{
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.X_SPEED:
xSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.Y_SPEED:
ySpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.SPEED_OF_VEHICLE:
vehicalSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.NUMBER_OF_EVENTS:
noOfEvents = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.DURATION_OF_TEST:
durationOfTest = float.Parse(item.Value) * 60; //converting minutes into seconds
break;
}
}
SetupBrakeCar();
}
}
protected virtual void SetupBrakeCar()
{
DOTween.Clear();
durationOfTest = noOfEvents * Random.Range(10,20); // The random value is the time between two consecutive tests.
breakCar.SetInitalParams(new BrakeCarInit
{
carMaxSpeed = vehicalSpeed * 0.95f,
durationOfTest = durationOfTest,
noOfEvents = noOfEvents,
xSpeed = xSpeed,
ySpeed = ySpeed
});
breakCar.distanceCheck = true;
}
protected override void SubmitRestultToServer()
{
SubmitTest submitTest = new SubmitTest
{
outputParameters = new List<SaveOutputParameter>
{
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_REACTION_TIME,
value = ((int)(GetEventReactionTimeAvg () * Constants.FLOAT_TO_INT_MULTIPLAYER)).ToString()
},
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_AVG_RT,
value = GetReactionResult().ToString()
}
}
};
WebService.Instance.SendRequest(Constants.API_URL_FIRST_SAVE_TEST_RESULT, JsonUtility.ToJson(submitTest), SubmitedResultCallback);
}
protected override void ShowResult()
{
UiManager.Instance.UpdateStats(
(
"1. " + Constants.EVENT_REACTION + (GetEventReactionTimeAvg() * Constants.FLOAT_TO_INT_MULTIPLAYER).ToString("0.00") + "\n" +
"2. " + Constants.REACTION_TIME + reactionTest.GetReactionTimeAvg().ToString("0.00")
));
}
public void LateUpdate()
{
//Debug.Log("TH " + .Car.ThrottleInput1 + " TH " + playerControlCar.Car.ThrottleInput + " brake " + playerControlCar.Car.Brake + " brake IP " + playerControlCar.Car.BrakeInput);
//Debug.Log("BrakeCarEvent "+ brakeEventStartTime + " Player car " + playerControlCar.ThrottleInput1 + " minBrakeThreshold " + minBrakeThreshold);
if (brakeEventStartTime > 0 && playerControlCar.Car.ThrottleInput1 > minBrakeThreshold)
{
brakeEventDifferenceTime = Time.time - brakeEventStartTime;
Debug.Log("Brake event diff " + brakeEventDifferenceTime);
Debug.Log("Throttle " + playerControlCar.Car.ThrottleInput1);
averageEventReactionTime.Add(brakeEventDifferenceTime);
brakeEventStartTime = 0;
safetyDistanceCheck.GetSafetyDistance(SafetyDistance);
}
}
private void SafetyDistance(float obj)
{
totalSafetyDistance += obj;
++totalSafetyDistanceCount;
}
/// <summary>
/// Records the time when the car ahead starts braking
/// </summary>
protected void BrakeCarEvent()
{
brakeEventStartTime = Time.time;
Debug.Log("BrakeCarEvent ");
}
/// <summary>
/// calculates the average time taken to react
/// </summary>
public float GetEventReactionTimeAvg()
{
float avg = 0;
foreach (var item in averageEventReactionTime)
{
avg += item;
}//noofevents
return avg / (float)averageEventReactionTime.Count;
}
}
}
编辑
我创建了新的class FearTest:
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DrivingTest
{
public class FearTest : MonoBehaviour
{
//public GameObject redDot;
public TextMeshPro textAnsia2;
public TextMesh textAnsia3;
public int shouldEvaluateTest = 0; // 0 - false, 1 - true
public int secondsInterval;
public int secondsToDisaply;
public int radiusR1;
public int radiusR2;
public int reactionTestDuration;
public int maxDots;
public float dotRadius = 1;
private float endTime;
private float dotDisaplyAtTime;
private List<float> dotDisplayReactTime = new List<float>();
private int missedSignals;
private int currentDotsCount;
private bool isReactionAlreadyGiven;
public bool ShouldEvaluateTest
{
get
{
return shouldEvaluateTest != 0;
}
}
void OnEnable()
{
GameManager.TestSceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
GameManager.TestSceneLoaded -= OnSceneLoaded;
}
#region Scene Loaded
private void OnSceneLoaded(eTESTS test)
{
if (SceneManager.GetActiveScene().name != test.ToString())
return;
Reset();
GetApiParams();
}
#endregion
private void GetApiParams()
{
#if UNITY_EDITOR
if (!GameManager.Instance)
{
Init();
return;
}
#endif
Debug.Log("called rt");
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.RT_ENABLE:
shouldEvaluateTest = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RT_DURATION:
reactionTestDuration = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_FREQ:
secondsInterval = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_MAX_COUNT:
maxDots = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R1:
radiusR1 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R2:
radiusR2 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_SIZE:
dotRadius = float.Parse(item.Value)/10f;
break;
case ePARAMETERS.RED_DOT_TIME:
secondsToDisaply = System.Convert.ToInt32(item.Value);
break;
}
}
Debug.Log("called rt "+ shouldEvaluateTest);
/*if (ShouldEvaluateTest)
{
Init();
}*/
Init();//dopo bisogna sistemare il shoudl evaluatetest
}
}
Coroutine displayCoroutine;
public void Init()
{
endTime = Time.time + reactionTestDuration + 10;
SetRedDotSize();
displayCoroutine = StartCoroutine(RedDotDisplay());
}
private IEnumerator RedDotDisplay()
{
yield return new WaitForSeconds(2);
while (true)
{
SetRandomDotPosition();
RedDot(true);
isReactionAlreadyGiven = false;
dotDisaplyAtTime = Time.time;
currentDotsCount++;
yield return new WaitForSeconds(secondsToDisaply);
if(!isReactionAlreadyGiven)
{
missedSignals++;
}
RedDot(false);
if ((reactionTestDuration > 0 && endTime <= Time.time) || (maxDots > 0 && currentDotsCount >= maxDots))
break;
float waitTime = secondsInterval - secondsToDisaply;
yield return new WaitForSeconds(waitTime);
}
}
private void Update()
{
if (!ShouldEvaluateTest)
return;
if (!isReactionAlreadyGiven && /*redDot.activeSelf &&*/ (LogitechGSDK.LogiIsConnected(0) && LogitechGSDK.LogiButtonIsPressed(0, 23)))
{
isReactionAlreadyGiven = true;
float reactionTime = Time.time - dotDisaplyAtTime;
Debug.Log("Reaction Time RT : " + reactionTime);
RedDot(false);
dotDisplayReactTime.Add(reactionTime);
}
}
public double GetReactionTimeAvg()
{
double avg = 0;
foreach (var item in dotDisplayReactTime)
{
avg += item;
}
//avg / currentDotsCount
return avg / (float)dotDisplayReactTime.Count;
}
public double GetMissedSignals()
{
return ((float) missedSignals / (float) currentDotsCount) * 100;
}
private void RedDot(bool state)
{
//redDot.SetActive(state);
textAnsia2.SetText("Pippo 2");
}
private void SetRedDotSize()
{
//redDot.transform.localScale *= dotRadius;
textAnsia2.transform.localScale *= dotRadius;
textAnsia3.transform.localScale *= dotRadius;
}
private void SetRandomDotPosition()
{
//redDot.GetComponent<RectTransform>().anchoredPosition = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2)*scale;
float scale = ((Screen.height*0.9f) / radiusR2) * 0.9f;
Vector3 pos = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2) * scale;
Debug.Log("RT temp pos : " + pos);
pos = new Vector3(500, 500, 0);
Debug.Log("RT pos : " + pos);
// redDot.transform.position = pos;
Vector3 pos2 = new Vector3(20, 20, 0);
Debug.Log("text ansia 2 : " + pos2);
textAnsia2.transform.position = pos2;
textAnsia3.transform.position = pos;
}
#region Getting Red Dot b/w 2 cricles
/*
Code from : https://gist.github.com/Ashwinning/89fa09b3aa3de4fd72c946a874b77658
*/
/// <summary>
/// Returns a random point in the space between two concentric circles.
/// </summary>
/// <param name="minRadius"></param>
/// <param name="maxRadius"></param>
/// <returns></returns>
Vector3 GetRandomPointBetweenTwoCircles(float minRadius, float maxRadius)
{
//Get a point on a unit circle (radius = 1) by normalizing a random point inside unit circle.
Vector3 randomUnitPoint = Random.insideUnitCircle.normalized;
//Now get a random point between the corresponding points on both the circles
return GetRandomVector3Between(randomUnitPoint * minRadius, randomUnitPoint * maxRadius);
}
/// <summary>
/// Returns a random vector3 between min and max. (Inclusive)
/// </summary>
/// <returns>The <see cref="UnityEngine.Vector3"/>.</returns>
/// <param name="min">Minimum.</param>
/// <param name="max">Max.</param>
Vector3 GetRandomVector3Between(Vector3 min, Vector3 max)
{
return min + Random.Range(0, 1) * (max - min);
}
#endregion
#region Reset
private void Reset()
{
if (displayCoroutine != null)
StopCoroutine(displayCoroutine);
RedDot(false);
shouldEvaluateTest = 0;
reactionTestDuration = 0;
secondsInterval = 0;
missedSignals = 0;
maxDots = 0;
radiusR1 = 0;
radiusR2 = 0;
dotRadius = 1;
secondsToDisaply = 0;
endTime = 0;
dotDisaplyAtTime = 0;
dotDisplayReactTime.Clear();
//redDot.transform.localScale = Vector3.one;
textAnsia2.transform.localScale = Vector3.one;
textAnsia3.transform.localScale = Vector3.one;
currentDotsCount = 0;
isReactionAlreadyGiven = true;
}
#endregion
}
}
当调用“SetRandomDotPosition”方法时,在我的场景中我可以在屏幕的随机位置显示红点(这是一个带有红点的简单图像),但我无法显示我的 textAnsia2。我该如何修复它?
希望这对您入门有所帮助:
脚本:
我希望我在视频中涵盖了我所做的每一步。
编辑:您唯一需要做的就是使滚轮的输入作用于滑块。尝试制作一个简单的脚本:当文本被启用时,然后来自操纵杆的输入在该文本上工作。当禁用时将其切换回他的目的。
我从我的前同事那里继承了一个 Unity 游戏。现在我需要实现这个行为。游戏由用户使用罗技方向盘驾驶汽车。
现在我需要每隔 X 分钟在屏幕的一部分显示一个文本,例如“你有什么程度的焦虑?”广告用户应该使用 Logitech 方向盘设置一个 0 到 9 之间的值,但我真的不知道从哪里开始。 这是我的经理 class:
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace DrivingTest
{
// Braking test Manager
public class BtManager : BaseTestManger
{
// Public variables
public BreakCar breakCar;
public float minBrakeThreshold = 0.2f;
internal int vehicalSpeed;
internal int noOfEvents;
internal float durationOfTest;
// Private variables
private IRDSPlayerControls playerControlCar;
protected int xSpeed;
protected int ySpeed;
private float brakeEventStartTime;
private float brakeEventDifferenceTime;
private SafetyDistanceCheck safetyDistanceCheck;
protected float totalSafetyDistance;
protected int totalSafetyDistanceCount;
private List<float> averageEventReactionTime = new List<float>();
#region Init
// Use this for initialization
public override void Start()
{
base.Start();
playerControlCar = car.GetComponent<IRDSPlayerControls>();
safetyDistanceCheck = car.GetComponent<SafetyDistanceCheck>();
}
public override void OnEnable()
{
base.OnEnable();
BreakCar.BrakeStart += BrakeCarEvent;
BreakCar.BrakeEventEnd += CallTestOver;
}
public override void OnDisable()
{
base.OnDisable();
BreakCar.BrakeStart -= BrakeCarEvent;
BreakCar.BrakeEventEnd -= CallTestOver;
}
protected override void SetUpCar()
{
car.AddComponent<SelfDriving>();
}
#endregion
/// <summary>
/// Calls the main Test over method.
/// </summary>
private void CallTestOver()
{
GameManager.Instance.Testover();
}
protected override void OnSceneLoaded(eTESTS test)
{
UiManager.Instance.UpdateInstructions(Constants.BT_INSTRUCTION);
}
protected override void GetApiParams()
{
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.X_SPEED:
xSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.Y_SPEED:
ySpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.SPEED_OF_VEHICLE:
vehicalSpeed = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.NUMBER_OF_EVENTS:
noOfEvents = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.DURATION_OF_TEST:
durationOfTest = float.Parse(item.Value) * 60; //converting minutes into seconds
break;
}
}
SetupBrakeCar();
}
}
protected virtual void SetupBrakeCar()
{
DOTween.Clear();
durationOfTest = noOfEvents * Random.Range(10,20); // The random value is the time between two consecutive tests.
breakCar.SetInitalParams(new BrakeCarInit
{
carMaxSpeed = vehicalSpeed * 0.95f,
durationOfTest = durationOfTest,
noOfEvents = noOfEvents,
xSpeed = xSpeed,
ySpeed = ySpeed
});
breakCar.distanceCheck = true;
}
protected override void SubmitRestultToServer()
{
SubmitTest submitTest = new SubmitTest
{
outputParameters = new List<SaveOutputParameter>
{
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_REACTION_TIME,
value = ((int)(GetEventReactionTimeAvg () * Constants.FLOAT_TO_INT_MULTIPLAYER)).ToString()
},
new SaveOutputParameter
{
id = (int)ePARAMETERS.OUT_AVG_RT,
value = GetReactionResult().ToString()
}
}
};
WebService.Instance.SendRequest(Constants.API_URL_FIRST_SAVE_TEST_RESULT, JsonUtility.ToJson(submitTest), SubmitedResultCallback);
}
protected override void ShowResult()
{
UiManager.Instance.UpdateStats(
(
"1. " + Constants.EVENT_REACTION + (GetEventReactionTimeAvg() * Constants.FLOAT_TO_INT_MULTIPLAYER).ToString("0.00") + "\n" +
"2. " + Constants.REACTION_TIME + reactionTest.GetReactionTimeAvg().ToString("0.00")
));
}
public void LateUpdate()
{
//Debug.Log("TH " + .Car.ThrottleInput1 + " TH " + playerControlCar.Car.ThrottleInput + " brake " + playerControlCar.Car.Brake + " brake IP " + playerControlCar.Car.BrakeInput);
//Debug.Log("BrakeCarEvent "+ brakeEventStartTime + " Player car " + playerControlCar.ThrottleInput1 + " minBrakeThreshold " + minBrakeThreshold);
if (brakeEventStartTime > 0 && playerControlCar.Car.ThrottleInput1 > minBrakeThreshold)
{
brakeEventDifferenceTime = Time.time - brakeEventStartTime;
Debug.Log("Brake event diff " + brakeEventDifferenceTime);
Debug.Log("Throttle " + playerControlCar.Car.ThrottleInput1);
averageEventReactionTime.Add(brakeEventDifferenceTime);
brakeEventStartTime = 0;
safetyDistanceCheck.GetSafetyDistance(SafetyDistance);
}
}
private void SafetyDistance(float obj)
{
totalSafetyDistance += obj;
++totalSafetyDistanceCount;
}
/// <summary>
/// Records the time when the car ahead starts braking
/// </summary>
protected void BrakeCarEvent()
{
brakeEventStartTime = Time.time;
Debug.Log("BrakeCarEvent ");
}
/// <summary>
/// calculates the average time taken to react
/// </summary>
public float GetEventReactionTimeAvg()
{
float avg = 0;
foreach (var item in averageEventReactionTime)
{
avg += item;
}//noofevents
return avg / (float)averageEventReactionTime.Count;
}
}
}
编辑
我创建了新的class FearTest:
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DrivingTest
{
public class FearTest : MonoBehaviour
{
//public GameObject redDot;
public TextMeshPro textAnsia2;
public TextMesh textAnsia3;
public int shouldEvaluateTest = 0; // 0 - false, 1 - true
public int secondsInterval;
public int secondsToDisaply;
public int radiusR1;
public int radiusR2;
public int reactionTestDuration;
public int maxDots;
public float dotRadius = 1;
private float endTime;
private float dotDisaplyAtTime;
private List<float> dotDisplayReactTime = new List<float>();
private int missedSignals;
private int currentDotsCount;
private bool isReactionAlreadyGiven;
public bool ShouldEvaluateTest
{
get
{
return shouldEvaluateTest != 0;
}
}
void OnEnable()
{
GameManager.TestSceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
GameManager.TestSceneLoaded -= OnSceneLoaded;
}
#region Scene Loaded
private void OnSceneLoaded(eTESTS test)
{
if (SceneManager.GetActiveScene().name != test.ToString())
return;
Reset();
GetApiParams();
}
#endregion
private void GetApiParams()
{
#if UNITY_EDITOR
if (!GameManager.Instance)
{
Init();
return;
}
#endif
Debug.Log("called rt");
NextTestOutput nextTestOutput = GameManager.Instance.currentTest;
if (nextTestOutput.content != null && nextTestOutput.content.Count > 0)
{
foreach (var item in nextTestOutput.content[0].listInputParameter)
{
switch ((ePARAMETERS)item.id)
{
case ePARAMETERS.RT_ENABLE:
shouldEvaluateTest = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RT_DURATION:
reactionTestDuration = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_FREQ:
secondsInterval = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_MAX_COUNT:
maxDots = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R1:
radiusR1 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_RADIUS_R2:
radiusR2 = System.Convert.ToInt32(item.Value);
break;
case ePARAMETERS.RED_DOT_SIZE:
dotRadius = float.Parse(item.Value)/10f;
break;
case ePARAMETERS.RED_DOT_TIME:
secondsToDisaply = System.Convert.ToInt32(item.Value);
break;
}
}
Debug.Log("called rt "+ shouldEvaluateTest);
/*if (ShouldEvaluateTest)
{
Init();
}*/
Init();//dopo bisogna sistemare il shoudl evaluatetest
}
}
Coroutine displayCoroutine;
public void Init()
{
endTime = Time.time + reactionTestDuration + 10;
SetRedDotSize();
displayCoroutine = StartCoroutine(RedDotDisplay());
}
private IEnumerator RedDotDisplay()
{
yield return new WaitForSeconds(2);
while (true)
{
SetRandomDotPosition();
RedDot(true);
isReactionAlreadyGiven = false;
dotDisaplyAtTime = Time.time;
currentDotsCount++;
yield return new WaitForSeconds(secondsToDisaply);
if(!isReactionAlreadyGiven)
{
missedSignals++;
}
RedDot(false);
if ((reactionTestDuration > 0 && endTime <= Time.time) || (maxDots > 0 && currentDotsCount >= maxDots))
break;
float waitTime = secondsInterval - secondsToDisaply;
yield return new WaitForSeconds(waitTime);
}
}
private void Update()
{
if (!ShouldEvaluateTest)
return;
if (!isReactionAlreadyGiven && /*redDot.activeSelf &&*/ (LogitechGSDK.LogiIsConnected(0) && LogitechGSDK.LogiButtonIsPressed(0, 23)))
{
isReactionAlreadyGiven = true;
float reactionTime = Time.time - dotDisaplyAtTime;
Debug.Log("Reaction Time RT : " + reactionTime);
RedDot(false);
dotDisplayReactTime.Add(reactionTime);
}
}
public double GetReactionTimeAvg()
{
double avg = 0;
foreach (var item in dotDisplayReactTime)
{
avg += item;
}
//avg / currentDotsCount
return avg / (float)dotDisplayReactTime.Count;
}
public double GetMissedSignals()
{
return ((float) missedSignals / (float) currentDotsCount) * 100;
}
private void RedDot(bool state)
{
//redDot.SetActive(state);
textAnsia2.SetText("Pippo 2");
}
private void SetRedDotSize()
{
//redDot.transform.localScale *= dotRadius;
textAnsia2.transform.localScale *= dotRadius;
textAnsia3.transform.localScale *= dotRadius;
}
private void SetRandomDotPosition()
{
//redDot.GetComponent<RectTransform>().anchoredPosition = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2)*scale;
float scale = ((Screen.height*0.9f) / radiusR2) * 0.9f;
Vector3 pos = GetRandomPointBetweenTwoCircles(radiusR1, radiusR2) * scale;
Debug.Log("RT temp pos : " + pos);
pos = new Vector3(500, 500, 0);
Debug.Log("RT pos : " + pos);
// redDot.transform.position = pos;
Vector3 pos2 = new Vector3(20, 20, 0);
Debug.Log("text ansia 2 : " + pos2);
textAnsia2.transform.position = pos2;
textAnsia3.transform.position = pos;
}
#region Getting Red Dot b/w 2 cricles
/*
Code from : https://gist.github.com/Ashwinning/89fa09b3aa3de4fd72c946a874b77658
*/
/// <summary>
/// Returns a random point in the space between two concentric circles.
/// </summary>
/// <param name="minRadius"></param>
/// <param name="maxRadius"></param>
/// <returns></returns>
Vector3 GetRandomPointBetweenTwoCircles(float minRadius, float maxRadius)
{
//Get a point on a unit circle (radius = 1) by normalizing a random point inside unit circle.
Vector3 randomUnitPoint = Random.insideUnitCircle.normalized;
//Now get a random point between the corresponding points on both the circles
return GetRandomVector3Between(randomUnitPoint * minRadius, randomUnitPoint * maxRadius);
}
/// <summary>
/// Returns a random vector3 between min and max. (Inclusive)
/// </summary>
/// <returns>The <see cref="UnityEngine.Vector3"/>.</returns>
/// <param name="min">Minimum.</param>
/// <param name="max">Max.</param>
Vector3 GetRandomVector3Between(Vector3 min, Vector3 max)
{
return min + Random.Range(0, 1) * (max - min);
}
#endregion
#region Reset
private void Reset()
{
if (displayCoroutine != null)
StopCoroutine(displayCoroutine);
RedDot(false);
shouldEvaluateTest = 0;
reactionTestDuration = 0;
secondsInterval = 0;
missedSignals = 0;
maxDots = 0;
radiusR1 = 0;
radiusR2 = 0;
dotRadius = 1;
secondsToDisaply = 0;
endTime = 0;
dotDisaplyAtTime = 0;
dotDisplayReactTime.Clear();
//redDot.transform.localScale = Vector3.one;
textAnsia2.transform.localScale = Vector3.one;
textAnsia3.transform.localScale = Vector3.one;
currentDotsCount = 0;
isReactionAlreadyGiven = true;
}
#endregion
}
}
当调用“SetRandomDotPosition”方法时,在我的场景中我可以在屏幕的随机位置显示红点(这是一个带有红点的简单图像),但我无法显示我的 textAnsia2。我该如何修复它?
希望这对您入门有所帮助:
脚本:
我希望我在视频中涵盖了我所做的每一步。
编辑:您唯一需要做的就是使滚轮的输入作用于滑块。尝试制作一个简单的脚本:当文本被启用时,然后来自操纵杆的输入在该文本上工作。当禁用时将其切换回他的目的。