Unity-在生成时获得随机颜色 [英] Unity - Get Random Color at Spawning
问题描述
我有一个小问题....我想在我的场景中生成四边形,它们的材质都应该为红色或绿色.但是Random.Range函数只能是int,我该怎么解决??
void SpawningSquadsRnd()
{
rndColor[0] = Color.red;
rndColor[1] = Color.green;
for (int i = 0; i < 5; i++)
{
GameObject quad = Instantiate(squadPrefab, new Vector3(Random.Range(- 23, 23), 1.5f, Random.Range(-23, 23)), Quaternion.identity);
int index = Random.Range(0, rndColor.Length);
quad.gameObject.GetComponent<Renderer>().material.color = //Random.Range(0, rndColor.Length);
}
}
如果只需要红色和绿色,则可以使用基本的if和else结构来实现:
int index = Random.Range(0, 1);
if(index == 1)
{
quad.gameObject.GetComponent<Renderer>().material.color = new Color(1, 0, 0);
}
else
{
quad.gameObject.GetComponent<Renderer>().material.color = new Color(0, 1, 0);
}
如果您想要更好的东西,可以在0和1之间随机选择一个浮点数,然后在以下颜色之间进行Lerp调整:
float index = Random.Range(0, 1);
quad.gameObject.GetComponent<Renderer>().material.color = Color.Lerp(Color.red, Color.green, index);
如果要完全随机化颜色,也可以使用此颜色.但是,它使您只能有限地控制所获得的颜色.
quad.gameObject.GetComponent<Renderer>().material.color = Random.ColorHSV();
ColorHSV
方法有多个重载,使您可以对颜色进行一些控制,例如使用hueMin
和hueMax
.
另一个可以控制颜色的选项可以是@Szymon所说的,它拥有一个颜色阵列,其中有很多颜色,并且在0和该阵列的长度之间随机分配了一个索引.
i have a little issue....i want to spawn Quads in my Scene and they all should have either red or green as Material. But the Random.Range function will only int´s, how could i solve it ??
void SpawningSquadsRnd()
{
rndColor[0] = Color.red;
rndColor[1] = Color.green;
for (int i = 0; i < 5; i++)
{
GameObject quad = Instantiate(squadPrefab, new Vector3(Random.Range(- 23, 23), 1.5f, Random.Range(-23, 23)), Quaternion.identity);
int index = Random.Range(0, rndColor.Length);
quad.gameObject.GetComponent<Renderer>().material.color = //Random.Range(0, rndColor.Length);
}
}
If you want only red and green you can achieve it with a basic if and else structure like this:
int index = Random.Range(0, 1);
if(index == 1)
{
quad.gameObject.GetComponent<Renderer>().material.color = new Color(1, 0, 0);
}
else
{
quad.gameObject.GetComponent<Renderer>().material.color = new Color(0, 1, 0);
}
If you want something better you can random a float between 0 and 1 and then Lerp between colors like this:
float index = Random.Range(0, 1);
quad.gameObject.GetComponent<Renderer>().material.color = Color.Lerp(Color.red, Color.green, index);
If you want to fully randomized the coloring you can also use this as well. However, it gives you limited amount of control over colors you are getting.
quad.gameObject.GetComponent<Renderer>().material.color = Random.ColorHSV();
ColorHSV
method has several overloads which gives you some control over color like using hueMin
and hueMax
.
Another option to have control over colors can be as @Szymon stated having a color array with plenty of colors and randoming an index between 0 and length of that array.
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