Unity工具类

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Unity工具类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MyTool
{
#region 单例类
	private MyTool _instance ;
	public MyTool Instance{ get { return _instance; } }
#endregion

	void Awake()
	{
		_instance = this;
	}

	/// <summary>
    /// 获取导航网格内随机点
    /// </summary>
    /// <returns>导航网格内随机点</returns>
    public static Vector3 GetRandomLoaction()
    {
        NavMeshTriangulation _navMeshTriangulation = NavMesh.CalculateTriangulation();
        int t = Random.Range(0, _navMeshTriangulation.indices.Length);
        Vector3 point = Vector3.Lerp(_navMeshTriangulation.vertices[_navMeshTriangulation.indices[t]],
            _navMeshTriangulation.vertices[_navMeshTriangulation.indices[t + 1]], Random.value);
        point = Vector3.Lerp(point, _navMeshTriangulation.vertices[_navMeshTriangulation.indices[t + 2]], Random.value);
        return point;
    }

	/// <summary>
    /// 随机数
    /// </summary>
    /// <param name="rate">几率数组</param>
    /// <param name="total">几率总和</param>
    /// <returns></returns>
    public static int Rand(int[] rate, int total)
    {
        int r = Random.Range(1, total + 1);
        int t = 0;
        for (int i = 0; i < rate.Length; i++)
        {
            t += rate[i];
            if (r < t)
                return i;
        }
        return 0;
    }
    
	/// <summary>
    /// 更新时间文本
    /// </summary>
    public static void UpdateTimeText()
    {
        float _time = FlyController.GameTime;
        string _minute = ((int) (_time / 60)).ToString();
        string _second = ((int) (_time % 60)).ToString();
        _second = _second.PadLeft(2, '0');
        //设置更新文本
        //TimeText.text = _minute + ":" + _second;
    }
    
    #region 读取Json
    
    private GameSettingList comData;
    public List<GameSetting> comDatas;
    
	/// <summary>
    /// 读取JSON数据(需要LitJson)
    /// </summary>
    public static void ReadJsonData(string _path)
    {
        //读取数据,转换成数据流
        StreamReader comdata = new StreamReader(Application.streamingAssetsPath + "/" + _path);
        //转换成json数据
        JsonReader comdata_json = new JsonReader(comdata);
        //转化为jsonData
        comData = JsonMapper.ToObject<ComDataList>(comdata_json);
        comDatas = comData.ComDatas;
    }
	
	//Json格式
	/**************************
	{
	    "GameSettings":
	    [
	        {
	            "index": 0,
	            "height" : 0,
	            "name" : "a"
	        }
	    ]
	} 
	**************************/   

    #endregion
    
	/// <summary>
    /// 音效轮放(目前只测试到两个音频轮放,主要用于脚步声播放)
    /// <param name="_clips">要轮放的音效数组</param>
    /// <param name="_playAudio">音频播放组件</param>
    /// </summary>
	public static void RandomAudioPlay(AudioClip[] _clips, AudioSource _playAudio)
	{
		int n = Random.Range(1, _clips.Length);
		playAudio.clip = _clips[n];
		playAudio.PlayOneShot(_clips[n]);
		_clips[n] = _clips[0];
		_clips[0] = _playAudio.clip;
	}

	/// <summary>
    /// 颜色相似度检测
    /// </summary>
    /// <param name="_color">要检测的目标颜色</param>
    /// <param name="_currentColor">当前对比的颜色</param>
    /// <param name="_offsetH">颜色空间H的差异值</param>
    /// <param name="_offsetS">颜色空间S的差异值</param>
    /// <param name="_offsetV">颜色空间V的差异值</param>
    /// <returns></returns>
    public static string ColorGap(Color32 _color, Color32 _currentColor, float _offsetH, float _offsetS, float _offsetV)
    {
        float H, S, V;
        float h, s, v;
        //将检测颜色标准和当前颜色由RGB颜色空间转换到HSV颜色空间
        Color.RGBToHSV(_color, out H, out S, out V);
        Color.RGBToHSV(_currentColor, out h, out s, out v);
        //获取当前颜色HSV值和颜色标准HSV值的差,并设置为绝对值
        float ClanpH = Mathf.Abs(h * 360 - H * 360);
        float ClanpS = Mathf.Abs(s * 255 - S * 255);
        float ClanpV = Mathf.Abs(v * 255 - V * 255);
        //向下取整数
        ClanpH = Mathf.Floor(ClanpH);
        ClanpS = Mathf.Floor(ClanpS);
        ClanpV = Mathf.Floor(ClanpV);
        //根据当前HSV值的差来判断当前颜色和颜色检测标准的相似度
        if (ClanpH <= 20 && ClanpS <= 50 && ClanpV < 30)
        {
        	//颜色相似时执行的部分
        }
    }
    
	#region OpenCV获取像素点颜色
	/// <summary>
    /// 截屏
    /// </summary>
    /// <returns></returns>
    IEnumerator ScreenShot(string _path, string _name, string _format)
    {
        yield return new WaitForEndOfFrame();
        ScreenCapture.CaptureScreenshot(_path + "/" + _name + _format);
    }
	
	/// <summary>
    /// 转换位置类型
    /// </summary>
    /// <param name="vector"></param>
    /// <returns></returns>
    public static Point Vector3Topoint(Vector3 vector)
    {
        return new Point(vector.x, vector.y);
    }
    
	/// <summary>
    /// 通过OpenCV获取像素点颜色
    /// <param name=" _path">图片路径</param>
    /// </summary>
    public static void CheckColorForOpencv(string _path)
    {
        var src = Imgcodecs.imread(_path);
        var dst = new Mat(src.cols(), src.rows(), CvType.CV_8UC4);
        Imgproc.cvtColor(src,dst,Imgproc.COLOR_BGR2BGRA);

        double b = dst.get((int) Point.y, (int) Point.x)[0];
        double g = dst.get((int) Point.y, (int) Point.x)[1];
        double r = dst.get((int) Point.y, (int) Point.x)[2];
        double a = dst.get((int) Point.y, (int) Point.x)[3];

        Color = new Color((float) r / 255, (float) g / 255, (float) b / 255, (float) a / 255);
    }
    #endregion
    
    
	/// <summary>
    /// 开启摄像头
    /// </summary>
    /// <returns></returns>
    IEnumerator WebCamera()
    {
        yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);

        if (Application.HasUserAuthorization(UserAuthorization.WebCam))
        {
            WebCamDevice[] devices = WebCamTexture.devices;
            Debug.Log(devices[0].name);
            WebCamTexture tex = new WebCamTexture(devices[0].name, 1920, 1080, 30);
            Cam.texture = tex;
            tex.Play();
        }
    }
}

#region Json数据类
public class GameSetting
{
    public int index;
    public double height;
    public string name;
}
    
public class GameSettingList
{
    public List<ComData> GameSettings;
}
#endregion
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