unityzgy/Assets/Scripts/StuentNet/UDP/Udp/ProtoBuilders/SceneSyncProtoBuilder.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

43 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XFramework.NetOuter;
//场景同步数据发送方法
public class SceneSyncProtoBuilder : IProtoBuilder
{
ProtocolByte protocol;
public SceneSyncProtoBuilder(SceneSyncData sceneSyncData)
{
protocol = new ProtocolByte();
protocol.AddString("SceneSync");
if (sceneSyncData.vrPerson != null)
{
protocol.AddBool(true);
protocol.AddString(sceneSyncData.vrPerson.personName);
protocol.AddStruct(sceneSyncData.vrPerson.head);
protocol.AddStruct(sceneSyncData.vrPerson.RH);
protocol.AddStruct(sceneSyncData.vrPerson.LH);
}
else
{
protocol.AddBool(false);
}
protocol.AddInt(sceneSyncData.syncGGDic.Count);
foreach (var item in sceneSyncData.syncGGDic)
{
protocol.AddString(item.Key);
protocol.AddStruct(item.Value);
}
//protocol.AddClass<SceneSyncData>(sceneSyncData);
}
public ProtocolBase GetProto()
{
return protocol;
}
}