unityzgy/Assets/Scripts/ThisProjectTool/VRCtrl/RepairSub/StepNode/VRInterractableNode/VRInterStepNode.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

44 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//VR交互类型的步骤节点
public class VRInterStepNode : StepNodeBase
{
//VRGrabInterractableBase interractableBase;
IStepNodeAction nodeAction;//节点具体实现管理
// Start is called before the first frame update
protected override void Awake()
{
base.Awake();
//interractableBase = this.GetComponent<VRGrabInterractableBase>();
nodeAction = this.GetComponent<IStepNodeAction>();
if (nodeAction == null)
Debug.LogError(NodeName + " " + this.gameObject.name + "操作节点未找到Action行为实现");
}
//流程节点激活时激活该节点的全部操作步骤点 并注册操作步骤点完成事件
protected override void Active()
{
nodeActiceState = NodeActiceState.active;
if (autoFinishedStep) //自动完成的节点 无需行为调用结束 激活时自行调用即可
{
nodeAction?.Active(currentProcess, null);
NodeFinised();
}
else
{
nodeAction?.Active(currentProcess, NodeFinised);
}
}
//节点操作完成时调用激活状态
protected override void UnActive()
{
nodeActiceState = NodeActiceState.unActice;
nodeAction?.UnActive(currentProcess);
}
}