- 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
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Displacement/Fisheye")]
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public class Fisheye : PostEffectsBase
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{
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public float strengthX = 0.05f;
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public float strengthY = 0.05f;
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public Shader fishEyeShader = null;
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private Material fisheyeMaterial = null;
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public override bool CheckResources ()
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{
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CheckSupport (false);
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fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial);
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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if (CheckResources()==false)
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{
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Graphics.Blit (source, destination);
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return;
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}
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float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye
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float ar = (source.width * 1.0f) / (source.height * 1.0f);
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fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize));
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Graphics.Blit (source, destination, fisheyeMaterial);
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}
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}
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}
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