unityzgy/Assets/ThirdPackages/QuickRopes 2/CoreScripts/QuickRope2Prefab.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

74 lines
1.9 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(QuickRope2))]
[ExecuteInEditMode()]
public class QuickRope2Prefab : MonoBehaviour
{
public GameObject prefab = null;
public float jointScale = 1;
public bool alternateJoints = true;
public bool firstJointAlternated = false;
private QuickRope2 rope;
void OnEnable()
{
rope = GetComponent<QuickRope2>();
if (prefab == null)
prefab = (GameObject)Resources.Load("Link", typeof(GameObject));
rope.OnInitializeMesh += OnInitializeMesh;
}
void OnDisable()
{
rope.OnInitializeMesh -= OnInitializeMesh;
if (rope != null)
rope.ClearJointObjects();
}
void OnDestroy()
{
rope.OnInitializeMesh -= OnInitializeMesh;
if (rope != null)
rope.ClearJointObjects();
}
public void OnInitializeMesh()
{
if (!prefab)
return;
//rope.FirstJointAlternated = firstJointAlternated;
//rope.AlternateJoints = alternateJoints;
rope.JointPrefab = prefab;
//rope.AlternateJoints = true;
rope.JointScale = jointScale;
rope.GenerateJointObjects();
}
/*
public void OnInsertJointAtStart()
{
Vector3 insertPos = rope.Joints[0].transform.position - ((rope.Joints[0].transform.position - rope.Joints[1].transform.position).normalized * rope.jointSpacing);
GameObject go;
go = (GameObject)Instantiate(prefab, insertPos, rope.Joints[1].transform.rotation * Quaternion.Euler(0, 0, 90));
go.transform.localScale = Vector3.one * jointScale;
if (!rope.showJoints)
go.hideFlags = HideFlags.HideInHierarchy | HideFlags.NotEditable;
if (go.collider)
go.collider.enabled = false;
rope.Joints.Insert(1, go);
rope.RebuildPhysics();
}
*/
}