- 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
119 lines
3.1 KiB
C#
119 lines
3.1 KiB
C#
using DG.Tweening;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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/// <summary>
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/// 起重机交互物体
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/// </summary>
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public class CraneInterGO : MonoBehaviour
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{
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[Tooltip("起吊锚点")]
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public Transform craneAnchored;
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public bool isSlinged;
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Vector3 rightPos;
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Vector3 rightAngle;
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[Tooltip("允许位置误差")]
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public Vector3 allowPosError;
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//吊起事件
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public event UnityAction OnSlingEvent;
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//放下事件
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public event UnityAction UnSlingEvent;
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//放置在固定位置时
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public event UnityAction SetOnFixedPos;
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//放置在自由位置时
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public event UnityAction SetOnFreePos;
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// Start is called before the first frame update
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void Start()
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{
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rightPos = this.transform.localPosition;
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rightAngle = this.transform.localEulerAngles;
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}
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/// <summary>
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/// 吊起时
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/// </summary>
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/// <param name="loadHookRig"></param>
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public void OnSling()
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{
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if (!isSlinged) return;
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isSlinged = false;
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OnSlingEvent?.Invoke();
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}
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/// <summary>
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/// 放下时
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/// </summary>
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/// <param name="loadHookRig"></param>
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public void UnSling()
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{
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UnSlingEvent?.Invoke();
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bool onAllowableFixed = false;//判断是否启用了复位逻辑 且满足安装位置需要
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onAllowableFixed = CheckPos();
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if (onAllowableFixed)//满足安装条件
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{
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StartHoming();//播放归位动画
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}
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else//未处于安装位置 暂时不做处理
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{
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this.gameObject.GetComponent<Rigidbody>().isKinematic = false;//安置在其他位置时 启用刚体影响
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SetOnFreePos?.Invoke();
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}
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}
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/// <summary>
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/// 获取锚点位置
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/// </summary>
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/// <returns></returns>
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public Vector3 GetCraneAnchorPos()
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{
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if (craneAnchored != null)
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return craneAnchored.position;
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else
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return this.transform.position;
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}
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/// <summary>
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/// 检查位置是否符合要求
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/// </summary>
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/// <returns> true 符合要求</returns>
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bool CheckPos()
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{
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if (Mathf.Abs(this.transform.localPosition.x - rightPos.x) > allowPosError.x)
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return false;
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if (Mathf.Abs(this.transform.localPosition.y - rightPos.y) > allowPosError.y)
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return false;
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if (Mathf.Abs(this.transform.localPosition.z - rightPos.z) > allowPosError.z)
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return false;
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return true;
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}
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//开始动画复位到准确的安装位置
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private void StartHoming()
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{
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Debug.Log("开始复位");
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this.gameObject.GetComponent<Rigidbody>().isKinematic = true;//避免重力或其他物体影响其归位
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this.transform.DOLocalMove(rightPos, 1f).OnComplete(HomgingOver);
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this.transform.DOLocalRotateQuaternion(Quaternion.Euler(rightAngle), 1f);
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}
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//复位完成
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protected virtual void HomgingOver()
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{
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this.gameObject.GetComponent<Rigidbody>().isKinematic = false;//复位结束后启用刚体影响
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SetOnFixedPos?.Invoke();
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}
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}
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