unityzgy/Assets/ThirdPackages/VRPackage/SteamVR/InteractionSystem/Longbow/Scripts/ArcheryTarget.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

82 lines
1.7 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Target that sends events when hit by an arrow
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class ArcheryTarget : MonoBehaviour
{
public UnityEvent onTakeDamage;
public bool onceOnly = false;
public Transform targetCenter;
public Transform baseTransform;
public Transform fallenDownTransform;
public float fallTime = 0.5f;
const float targetRadius = 0.25f;
private bool targetEnabled = true;
//-------------------------------------------------
private void ApplyDamage()
{
OnDamageTaken();
}
//-------------------------------------------------
private void FireExposure()
{
OnDamageTaken();
}
//-------------------------------------------------
private void OnDamageTaken()
{
if ( targetEnabled )
{
onTakeDamage.Invoke();
StartCoroutine( this.FallDown() );
if ( onceOnly )
{
targetEnabled = false;
}
}
}
//-------------------------------------------------
private IEnumerator FallDown()
{
if ( baseTransform )
{
Quaternion startingRot = baseTransform.rotation;
float startTime = Time.time;
float rotLerp = 0f;
while ( rotLerp < 1 )
{
rotLerp = Util.RemapNumberClamped( Time.time, startTime, startTime + fallTime, 0f, 1f );
baseTransform.rotation = Quaternion.Lerp( startingRot, fallenDownTransform.rotation, rotLerp );
yield return null;
}
}
yield return null;
}
}
}