- 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
53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Handles aligning audio listener when using speakers.
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//
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//=============================================================================
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using UnityEngine;
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using Valve.VR;
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[RequireComponent(typeof(AudioListener))]
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public class SteamVR_Ears : MonoBehaviour
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{
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public SteamVR_Camera vrcam;
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bool usingSpeakers;
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Quaternion offset;
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private void OnNewPosesApplied()
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{
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var origin = vrcam.origin;
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var baseRotation = origin != null ? origin.rotation : Quaternion.identity;
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transform.rotation = baseRotation * offset;
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}
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void OnEnable()
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{
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usingSpeakers = false;
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var settings = OpenVR.Settings;
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if (settings != null)
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{
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var error = EVRSettingsError.None;
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if (settings.GetBool(OpenVR.k_pch_SteamVR_Section, OpenVR.k_pch_SteamVR_UsingSpeakers_Bool, ref error))
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{
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usingSpeakers = true;
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var yawOffset = settings.GetFloat(OpenVR.k_pch_SteamVR_Section, OpenVR.k_pch_SteamVR_SpeakersForwardYawOffsetDegrees_Float, ref error);
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offset = Quaternion.Euler(0.0f, yawOffset, 0.0f);
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}
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}
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if (usingSpeakers)
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SteamVR_Events.NewPosesApplied.Listen(OnNewPosesApplied);
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}
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void OnDisable()
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{
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if (usingSpeakers)
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SteamVR_Events.NewPosesApplied.Remove(OnNewPosesApplied);
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}
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}
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