unityzgy/Assets/ThirdPackages/VRPackage/SteamVR/Scripts/SteamVR_Ears.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

53 lines
1.3 KiB
C#

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