unityzgy/Assets/ThirdPackages/VRPackage/VRTK/Scripts/Interactions/GrabAttachMechanics/VRTK_BaseJointGrabAttach.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

131 lines
5.5 KiB
C#

// Base Joint Grab Attach|GrabAttachMechanics|50020
namespace VRTK.GrabAttachMechanics
{
using UnityEngine;
/// <summary>
/// The Base Joint Grab Attach script is an abstract class that all joint grab attach types inherit.
/// </summary>
/// <remarks>
/// As this is an abstract class, it cannot be applied directly to a game object and performs no logic.
/// </remarks>
public abstract class VRTK_BaseJointGrabAttach : VRTK_BaseGrabAttach
{
[Header("Joint Options", order = 2)]
[Tooltip("Determines whether the joint should be destroyed immediately on release or whether to wait till the end of the frame before being destroyed.")]
public bool destroyImmediatelyOnThrow = true;
protected Joint givenJoint;
protected Joint controllerAttachJoint;
/// <summary>
/// The ValidGrab method determines if the grab attempt is valid.
/// </summary>
/// <param name="checkAttachPoint"></param>
/// <returns>Returns true if there is no current grab happening, or the grab is initiated by another grabbing object.</returns>
public override bool ValidGrab(Rigidbody checkAttachPoint)
{
return (controllerAttachJoint == null || controllerAttachJoint.connectedBody != checkAttachPoint);
}
/// <summary>
/// The StartGrab method sets up the grab attach mechanic as soon as an object is grabbed. It is also responsible for creating the joint on the grabbed object.
/// </summary>
/// <param name="grabbingObject">The object that is doing the grabbing.</param>
/// <param name="givenGrabbedObject">The object that is being grabbed.</param>
/// <param name="givenControllerAttachPoint">The point on the grabbing object that the grabbed object should be attached to after grab occurs.</param>
/// <returns>Is true if the grab is successful, false if the grab is unsuccessful.</returns>
public override bool StartGrab(GameObject grabbingObject, GameObject givenGrabbedObject, Rigidbody givenControllerAttachPoint)
{
if (base.StartGrab(grabbingObject, givenGrabbedObject, givenControllerAttachPoint))
{
SnapObjectToGrabToController(givenGrabbedObject);
return true;
}
return false;
}
/// <summary>
/// The StopGrab method ends the grab of the current object and cleans up the state. It is also responsible for removing the joint from the grabbed object.
/// </summary>
/// <param name="applyGrabbingObjectVelocity">If true will apply the current velocity of the grabbing object to the grabbed object on release.</param>
public override void StopGrab(bool applyGrabbingObjectVelocity)
{
ReleaseObject(applyGrabbingObjectVelocity);
base.StopGrab(applyGrabbingObjectVelocity);
}
protected override void Initialise()
{
tracked = false;
climbable = false;
kinematic = false;
controllerAttachJoint = null;
}
protected override Rigidbody ReleaseFromController(bool applyGrabbingObjectVelocity)
{
if (controllerAttachJoint)
{
var jointRigidbody = controllerAttachJoint.GetComponent<Rigidbody>();
DestroyJoint(destroyImmediatelyOnThrow, applyGrabbingObjectVelocity);
controllerAttachJoint = null;
return jointRigidbody;
}
return null;
}
protected virtual void OnJointBreak(float force)
{
ForceReleaseGrab();
}
protected virtual void CreateJoint(GameObject obj)
{
if (precisionGrab)
{
givenJoint.anchor = obj.transform.InverseTransformPoint(controllerAttachPoint.position);
}
controllerAttachJoint = givenJoint;
controllerAttachJoint.breakForce = (!grabbedObjectScript.IsDroppable() || grabbedObjectScript.validDrop == VRTK_InteractableObject.ValidDropTypes.DropValidSnapDropZone ? Mathf.Infinity : controllerAttachJoint.breakForce);
controllerAttachJoint.connectedBody = controllerAttachPoint;
}
protected virtual void DestroyJoint(bool withDestroyImmediate, bool applyGrabbingObjectVelocity)
{
controllerAttachJoint.connectedBody = null;
if (withDestroyImmediate && applyGrabbingObjectVelocity)
{
DestroyImmediate(controllerAttachJoint);
}
else
{
Destroy(controllerAttachJoint);
}
}
protected virtual void SetSnappedObjectPosition(GameObject obj)
{
if (grabbedSnapHandle == null)
{
obj.transform.position = controllerAttachPoint.transform.position;
}
else
{
obj.transform.rotation = controllerAttachPoint.transform.rotation * Quaternion.Euler(grabbedSnapHandle.transform.localEulerAngles);
obj.transform.position = controllerAttachPoint.transform.position - (grabbedSnapHandle.transform.position - obj.transform.position);
}
}
protected virtual void SnapObjectToGrabToController(GameObject obj)
{
if (!precisionGrab)
{
SetSnappedObjectPosition(obj);
}
CreateJoint(obj);
}
}
}