- 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
77 lines
3.5 KiB
C#
77 lines
3.5 KiB
C#
// Child Of Controller Grab Attach|GrabAttachMechanics|50070
|
|
namespace VRTK.GrabAttachMechanics
|
|
{
|
|
using UnityEngine;
|
|
|
|
/// <summary>
|
|
/// The Child Of Controller Grab Attach script is used to make the grabbed object a child of the grabbing object upon grab.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The object upon grab will naturally track the position and rotation of the grabbing object as it is a child of the grabbing game object.
|
|
///
|
|
/// The rigidbody of the object will be set to kinematic upon grab and returned to it's original state on release.
|
|
/// </remarks>
|
|
/// <example>
|
|
/// `VRTK/Examples/023_Controller_ChildOfControllerOnGrab` uses this grab attach mechanic for the bow and the arrow.
|
|
/// </example>
|
|
[AddComponentMenu("VRTK/Scripts/Interactions/Grab Attach Mechanics/VRTK_ChildOfControllerGrabAttach")]
|
|
public class VRTK_ChildOfControllerGrabAttach : VRTK_BaseGrabAttach
|
|
{
|
|
/// <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);
|
|
grabbedObjectScript.isKinematic = true;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The StopGrab method ends the grab of the current object and cleans up the state.
|
|
/// </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 = true;
|
|
}
|
|
|
|
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);
|
|
}
|
|
obj.transform.SetParent(controllerAttachPoint.transform);
|
|
}
|
|
}
|
|
} |