- 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
39 lines
1.9 KiB
C#
39 lines
1.9 KiB
C#
// Rotate Object Control Action|ObjectControlActions|25020
|
|
namespace VRTK
|
|
{
|
|
using UnityEngine;
|
|
|
|
/// <summary>
|
|
/// The Rotate Object Control Action script is used to rotate the controlled GameObject around the up vector when changing the axis.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The effect is a smooth rotation to simulate turning.
|
|
/// </remarks>
|
|
/// <example>
|
|
/// `VRTK/Examples/017_CameraRig_TouchpadWalking` has a collection of walls and slopes that can be traversed by the user with the touchpad. There is also an area that can only be traversed if the user is crouching.
|
|
///
|
|
/// To enable the Rotate Object Control Action, ensure one of the `TouchpadControlOptions` children (located under the Controller script alias) has the `Rotate` control script active.
|
|
/// </example>
|
|
[AddComponentMenu("VRTK/Scripts/Locomotion/Object Control Actions/VRTK_RotateObjectControlAction")]
|
|
public class VRTK_RotateObjectControlAction : VRTK_BaseObjectControlAction
|
|
{
|
|
[Tooltip("The maximum speed the controlled object can be rotated based on the position of the axis.")]
|
|
public float maximumRotationSpeed = 3f;
|
|
[Tooltip("The rotation multiplier to be applied when the modifier button is pressed.")]
|
|
public float rotationMultiplier = 1.5f;
|
|
|
|
protected override void Process(GameObject controlledGameObject, Transform directionDevice, Vector3 axisDirection, float axis, float deadzone, bool currentlyFalling, bool modifierActive)
|
|
{
|
|
float angle = Rotate(axis, modifierActive);
|
|
if (angle != 0f)
|
|
{
|
|
RotateAroundPlayer(controlledGameObject, angle);
|
|
}
|
|
}
|
|
|
|
protected virtual float Rotate(float axis, bool modifierActive)
|
|
{
|
|
return axis * maximumRotationSpeed * Time.deltaTime * (modifierActive ? rotationMultiplier : 1) * 10;
|
|
}
|
|
}
|
|
} |