- 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
113 lines
3.5 KiB
C#
113 lines
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class GameObjectPiaker : MonoBehaviour
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{
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private IPicked currentPickedGO;//当前拾起的物体
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// Start is called before the first frame update
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void Start()
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{
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}
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//注入一个待放置的物体 无法重复注入 即当前正持有物体时 不在捡起新的物体
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public void InjectGO(IPicked picked)
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{
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if (currentPickedGO != null)
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{
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Debug.Log("当前持有物体,无法捡起新的物体");
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return;
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}
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CameraCtrl.Instance.rightButtonEvent += TryStopPick;
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currentPickedGO = picked;
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picked.PickUp();//捡起该物体
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}
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public GameObject GetCurrentPickGO()
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{
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return currentPickedGO?.GetGameObject();
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}
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//移动物体
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public void MoveGO(Vector3 vector)
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{
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if (currentPickedGO==null) return;
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currentPickedGO.GetGameObject().transform.position = vector;
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}
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//尝试放置物体在地面上
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private void TrySetGOOnFloor(Vector3 pos)
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{
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if (currentPickedGO == null) return;
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if (!currentPickedGO.CanPickDown())
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{
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Debug.Log(currentPickedGO.GetGameObject().name + "不能放置在当前位置");
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return;
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}
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currentPickedGO.PickDown();
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currentPickedGO = null;
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}
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//尝试放弃物体
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void TryStopPick()
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{
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if (currentPickedGO == null) return;
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if (!currentPickedGO.CanStopPick())//尝试停止
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{
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currentPickedGO.StopPick();
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currentPickedGO = null;//删除当前控制的物体时 移除移动/右键空白地面/点击地面事件
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CameraCtrl.Instance.rightButtonEvent -= TryStopPick;
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}
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}
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float doubleClickTime;
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//射线检测捡起或删除物体
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private void Update()
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{
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if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) return; //相机控制时屏蔽UI部分
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if (currentPickedGO == null)//当前物体未放下时 不允许拾取新的物体
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{
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if (Input.GetKey(KeyCode.LeftControl) && Input.GetMouseButtonDown(0))//左Ctrl+左键点击物体时 拾取指定层级的物体
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{
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GameObject hitGo = GetMouseRayHitGO("Flag");
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if (hitGo)
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{
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IPicked pciked = hitGo.GetComponent<IPicked>();
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if (pciked != null && pciked.CanPickUpByRay())
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InjectGO(pciked);
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}
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}
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}
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else//不为空时 实时检测射线位置 在射线检测点击到的地面 尝试放置物体
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{
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RaycastHit hit;//鼠标射线检测
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out hit, 2000, LayerMask.GetMask("Floor")))
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{
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MoveGO(hit.point);
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if (Input.GetMouseButtonDown(0))//左键 点击到地面时 放置该物体
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{
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TrySetGOOnFloor(hit.point);
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}
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}
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}
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}
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//获取射线检测到的当前物体
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GameObject GetMouseRayHitGO(string layer)
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{
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RaycastHit hit;//鼠标射线检测
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out hit, 2000, LayerMask.GetMask(layer)))//点到指定层级的物体
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{
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return hit.collider.gameObject;
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}
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return null;
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}
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}
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