- 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
74 lines
2.3 KiB
C#
74 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 程序开始时创建水面效果 同时管理水边界点位 便于精确的计算物体距离水源的距离
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/// </summary>
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public class WaterManager : MonoBehaviour
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{
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public Transform borderPointParent;//计算距离用的边界点
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public float scale;
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private List<Vector3> allPointPos = new List<Vector3>();
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GameObject water;
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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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borderPointParent = this.transform.Find("BorderPoins");
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for (int i = 0; i < borderPointParent.childCount; i++)
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{
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allPointPos.Add(borderPointParent.GetChild(i).transform.position);//获取所有的点位
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}
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water = ResourcesCreater.InstantiatePrefab("WaterPrefab", this.transform);
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water.transform.localPosition = Vector3.zero;
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SetScale(scale);
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}
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/// <summary>
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/// 改变水面大小
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/// </summary>
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/// <param name="scale"></param>
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public void SetScale(float scale)
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{
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if (scale > 0)
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{
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if (water)
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water.transform.localScale = new Vector3(scale, 1, scale);
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else
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this.scale = scale;
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}
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}
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/// <summary>
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/// 获取距离湖中心的大概距离
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/// </summary>
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/// <returns></returns>
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public float GetDistanceFromWater(Vector3 worldPos)
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{
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return Vector3.Distance(worldPos, this.transform.position);
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}
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/// <summary>
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/// 获取距离湖边界的最近距离
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/// </summary>
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/// <returns></returns>
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public float GetNearestPointDistance(Vector3 worldPos)
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{
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//float sqrdistance = float.MaxValue;
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//for (int i = 0; i < allPointPos.Count; i++)//遍历寻找距离最近的点
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//{
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// float currentPointSqrDis = (allPointPos[i] - worldPos).sqrMagnitude;
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// if (currentPointSqrDis < sqrdistance)
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// sqrdistance = currentPointSqrDis;
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//}
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//Debug.Log(Mathf.Sqrt(sqrdistance));
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//return Mathf.Sqrt(sqrdistance);
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Vector3 nearPointPos = ArrayHelper.Min(allPointPos.ToArray(), (p) => (p - worldPos).sqrMagnitude);
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float nearDis = Vector3.Distance(nearPointPos, worldPos);
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Debug.Log(nearDis);
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return nearDis;
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}
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}
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