unityzgy/Assets/Scripts/ThisProjectTool/WaterManager.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

74 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 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
/// </summary>
public class WaterManager : MonoBehaviour
{
public Transform borderPointParent;//计算距离用的边界点
public float scale;
private List<Vector3> allPointPos = new List<Vector3>();
GameObject water;
// Start is called before the first frame update
void Start()
{
borderPointParent = this.transform.Find("BorderPoins");
for (int i = 0; i < borderPointParent.childCount; i++)
{
allPointPos.Add(borderPointParent.GetChild(i).transform.position);//获取所有的点位
}
water = ResourcesCreater.InstantiatePrefab("WaterPrefab", this.transform);
water.transform.localPosition = Vector3.zero;
SetScale(scale);
}
/// <summary>
/// 改变水面大小
/// </summary>
/// <param name="scale"></param>
public void SetScale(float scale)
{
if (scale > 0)
{
if (water)
water.transform.localScale = new Vector3(scale, 1, scale);
else
this.scale = scale;
}
}
/// <summary>
/// 获取距离湖中心的大概距离
/// </summary>
/// <returns></returns>
public float GetDistanceFromWater(Vector3 worldPos)
{
return Vector3.Distance(worldPos, this.transform.position);
}
/// <summary>
/// 获取距离湖边界的最近距离
/// </summary>
/// <returns></returns>
public float GetNearestPointDistance(Vector3 worldPos)
{
//float sqrdistance = float.MaxValue;
//for (int i = 0; i < allPointPos.Count; i++)//遍历寻找距离最近的点
//{
// float currentPointSqrDis = (allPointPos[i] - worldPos).sqrMagnitude;
// if (currentPointSqrDis < sqrdistance)
// sqrdistance = currentPointSqrDis;
//}
//Debug.Log(Mathf.Sqrt(sqrdistance));
//return Mathf.Sqrt(sqrdistance);
Vector3 nearPointPos = ArrayHelper.Min(allPointPos.ToArray(), (p) => (p - worldPos).sqrMagnitude);
float nearDis = Vector3.Distance(nearPointPos, worldPos);
Debug.Log(nearDis);
return nearDis;
}
}