- 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
96 lines
3.4 KiB
C#
96 lines
3.4 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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using UnityEngine.UI;
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using XFramework.UIExtensions;
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public class DrawLineCtrl : MaskableGraphic
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{
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//public List< Vector2> points;
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//public List<bool> colors;
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// public float segments;
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//public float linewidth;
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//非全屏时的修正值 全屏时可为0
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public Vector3 anchorPos = new Vector3(0, 0, 0);
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List<List<UIVertex>> vertexQuadList = new List<List<UIVertex>>();
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List<UIVertex> vertexQuad;
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public float lineWidth = 2;
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Vector3 lastleftPoint;
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Vector3 lastrightPoint;
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Vector3 lastPos= Vector3.zero;
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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vh.Clear();
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for (int i = 0; i < vertexQuadList.Count; i++)
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{
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vh.AddUIVertexQuad(vertexQuadList[i].ToArray());
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}
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}
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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// vertexQuadList.Clear();
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if (lastPos == Vector3.zero)
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{
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lastPos = Input.mousePosition - anchorPos;
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lastleftPoint = lastPos - new Vector3(Screen.width / 2, Screen.height / 2, 0) + Vector3.up * lineWidth;
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lastrightPoint = lastPos - new Vector3(Screen.width / 2, Screen.height / 2, 0) - Vector3.up * lineWidth;
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}
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else
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{
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Vector3 newVec = Input.mousePosition - anchorPos - lastPos;
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int colorIndex = Random.Range(0, 2);
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if (colorIndex == 0)
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{
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color = Color.green;
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}
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else
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color = Color.red;
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if (newVec.magnitude < 0.1f)
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{
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return;
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}
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vertexQuad = new List<UIVertex>();
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Vector3 vec = Vector3.Cross(newVec.normalized, Vector3.forward).normalized;
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Vector3 newleftPoint = Input.mousePosition - anchorPos - new Vector3(Screen.width / 2, Screen.height / 2, 0) + vec * lineWidth;
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Vector3 newrightPoint = Input.mousePosition - anchorPos - new Vector3(Screen.width / 2, Screen.height / 2, 0) - vec * lineWidth;
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UIVertex uIVertex = new UIVertex();
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uIVertex.position = lastleftPoint;
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uIVertex.color = color;
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vertexQuad.Add(uIVertex);
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UIVertex uIVertex1 = new UIVertex();
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uIVertex1.position = lastrightPoint;
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uIVertex1.color = color;
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vertexQuad.Add(uIVertex1);
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UIVertex uIVertex3 = new UIVertex();
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uIVertex3.position = newrightPoint;
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uIVertex3.color = color;
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vertexQuad.Add(uIVertex3);
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UIVertex uIVertex2 = new UIVertex();
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uIVertex2.position = newleftPoint;
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uIVertex2.color = color;
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vertexQuad.Add(uIVertex2);
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lastleftPoint = newleftPoint;
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lastrightPoint = newrightPoint;
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vertexQuadList.Add(vertexQuad);
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lastPos = Input.mousePosition - anchorPos;
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SetVerticesDirty();
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}
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}
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if (Input.GetMouseButtonDown(1))
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{
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lastPos = Vector3.zero;
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vertexQuadList.Clear();
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SetVerticesDirty();
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}
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}
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}
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