unityzgy/Assets/FindScriptObj.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

87 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VRTK;
public class FindScriptObj : MonoBehaviour
{
public List<GameObject> targets;
public Transform targetParent;
[ContextMenu("FindNotMeshColiider")]
public void FindNotMeshColiider()
{
targets = new List<GameObject>();
Rigidbody[] rigs = targetParent.GetComponentsInChildren<Rigidbody>();
foreach (Rigidbody item in rigs)
{
if (item.useGravity == true && item.isKinematic == false)
{
targets.Add(item.gameObject);
}
}
/* MeshCollider[] colliders = targetParent.GetComponentsInChildren<MeshCollider>();
foreach (MeshCollider item in colliders)
{
if (item.sharedMesh == null)
{
targets.Add(item.gameObject);
}
} */
}
//[ContextMenu("FindInteEnable")]
public void FindTargets()
{
targets = new List<GameObject>();
GameObject[] allObjs = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjs)
{
if (obj.TryGetComponent<VRTK_InteractableObject>(out VRTK_InteractableObject target))
{
if (target.isUsable) targets.Add(obj);
}
}
}
//[ContextMenu("Find Miss Meshes")]
private void FindMissMesh()
{
targets = new List<GameObject>();
GameObject[] allObjects = GameObject.FindObjectsOfType<GameObject>();
MeshFilter item = null;
foreach (GameObject obj in allObjects)
{
if (obj.TryGetComponent<MeshFilter>(out item))
{
if (item.sharedMesh == null)
{
targets.Add(obj);
}
}
}
}
}
#if UNITY_EDITOR
public static class FindTool
{
[MenuItem("Tools/FindTarget")]
public static void FindTargetNode()
{
StepNodeBase[] stepNodeBases = GameObject.FindObjectsOfType<StepNodeBase>();
foreach (StepNodeBase stepNodeBase in stepNodeBases)
{
if (stepNodeBase.NodeName == "拆卸开始节点")
{
Debug.Log(stepNodeBase.gameObject.name);
break;
}
else
{
Debug.Log(stepNodeBase.gameObject.name);
}
}
}
}
#endif