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