- 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
81 lines
2.1 KiB
C#
81 lines
2.1 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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/// 地图坐标转换工具
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/// </summary>
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public static class MapHelper
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{
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static bool hasInit;
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static Vector2 terrainSize;
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static Vector2 mapSize;
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/// <summary>
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/// 地形/地图的
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/// </summary>
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public static float mapScale;
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//static Vector2
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public static void InitHelper(Vector2 terrainSize,Vector2 mapSize)
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{
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hasInit = true;
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MapHelper.terrainSize = terrainSize;
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MapHelper.mapSize = mapSize;
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mapScale = terrainSize.x / mapSize.x;
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}
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public static Vector3 GetWorldPosFromAnchPos(Vector2 anchoredPos)
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{
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if (!hasInit)
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{
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Debug.LogError("未初始化地图数据无法转换");
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return Vector3.zero;
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}
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Vector3 worldPos = new Vector3(anchoredPos.x + mapSize.x / 2, 0, anchoredPos.y + mapSize.x / 2) * mapScale;
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worldPos.y = Terrain.activeTerrain.SampleHeight(worldPos);//获取与地形对应点的世界坐标高度3
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return worldPos;
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}
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// <summary>
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/// 根据世界坐标获取地图锚点坐标 地形必须是正方形 长方形需修改该方法
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/// </summary>
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/// <param name="worldPos"></param>
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/// <returns> 返回以地图中心为锚点的锚点位置</returns>
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public static Vector2 GetAnchorPostionFromWorld(Vector3 worldPos)
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{
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if (!hasInit)
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{
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Debug.LogError("未初始化地图数据无法转换");
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return Vector2.zero;
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}
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return new Vector2(worldPos.x - terrainSize.x / 2, worldPos.z - terrainSize.y / 2) / mapScale;
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}
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/// <summary>
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/// 计算物体尺寸在地图上的像素点
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/// </summary>
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/// <param name="size">单位M</param>
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/// <returns>像素点</returns>
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public static float GetPixelFromSize(float size)
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{
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if (!hasInit)
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{
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Debug.LogError("未初始化地图数据无法转换");
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return 0;
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}
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return size/ mapScale;
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}
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public static void Clear()
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{
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hasInit = false;
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}
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}
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