unityzgy/.svn/pristine/29/29d35712d9a8ef406a99c67271d6c295a0b3d804.svn-base
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

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// Headset Fade|Presence|70020
namespace VRTK
{
using UnityEngine;
/// <summary>
/// Event Payload
/// </summary>
/// <param name="timeTillComplete">A float that is the duration for the fade/unfade process has remaining.</param>
/// <param name="currentTransform">The current Transform of the object that the Headset Fade script is attached to (Camera).</param>
public struct HeadsetFadeEventArgs
{
public float timeTillComplete;
public Transform currentTransform;
}
/// <summary>
/// Event Payload
/// </summary>
/// <param name="sender">this object</param>
/// <param name="e"><see cref="HeadsetFadeEventArgs"/></param>
public delegate void HeadsetFadeEventHandler(object sender, HeadsetFadeEventArgs e);
/// <summary>
/// The purpose of the Headset Fade is to change the colour of the headset view to a specified colour over a given duration and to also unfade it back to being transparent.
/// </summary>
/// <remarks>
/// The `Fade` and `Unfade` methods can only be called via another script and this Headset Fade script does not do anything on initialisation to fade or unfade the headset view.
/// </remarks>
/// <example>
/// `VRTK/Examples/011_Camera_HeadSetCollisionFading` has collidable walls around the play area and if the user puts their head into any of the walls then the headset will fade to black.
/// </example>
[AddComponentMenu("VRTK/Scripts/Presence/VRTK_HeadsetFade")]
public class VRTK_HeadsetFade : MonoBehaviour
{
/// <summary>
/// Emitted when the user's headset begins to fade to a given colour.
/// </summary>
public event HeadsetFadeEventHandler HeadsetFadeStart;
/// <summary>
/// Emitted when the user's headset has completed the fade and is now fully at the given colour.
/// </summary>
public event HeadsetFadeEventHandler HeadsetFadeComplete;
/// <summary>
/// Emitted when the user's headset begins to unfade back to a transparent colour.
/// </summary>
public event HeadsetFadeEventHandler HeadsetUnfadeStart;
/// <summary>
/// Emitted when the user's headset has completed unfading and is now fully transparent again.
/// </summary>
public event HeadsetFadeEventHandler HeadsetUnfadeComplete;
protected Transform headset;
protected bool isTransitioning = false;
protected bool isFaded = false;
public virtual void OnHeadsetFadeStart(HeadsetFadeEventArgs e)
{
if (HeadsetFadeStart != null)
{
HeadsetFadeStart(this, e);
}
}
public virtual void OnHeadsetFadeComplete(HeadsetFadeEventArgs e)
{
if (HeadsetFadeComplete != null)
{
HeadsetFadeComplete(this, e);
}
}
public virtual void OnHeadsetUnfadeStart(HeadsetFadeEventArgs e)
{
if (HeadsetUnfadeStart != null)
{
HeadsetUnfadeStart(this, e);
}
}
public virtual void OnHeadsetUnfadeComplete(HeadsetFadeEventArgs e)
{
if (HeadsetUnfadeComplete != null)
{
HeadsetUnfadeComplete(this, e);
}
}
/// <summary>
/// The IsFaded method returns true if the headset is currently fading or has completely faded and returns false if it is completely unfaded.
/// </summary>
/// <returns>Returns true if the headset is currently fading or faded.</returns>
public virtual bool IsFaded()
{
return isFaded;
}
/// <summary>
/// The IsTransitioning method returns true if the headset is currently fading or unfading and returns false if it is completely faded or unfaded.
/// </summary>
/// <returns>Returns true if the headset is currently in the process of fading or unfading.</returns>
public virtual bool IsTransitioning()
{
return isTransitioning;
}
/// <summary>
/// The Fade method initiates a change in the colour of the headset view to the given colour over a given duration.
/// </summary>
/// <param name="color">The colour to fade the headset view to.</param>
/// <param name="duration">The time in seconds to take to complete the fade transition.</param>
public virtual void Fade(Color color, float duration)
{
isFaded = false;
isTransitioning = true;
VRTK_SDK_Bridge.HeadsetFade(color, duration);
OnHeadsetFadeStart(SetHeadsetFadeEvent(headset, duration));
CancelInvoke("UnfadeComplete");
Invoke("FadeComplete", duration);
}
/// <summary>
/// The Unfade method initiates the headset to change colour back to a transparent colour over a given duration.
/// </summary>
/// <param name="duration">The time in seconds to take to complete the unfade transition.</param>
public virtual void Unfade(float duration)
{
isFaded = true;
isTransitioning = true;
VRTK_SDK_Bridge.HeadsetFade(Color.clear, duration);
OnHeadsetUnfadeStart(SetHeadsetFadeEvent(headset, duration));
CancelInvoke("FadeComplete");
Invoke("UnfadeComplete", duration);
}
protected virtual void Awake()
{
VRTK_SDKManager.instance.AddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void OnEnable()
{
headset = VRTK_DeviceFinder.HeadsetCamera();
isTransitioning = false;
isFaded = false;
VRTK_SharedMethods.AddCameraFade();
if (!VRTK_SDK_Bridge.HasHeadsetFade(headset))
{
VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "VRTK_HeadsetFade", "compatible fade", "Camera"));
}
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.instance.RemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual HeadsetFadeEventArgs SetHeadsetFadeEvent(Transform currentTransform, float duration)
{
HeadsetFadeEventArgs e;
e.timeTillComplete = duration;
e.currentTransform = currentTransform;
return e;
}
protected virtual void FadeComplete()
{
isFaded = true;
isTransitioning = false;
OnHeadsetFadeComplete(SetHeadsetFadeEvent(headset, 0f));
}
protected virtual void UnfadeComplete()
{
isFaded = false;
isTransitioning = false;
OnHeadsetUnfadeComplete(SetHeadsetFadeEvent(headset, 0f));
}
}
}