unityzgy/.svn/pristine/3b/3b118e5e2b9378d796b3a56a0f462d4391fba7ba.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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If you are using Microsplat (https://www.assetstore.unity3d.com/en/#!/content/96478) as you terrain shader and using some of the advanced modules like Dynamic Snow or Wetness/Streams/Puddles you can synchronze these with enviro weather system.
1. Add the Enviro MicroSplat component to one of your gameobjects in scene.
2. Enable modules in MicroSplat material editor.
3. Enable the "Global Driven Property" in each module of Microsplat by clicking on the "G" next to the setting. For example at Snow Modules -> Amount.
4. That's all! :)