- 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
52 lines
1.2 KiB
Plaintext
52 lines
1.2 KiB
Plaintext
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Set the blend shape weight based on a linear mapping
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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public class LinearBlendshape : MonoBehaviour
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{
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public LinearMapping linearMapping;
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public SkinnedMeshRenderer skinnedMesh;
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private float lastValue;
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//-------------------------------------------------
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void Awake()
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{
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if ( skinnedMesh == null )
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{
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skinnedMesh = GetComponent<SkinnedMeshRenderer>();
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}
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if ( linearMapping == null )
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{
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linearMapping = GetComponent<LinearMapping>();
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}
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}
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//-------------------------------------------------
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void Update()
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{
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float value = linearMapping.value;
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//No need to set the blend if our value hasn't changed.
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if ( value != lastValue )
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{
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float blendValue = Util.RemapNumberClamped( value, 0f, 1f, 1f, 100f );
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skinnedMesh.SetBlendShapeWeight( 0, blendValue );
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}
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lastValue = value;
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}
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}
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}
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