unityzgy/.svn/pristine/67/6736b53b4ba89ad9334fdee386dd6d403317f5a7.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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namespace VRTK
{
using UnityEngine;
using System.Collections.Generic;
public class SDK_ControllerSim : MonoBehaviour
{
private Vector3 lastPos;
private Quaternion lastRot;
private List<Vector3> posList;
private List<Vector3> rotList;
private bool selected;
private float magnitude;
private Vector3 axis;
public bool Selected
{
get
{
return selected;
}
set
{
selected = value;
}
}
public Vector3 GetVelocity()
{
Vector3 velocity = Vector3.zero;
foreach (Vector3 vel in posList)
{
velocity += vel;
}
velocity /= posList.Count;
return velocity;
}
public Vector3 GetAngularVelocity()
{
Vector3 angularVelocity = Vector3.zero;
foreach (Vector3 vel in rotList)
{
angularVelocity += vel;
}
angularVelocity /= rotList.Count;
return angularVelocity;
}
private void Awake()
{
posList = new List<Vector3>();
rotList = new List<Vector3>();
lastPos = transform.position;
lastRot = transform.rotation;
}
private void Update()
{
posList.Add((transform.position - lastPos) / Time.deltaTime);
if (posList.Count > 4)
{
posList.RemoveAt(0);
}
Quaternion deltaRotation = transform.rotation * Quaternion.Inverse (lastRot);
deltaRotation.ToAngleAxis(out magnitude, out axis);
rotList.Add((axis * magnitude));
if (rotList.Count > 4)
{
rotList.RemoveAt(0);
}
lastPos = transform.position;
lastRot = transform.rotation;
}
}
}