unityzgy/.svn/pristine/67/67a365b4b5e29020929a4074e2f4ac7f89e9c27d.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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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Spawns a render model for the controller from SteamVR 从steamVR中为控制器生成一个的渲染模型
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class SpawnRenderModel : MonoBehaviour
{
public Material[] materials;
private SteamVR_RenderModel[] renderModels;
private Hand hand;
private List<MeshRenderer> renderers = new List<MeshRenderer>();
private static List<SpawnRenderModel> spawnRenderModels = new List<SpawnRenderModel>();
private static int lastFrameUpdated;
private static int spawnRenderModelUpdateIndex;
SteamVR_Events.Action renderModelLoadedAction;
//-------------------------------------------------在一开始被唤醒的时候
void Awake()
{
renderModels = new SteamVR_RenderModel[materials.Length];//通过材质的数量控制实例化渲染的模型
renderModelLoadedAction = SteamVR_Events.RenderModelLoadedAction( OnRenderModelLoaded );//注册事件?当渲染模型被加载的时候触发?
}
//-------------------------------------------------当激活的时候触发
void OnEnable()
{
ShowController();//显示控制器
renderModelLoadedAction.enabled = true;//设置渲染模型被加载事件已激活
spawnRenderModels.Add( this );//生成渲染模型参数为自己
}
//-------------------------------------------------摧毁时触发
void OnDisable()
{
HideController();//隐藏控制器
renderModelLoadedAction.enabled = false;
spawnRenderModels.Remove( this );//移除
}
//------------------------------------------------- 当附加到手上时触发吗?参数为附加的那只手
private void OnAttachedToHand( Hand hand )
{
this.hand = hand;
ShowController();//显示模型
}
//-------------------------------------------------
private void OnDetachedFromHand( Hand hand )
{
this.hand = null;
HideController();
}
//-------------------------------------------------
void Update()
{
// Only update one per frame
if ( lastFrameUpdated == Time.renderedFrameCount)//如果最后一帧更新的时间等于被渲染帧的次数
{
return;
}
lastFrameUpdated = Time.renderedFrameCount;
// SpawnRenderModel overflow 生成渲染模型溢出
if ( spawnRenderModelUpdateIndex >= spawnRenderModels.Count )
{
spawnRenderModelUpdateIndex = 0;
}
// Perform update
if ( spawnRenderModelUpdateIndex < spawnRenderModels.Count )
{
SteamVR_RenderModel renderModel = spawnRenderModels[spawnRenderModelUpdateIndex].renderModels[0];
if ( renderModel != null )
{
renderModel.UpdateComponents( OpenVR.RenderModels );
}
}
spawnRenderModelUpdateIndex++;
}
//-------------------------------------------------
private void ShowController()
{
if ( hand == null || hand.controller == null )
{
return;
}
for ( int i = 0; i < renderModels.Length; i++ )
{
if ( renderModels[i] == null )
{
renderModels[i] = new GameObject( "SteamVR_RenderModel" ).AddComponent<SteamVR_RenderModel>();
renderModels[i].updateDynamically = false; // Update one per frame (see Update() method)
renderModels[i].transform.parent = transform;
Util.ResetTransform( renderModels[i].transform );
}
renderModels[i].gameObject.SetActive( true );
renderModels[i].SetDeviceIndex( (int)hand.controller.index );
}
}
//-------------------------------------------------
private void HideController()
{
for ( int i = 0; i < renderModels.Length; i++ )
{
if ( renderModels[i] != null )
{
renderModels[i].gameObject.SetActive( false );
}
}
}
//-------------------------------------------------
private void OnRenderModelLoaded( SteamVR_RenderModel renderModel, bool success )
{
for ( int i = 0; i < renderModels.Length; i++ )
{
if ( renderModel == renderModels[i] )
{
if ( materials[i] != null )
{
renderers.Clear();
renderModels[i].GetComponentsInChildren<MeshRenderer>( renderers );
for ( int j = 0; j < renderers.Count; j++ )
{
Texture mainTexture = renderers[j].material.mainTexture;
renderers[j].sharedMaterial = materials[i];
renderers[j].material.mainTexture = mainTexture;
renderers[j].gameObject.layer = gameObject.layer;
renderers[j].tag = gameObject.tag;
}
}
}
}
}
}
}