unityzgy/.svn/pristine/6c/6c7c1b433438d1a29ebababdc9d6a686f5be95be.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

73 lines
2.5 KiB
Plaintext

// Hip Tracking|Presence|70050
namespace VRTK
{
using UnityEngine;
/// <summary>
/// Hip Tracking attempts to reasonably track hip position in the absence of a hip position sensor.
/// </summary>
/// <remarks>
/// The Hip Tracking script is placed on an empty GameObject which will be positioned at the estimated hip position.
/// </remarks>
[AddComponentMenu("VRTK/Scripts/Presence/VRTK_HipTracking")]
public class VRTK_HipTracking : MonoBehaviour
{
[Tooltip("Distance underneath Player Head for hips to reside.")]
public float HeadOffset = -0.35f;
[Header("Optional")]
[Tooltip("Optional Transform to use as the Head Object for calculating hip position. If none is given one will try to be found in the scene.")]
public Transform headOverride;
[Tooltip("Optional Transform to use for calculating which way is 'Up' relative to the player for hip positioning.")]
public Transform ReferenceUp;
protected Transform playerHead;
protected virtual void Awake()
{
VRTK_SDKManager.instance.AddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void OnEnable()
{
playerHead = (headOverride != null ? headOverride : VRTK_DeviceFinder.HeadsetTransform());
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.instance.RemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void LateUpdate()
{
if (playerHead == null)
{
return;
}
Vector3 up = Vector3.up;
if (ReferenceUp != null)
{
up = ReferenceUp.up;
}
transform.position = playerHead.position + (HeadOffset * up);
Vector3 forward = playerHead.forward;
Vector3 forwardLeveld1 = forward;
forwardLeveld1.y = 0;
forwardLeveld1.Normalize();
Vector3 mixedInLocalForward = playerHead.up;
if (forward.y > 0)
{
mixedInLocalForward = -playerHead.up;
}
mixedInLocalForward.y = 0;
mixedInLocalForward.Normalize();
float dot = Mathf.Clamp(Vector3.Dot(forwardLeveld1, forward), 0f, 1f);
Vector3 finalForward = Vector3.Lerp(mixedInLocalForward, forwardLeveld1, dot * dot);
transform.rotation = Quaternion.LookRotation(finalForward, up);
}
}
}