unityzgy/.svn/pristine/8c/8c15808fc209f3855f1d101600612bdc8591857c.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

115 lines
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namespace VRTK
{
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class UICircle : Graphic
{
[Range(0, 100)]
public int fillPercent;
public bool fill = true;
public int thickness = 5;
[Range(0, 360)]
public int segments = 360;
[SerializeField]
protected Texture setTexture;
public override Texture mainTexture
{
get
{
return (setTexture == null ? s_WhiteTexture : setTexture);
}
}
// Texture to be used.
public Texture texture
{
get
{
return setTexture;
}
set
{
if (setTexture == value)
{
return;
}
setTexture = value;
SetVerticesDirty();
SetMaterialDirty();
}
}
[System.Obsolete("Use OnPopulateMesh(VertexHelper vh) instead.")]
protected override void OnPopulateMesh(Mesh toFill)
{
float outer = -rectTransform.pivot.x * rectTransform.rect.width;
float inner = -rectTransform.pivot.x * rectTransform.rect.width + thickness;
toFill.Clear();
var vbo = new VertexHelper(toFill);
Vector2 prevX = Vector2.zero;
Vector2 prevY = Vector2.zero;
Vector2 uv0 = new Vector2(0, 0);
Vector2 uv1 = new Vector2(0, 1);
Vector2 uv2 = new Vector2(1, 1);
Vector2 uv3 = new Vector2(1, 0);
Vector2 pos0;
Vector2 pos1;
Vector2 pos2;
Vector2 pos3;
float f = (fillPercent / 100f);
float degrees = 360f / segments;
int fa = (int)((segments + 1) * f);
for (int i = -1 - (fa / 2); i < fa / 2 + 1; i++)
{
float rad = Mathf.Deg2Rad * (i * degrees);
float c = Mathf.Cos(rad);
float s = Mathf.Sin(rad);
uv0 = new Vector2(0, 1);
uv1 = new Vector2(1, 1);
uv2 = new Vector2(1, 0);
uv3 = new Vector2(0, 0);
pos0 = prevX;
pos1 = new Vector2(outer * c, outer * s);
if (fill)
{
pos2 = Vector2.zero;
pos3 = Vector2.zero;
}
else
{
pos2 = new Vector2(inner * c, inner * s);
pos3 = prevY;
}
prevX = pos1;
prevY = pos2;
vbo.AddUIVertexQuad(SetVbo(new[] { pos0, pos1, pos2, pos3 }, new[] { uv0, uv1, uv2, uv3 }));
}
if (vbo.currentVertCount > 3)
{
vbo.FillMesh(toFill);
}
}
protected virtual void Update()
{
thickness = (int)Mathf.Clamp(thickness, 0, rectTransform.rect.width / 2);
}
protected virtual UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs)
{
UIVertex[] vbo = new UIVertex[4];
for (int i = 0; i < vertices.Length; i++)
{
var vert = UIVertex.simpleVert;
vert.color = color;
vert.position = vertices[i];
vert.uv0 = uvs[i];
vbo[i] = vert;
}
return vbo;
}
}
}