unityzgy/.svn/pristine/9d/9dee8ca5c6e0794f64a5d1b3da2967ca3d33d083.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: Changes the pitch of this audio source based on a linear mapping
// and a curve
//
//=============================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class LinearAudioPitch : MonoBehaviour
{
public LinearMapping linearMapping;
public AnimationCurve pitchCurve;
public float minPitch;
public float maxPitch;
public bool applyContinuously = true;
private AudioSource audioSource;
//-------------------------------------------------
void Awake()
{
if ( audioSource == null )
{
audioSource = GetComponent<AudioSource>();
}
if ( linearMapping == null )
{
linearMapping = GetComponent<LinearMapping>();
}
}
//-------------------------------------------------
void Update()
{
if ( applyContinuously )
{
Apply();
}
}
//-------------------------------------------------
private void Apply()
{
float y = pitchCurve.Evaluate( linearMapping.value );
audioSource.pitch = Mathf.Lerp( minPitch, maxPitch, y );
}
}
}