- 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
43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using XFramework;
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//内置场景 适用于维修科目
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public class StudentBuildInScene : SceneState
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{
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NetSub3Msg sceneInitData;
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public StudentBuildInScene(NetSub3Msg netSub3Msg)
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{
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sceneName = "repairScene";
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loadPanel = true;
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async = true;
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sceneInitData = netSub3Msg;
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}
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Transform equipPos;
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protected override void SceneLoaded(Scene scene, LoadSceneMode mode)
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{
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base.SceneLoaded(scene, mode);
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StudentOperateRecorder.Instance.StartTiming();//场景加载完成 记录开始时间
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equipPos = GameObject.Find("EquipPosAnchor").transform;
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GameObject equip= GameObject.Instantiate<GameObject>((GameObject)Resources.Load(ResourcesManager.GetPath($"ToRepaired_{sceneInitData.caseName}")));//加载与案例对应的待修装备模型
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equip.transform.position = equipPos.position;
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equip.transform.rotation = equipPos.rotation;
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CameraCtrl.Instance.MoveWithRect = false;
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CameraCtrl.Instance.ChangeCamerPosSet(CameraPos.InRoom);
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Game.StartCoroutine(MoveCamera());
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panelManager.Push(new StudentSub3Panel());
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panelManager.ChangePanel(sceneInitData.fixLinks);
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}
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IEnumerator MoveCamera()
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{
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yield return new WaitForSeconds(0.2f);
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CameraCtrl.Instance.LookAtTarget(equipPos);
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}
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}
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