- 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
2.1 KiB
Plaintext
43 lines
2.1 KiB
Plaintext
// Rotator Track Grab Attach|GrabAttachMechanics|50090
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namespace VRTK.GrabAttachMechanics
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{
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using UnityEngine;
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/// <summary>
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/// The Rotator Track Grab Attach script is used to track the object but instead of the object tracking the direction of the controller, a force is applied to the object to cause it to rotate.
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/// </summary>
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/// <remarks>
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/// This is ideal for hinged joints on items such as wheels or doors.
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/021_Controller_GrabbingObjectsWithJoints` demonstrates this grab attach mechanic on the Wheel and Door objects in the scene.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Interactions/Grab Attach Mechanics/VRTK_RotatorTrackGrabAttach")]
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public class VRTK_RotatorTrackGrabAttach : VRTK_TrackObjectGrabAttach
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{
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/// <summary>
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/// The StopGrab method ends the grab of the current object and cleans up the state.
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/// </summary>
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/// <param name="applyGrabbingObjectVelocity">If true will apply the current velocity of the grabbing object to the grabbed object on release.</param>
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public override void StopGrab(bool applyGrabbingObjectVelocity)
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{
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isReleasable = false;
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base.StopGrab(applyGrabbingObjectVelocity);
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}
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/// <summary>
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/// The ProcessFixedUpdate method is run in every FixedUpdate method on the interactable object. It applies a force to the grabbed object to move it in the direction of the grabbing object.
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/// </summary>
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public override void ProcessFixedUpdate()
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{
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var rotateForce = trackPoint.position - initialAttachPoint.position;
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grabbedObjectRigidBody.AddForceAtPosition(rotateForce, initialAttachPoint.position, ForceMode.VelocityChange);
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}
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protected override void SetTrackPointOrientation(ref Transform trackPoint, Transform currentGrabbedObject, Transform controllerPoint)
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{
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trackPoint.position = controllerPoint.position;
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trackPoint.rotation = controllerPoint.rotation;
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}
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}
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} |