unityzgy/.svn/pristine/ed/edc462f537e7ff29fe64402a19f87f229ea388f5.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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using System;
using UnityEngine;
namespace UnityStandardAssets.Vehicles.Aeroplane
{
public class LandingGear : MonoBehaviour
{
private enum GearState
{
Raised = -1,
Lowered = 1
}
// The landing gear can be raised and lowered at differing altitudes.
// The gear is only lowered when descending, and only raised when climbing.
// this script detects the raise/lower condition and sets a parameter on
// the animator to actually play the animation to raise or lower the gear.
public float raiseAtAltitude = 40;
public float lowerAtAltitude = 40;
private GearState m_State = GearState.Lowered;
private Animator m_Animator;
private Rigidbody m_Rigidbody;
private AeroplaneController m_Plane;
// Use this for initialization
private void Start()
{
m_Plane = GetComponent<AeroplaneController>();
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
private void Update()
{
if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0)
{
m_State = GearState.Raised;
}
if (m_State == GearState.Raised && m_Plane.Altitude < lowerAtAltitude && m_Rigidbody.velocity.y < 0)
{
m_State = GearState.Lowered;
}
// set the parameter on the animator controller to trigger the appropriate animation
m_Animator.SetInteger("GearState", (int) m_State);
}
}
}