unityzgy/.svn/pristine/18/182ce6043e034bc18ca2b3b2a619b99c9074d5ba.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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// Base Highlighter|Highlighters|40010
namespace VRTK.Highlighters
{
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// The Base Highlighter is an abstract class that all other highlighters inherit and are required to implement the public methods.
/// </summary>
/// <remarks>
/// As this is an abstract class, it cannot be applied directly to a game object and performs no logic.
/// </remarks>
public abstract class VRTK_BaseHighlighter : MonoBehaviour
{
[Tooltip("Determines if this highlighter is the active highlighter for the object the component is attached to. Only 1 active highlighter can be applied to a game object.")]
public bool active = true;
[Tooltip("Determines if the highlighted object should be unhighlighted when it is disabled.")]
public bool unhighlightOnDisable = true;
protected bool usesClonedObject = false;
/// <summary>
/// The Initalise method is used to set up the state of the highlighter.
/// </summary>
/// <param name="color">An optional colour may be passed through at point of initialisation in case the highlighter requires it.</param>
/// <param name="options">An optional dictionary of highlighter specific options that may be differ with highlighter implementations.</param>
public abstract void Initialise(Color? color = null, Dictionary<string, object> options = null);
/// <summary>
/// The ResetHighlighter method is used to reset the highlighter if anything on the object has changed. It should be called by any scripts changing object materials or colours.
/// </summary>
public abstract void ResetHighlighter();
/// <summary>
/// The Highlight method is used to initiate the highlighting logic to apply to an object.
/// </summary>
/// <param name="color">An optional colour to highlight the game object to. The highlight colour may already have been set in the `Initialise` method so may not be required here.</param>
/// <param name="duration">An optional duration of how long before the highlight has occured. It can be used by highlighters to fade the colour if possible.</param>
public abstract void Highlight(Color? color = null, float duration = 0f);
/// <summary>
/// The Unhighlight method is used to initiate the logic that returns an object back to it's original appearance.
/// </summary>
/// <param name="color">An optional colour that could be used during the unhighlight phase. Usually will be left as null.</param>
/// <param name="duration">An optional duration of how long before the unhighlight has occured.</param>
public abstract void Unhighlight(Color? color = null, float duration = 0f);
/// <summary>
/// The GetOption method is used to return a value from the options array if the given key exists.
/// </summary>
/// <typeparam name="T">The system type that is expected to be returned.</typeparam>
/// <param name="options">The dictionary of options to check in.</param>
/// <param name="key">The identifier key to look for.</param>
/// <returns>The value in the options at the given key returned in the provided system type.</returns>
public virtual T GetOption<T>(Dictionary<string, object> options, string key)
{
if (options != null && options.ContainsKey(key) && options[key] != null)
{
return (T)options[key];
}
return default(T);
}
/// <summary>
/// The UsesClonedObject method is used to return whether the current highlighter creates a cloned object to do the highlighting with.
/// </summary>
/// <returns>Returns true if the highlighter creates a cloned object to apply the highlighter on, returns false if no additional object is created.</returns>
public virtual bool UsesClonedObject()
{
return usesClonedObject;
}
/// <summary>
/// The GetActiveHighlighter method checks the given game object for a valid and active highlighter.
/// </summary>
/// <param name="obj">The game object to check for a highlighter on.</param>
/// <returns>A valid and active highlighter.</returns>
public static VRTK_BaseHighlighter GetActiveHighlighter(GameObject obj)
{
VRTK_BaseHighlighter objectHighlighter = null;
foreach (var tmpHighlighter in obj.GetComponents<VRTK_BaseHighlighter>())
{
if (tmpHighlighter.active)
{
objectHighlighter = tmpHighlighter;
break;
}
}
return objectHighlighter;
}
protected virtual void OnDisable()
{
if (unhighlightOnDisable)
{
Unhighlight();
}
}
}
}