unityzgy/.svn/pristine/95/95d0056196fbd8fda0b1511f64e4055b72e4f73d.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

143 lines
5.8 KiB
Plaintext

// Oculus Headset|SDK_Oculus|003
namespace VRTK
{
#if VRTK_DEFINE_SDK_OCULUS
using UnityEngine;
using System.Collections.Generic;
#endif
/// <summary>
/// The Oculus Headset SDK script provides a bridge to the Oculus SDK.
/// </summary>
[SDK_Description(typeof(SDK_OculusSystem))]
public class SDK_OculusHeadset
#if VRTK_DEFINE_SDK_OCULUS
: SDK_BaseHeadset
#else
: SDK_FallbackHeadset
#endif
{
#if VRTK_DEFINE_SDK_OCULUS
private Quaternion previousHeadsetRotation;
private Quaternion currentHeadsetRotation;
/// <summary>
/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
/// </summary>
/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
public override void ProcessUpdate(Dictionary<string, object> options)
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_11_0_OR_OLDER
CalculateAngularVelocity();
#endif
}
/// <summary>
/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
/// </summary>
/// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
public override void ProcessFixedUpdate(Dictionary<string, object> options)
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_12_0_OR_NEWER
CalculateAngularVelocity();
#endif
}
/// <summary>
/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
/// </summary>
/// <returns>A transform of the object representing the headset in the scene.</returns>
public override Transform GetHeadset()
{
cachedHeadset = GetSDKManagerHeadset();
if (cachedHeadset == null)
{
cachedHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject<OVRCameraRig>("TrackingSpace/CenterEyeAnchor").transform;
}
return cachedHeadset;
}
/// <summary>
/// The GetHeadsetCamera method returns the Transform of the object that is used to hold the headset camera in the scene.
/// </summary>
/// <returns>A transform of the object holding the headset camera in the scene.</returns>
public override Transform GetHeadsetCamera()
{
cachedHeadsetCamera = GetSDKManagerHeadset();
if (cachedHeadsetCamera == null)
{
cachedHeadsetCamera = GetHeadset();
}
return cachedHeadsetCamera;
}
/// <summary>
/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
/// </summary>
/// <returns>A Vector3 containing the current velocity of the headset.</returns>
public override Vector3 GetHeadsetVelocity()
{
#if VRTK_DEFINE_OCULUS_UTILITIES_1_11_0_OR_OLDER
return OVRManager.isHmdPresent ? OVRPlugin.GetEyeVelocity(OVRPlugin.Eye.Left).ToOVRPose().position : Vector3.zero;
#elif VRTK_DEFINE_OCULUS_UTILITIES_1_12_0_OR_NEWER
return OVRManager.isHmdPresent ? OVRPlugin.GetNodeVelocity(OVRPlugin.Node.EyeCenter, OVRPlugin.Step.Render).FromFlippedZVector3f() : Vector3.zero;
#else
return Vector3.zero;
#endif
}
/// <summary>
/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
/// </summary>
/// <returns>A Vector3 containing the current angular velocity of the headset.</returns>
public override Vector3 GetHeadsetAngularVelocity()
{
var deltaRotation = currentHeadsetRotation * Quaternion.Inverse(previousHeadsetRotation);
return new Vector3(Mathf.DeltaAngle(0, deltaRotation.eulerAngles.x), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.y), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.z));
}
/// <summary>
/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
/// </summary>
/// <param name="color">The colour to fade to.</param>
/// <param name="duration">The amount of time the fade should take to reach the given colour.</param>
/// <param name="fadeOverlay">Determines whether to use an overlay on the fade.</param>
public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
{
VRTK_ScreenFade.Start(color, duration);
}
/// <summary>
/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
/// </summary>
/// <param name="obj">The Transform to check to see if a camera fade is available on.</param>
/// <returns>Returns true if the headset has fade functionality on it.</returns>
public override bool HasHeadsetFade(Transform obj)
{
if (obj.GetComponentInChildren<VRTK_ScreenFade>())
{
return true;
}
return false;
}
/// <summary>
/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
/// </summary>
/// <param name="camera">The Transform to with the camera on to add the fade functionality to.</param>
public override void AddHeadsetFade(Transform camera)
{
if (camera && !camera.GetComponent<VRTK_ScreenFade>())
{
camera.gameObject.AddComponent<VRTK_ScreenFade>();
}
}
private void CalculateAngularVelocity()
{
previousHeadsetRotation = currentHeadsetRotation;
currentHeadsetRotation = GetHeadset().transform.rotation;
}
#endif
}
}