- 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
121 lines
4.6 KiB
Plaintext
121 lines
4.6 KiB
Plaintext
// Frames Per Second Canvas|Prefabs|0010
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namespace VRTK
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{
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// This canvas adds a frames per second text element to the headset. To use the prefab it must be placed into the scene then the headset camera needs attaching to the canvas:
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/// </summary>
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/// <remarks>
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/// * Select `FramesPerSecondCanvas` object from the scene objects
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/// * Find the `Canvas` component
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/// * Set the `Render Camera` parameter to the camera used by the VR Headset (e.g. SteamVR: [CameraRig]-> Camera(Head) -> Camera(eye)])
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///
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/// This script is pretty much a copy and paste from the script at: http://talesfromtherift.com/vr-fps-counter/ So all credit to Peter Koch for his work. Twitter: @peterept
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/018_CameraRig_FramesPerSecondCounter` displays the frames per second in the centre of the headset view. Pressing the trigger generates a new sphere and pressing the touchpad generates ten new spheres. Eventually when lots of spheres are present the FPS will drop and demonstrate the prefab.
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/// </example>
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public class VRTK_FramesPerSecondViewer : MonoBehaviour
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{
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[Tooltip("Toggles whether the FPS text is visible.")]
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public bool displayFPS = true;
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[Tooltip("The frames per second deemed acceptable that is used as the benchmark to change the FPS text colour.")]
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public int targetFPS = 90;
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[Tooltip("The size of the font the FPS is displayed in.")]
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public int fontSize = 32;
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[Tooltip("The position of the FPS text within the headset view.")]
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public Vector3 position = Vector3.zero;
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[Tooltip("The colour of the FPS text when the frames per second are within reasonable limits of the Target FPS.")]
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public Color goodColor = Color.green;
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[Tooltip("The colour of the FPS text when the frames per second are falling short of reasonable limits of the Target FPS.")]
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public Color warnColor = Color.yellow;
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[Tooltip("The colour of the FPS text when the frames per second are at an unreasonable level of the Target FPS.")]
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public Color badColor = Color.red;
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protected const float updateInterval = 0.5f;
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protected int framesCount;
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protected float framesTime;
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protected Canvas canvas;
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protected Text text;
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protected VRTK_SDKManager sdkManager;
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protected virtual void OnEnable()
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{
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sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null)
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{
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sdkManager.LoadedSetupChanged += LoadedSetupChanged;
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}
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InitCanvas();
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}
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protected virtual void OnDisable()
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{
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if (sdkManager != null && !gameObject.activeSelf)
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{
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sdkManager.LoadedSetupChanged -= LoadedSetupChanged;
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}
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}
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protected virtual void Update()
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{
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framesCount++;
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framesTime += Time.unscaledDeltaTime;
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if (framesTime > updateInterval)
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{
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if (text != null)
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{
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if (displayFPS)
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{
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float fps = framesCount / framesTime;
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text.text = string.Format("{0:F2} FPS", fps);
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text.color = (fps > (targetFPS - 5) ? goodColor :
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(fps > (targetFPS - 30) ? warnColor :
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badColor));
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}
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else
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{
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text.text = "";
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}
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}
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framesCount = 0;
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framesTime = 0;
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}
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}
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protected virtual void LoadedSetupChanged(VRTK_SDKManager sender, VRTK_SDKManager.LoadedSetupChangeEventArgs e)
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{
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SetCanvasCamera();
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}
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protected virtual void InitCanvas()
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{
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canvas = transform.GetComponentInParent<Canvas>();
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text = GetComponent<Text>();
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if (canvas != null)
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{
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canvas.planeDistance = 0.5f;
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}
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if (text != null)
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{
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text.fontSize = fontSize;
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text.transform.localPosition = position;
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}
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SetCanvasCamera();
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}
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protected virtual void SetCanvasCamera()
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{
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Transform sdkCamera = VRTK_DeviceFinder.HeadsetCamera();
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if (sdkCamera != null)
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{
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canvas.worldCamera = sdkCamera.GetComponent<Camera>();
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}
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}
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}
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} |