- 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
34 lines
872 B
Plaintext
34 lines
872 B
Plaintext
using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput;
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namespace UnityStandardAssets.Vehicles.Car
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{
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[RequireComponent(typeof (CarController))]
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public class CarUserControl : MonoBehaviour
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{
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private CarController m_Car; // the car controller we want to use
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private void Awake()
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{
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// get the car controller
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m_Car = GetComponent<CarController>();
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}
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private void FixedUpdate()
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{
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// pass the input to the car!
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float h = CrossPlatformInputManager.GetAxis("Horizontal");
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float v = CrossPlatformInputManager.GetAxis("Vertical");
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#if !MOBILE_INPUT
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float handbrake = CrossPlatformInputManager.GetAxis("Jump");
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m_Car.Move(h, v, v, handbrake);
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#else
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m_Car.Move(h, v, v, 0f);
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#endif
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}
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}
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}
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