- 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
157 lines
6.0 KiB
Plaintext
157 lines
6.0 KiB
Plaintext
// Simulator Headset|SDK_Simulator|002
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namespace VRTK
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{
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// The Sim Headset SDK script provides dummy functions for the headset.
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/// </summary>
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[SDK_Description(typeof(SDK_SimSystem))]
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public class SDK_SimHeadset : SDK_BaseHeadset
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{
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private Transform camera;
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private Vector3 lastPos = new Vector3();
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private Quaternion lastRot = new Quaternion();
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private List<Vector3> posList = new List<Vector3>();
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private List<Vector3> rotList = new List<Vector3>();
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private float magnitude;
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private Vector3 axis;
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/// <summary>
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/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
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/// </summary>
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/// <param name="options">A dictionary of generic options that can be used to within the update.</param>
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public override void ProcessUpdate(Dictionary<string, object> options)
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{
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if (camera != null)
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{
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posList.Add((camera.position - lastPos) / Time.deltaTime);
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if (posList.Count > 4)
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{
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posList.RemoveAt(0);
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}
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Quaternion deltaRotation = camera.rotation * Quaternion.Inverse(lastRot);
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deltaRotation.ToAngleAxis(out magnitude, out axis);
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rotList.Add((axis * magnitude));
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if (rotList.Count > 4)
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{
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rotList.RemoveAt(0);
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}
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lastPos = camera.position;
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lastRot = camera.rotation;
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}
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}
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/// <summary>
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/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
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/// </summary>
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/// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
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public override void ProcessFixedUpdate(Dictionary<string, object> options)
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{
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}
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/// <summary>
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/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
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/// </summary>
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/// <returns>A transform of the object representing the headset in the scene.</returns>
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public override Transform GetHeadset()
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{
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if (camera == null)
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{
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GameObject simPlayer = SDK_InputSimulator.FindInScene();
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if (simPlayer)
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{
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camera = simPlayer.transform.Find("Neck/Camera");
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}
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}
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return camera;
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}
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/// <summary>
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/// The GetHeadsetCamera/0 method returns the Transform of the object that is used to hold the headset camera in the scene.
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/// </summary>
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/// <returns>A transform of the object holding the headset camera in the scene.</returns>
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public override Transform GetHeadsetCamera()
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{
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return GetHeadset();
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}
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/// <summary>
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/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
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/// </summary>
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/// <returns>A Vector3 containing the current velocity of the headset.</returns>
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public override Vector3 GetHeadsetVelocity()
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{
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Vector3 velocity = Vector3.zero;
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foreach (Vector3 vel in posList)
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{
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velocity += vel;
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}
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velocity /= posList.Count;
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return velocity;
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}
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/// <summary>
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/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
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/// </summary>
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/// <returns>A Vector3 containing the current angular velocity of the headset.</returns>
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public override Vector3 GetHeadsetAngularVelocity()
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{
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Vector3 angularVelocity = Vector3.zero;
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foreach (Vector3 vel in rotList)
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{
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angularVelocity += vel;
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}
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angularVelocity /= rotList.Count;
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return angularVelocity;
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}
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/// <summary>
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/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
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/// </summary>
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/// <param name="color">The colour to fade to.</param>
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/// <param name="duration">The amount of time the fade should take to reach the given colour.</param>
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/// <param name="fadeOverlay">Determines whether to use an overlay on the fade.</param>
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public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
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{
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VRTK_ScreenFade.Start(color, duration);
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}
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/// <summary>
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/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
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/// </summary>
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/// <param name="obj">The Transform to check to see if a camera fade is available on.</param>
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/// <returns>Returns true if the headset has fade functionality on it.</returns>
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public override bool HasHeadsetFade(Transform obj)
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{
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return obj.GetComponentInChildren<VRTK_ScreenFade>() != null;
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}
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/// <summary>
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/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
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/// </summary>
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/// <param name="camera">The Transform to with the camera on to add the fade functionality to.</param>
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public override void AddHeadsetFade(Transform camera)
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{
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if (camera != null && camera.GetComponent<VRTK_ScreenFade>() == null)
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{
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camera.gameObject.AddComponent<VRTK_ScreenFade>();
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}
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}
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private void Awake()
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{
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posList = new List<Vector3>();
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rotList = new List<Vector3>();
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var headset = GetHeadset();
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if (headset != null)
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{
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lastPos = headset.position;
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lastRot = headset.rotation;
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}
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}
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}
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} |