- 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
86 lines
4.1 KiB
Plaintext
86 lines
4.1 KiB
Plaintext
// Base Headset|SDK_Base|005
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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 Base Headset SDK script provides a bridge to SDK methods that deal with the VR Headset.
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/// </summary>
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/// <remarks>
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/// This is an abstract class to implement the interface required by all implemented SDKs.
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/// </remarks>
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public abstract class SDK_BaseHeadset : SDK_Base
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{
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protected Transform cachedHeadset;
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protected Transform cachedHeadsetCamera;
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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 abstract void ProcessUpdate(Dictionary<string, object> options);
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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 abstract void ProcessFixedUpdate(Dictionary<string, object> options);
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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 abstract Transform GetHeadset();
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/// <summary>
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/// The GetHeadsetCamera 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 abstract Transform GetHeadsetCamera();
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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 abstract Vector3 GetHeadsetVelocity();
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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 abstract Vector3 GetHeadsetAngularVelocity();
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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 abstract void HeadsetFade(Color color, float duration, bool fadeOverlay = false);
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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 abstract bool HasHeadsetFade(Transform obj);
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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 abstract void AddHeadsetFade(Transform camera);
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protected Transform GetSDKManagerHeadset()
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{
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var sdkManager = VRTK_SDKManager.instance;
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if (sdkManager != null && sdkManager.loadedSetup.actualHeadset != null)
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{
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cachedHeadset = (sdkManager.loadedSetup.actualHeadset ? sdkManager.loadedSetup.actualHeadset.transform : null);
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return cachedHeadset;
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}
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return null;
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}
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}
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} |