unityzgy/Assets/Scripts/PublicTool/SyncGO/NetSyncCtrl/Sender/StateSyncSenderBase.cs
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

45 lines
1.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using XFramework.NetOuter;
/// <summary>
/// 状态+事件同步物体发送基类
/// </summary>
public abstract class StateSyncSenderBase : MonoBehaviour,IStateSyncSend
{
protected string soleName;
protected virtual void Awake()
{
this.soleName = this.gameObject.name;
}
public void ExitSendList()
{
SyncGOManager.Instance.RemoveSender(this);
}
public abstract Type GetMsgType();
public string GetSoleName()
{
return soleName;
}
public abstract object GetSyncMsg();
public void JoinSendList()
{
SyncGOManager.Instance.AddSender(this);
}
//发送同步行为
protected void SendSyncAction( NetActionType netActionType)
{
IProtoBuilder protoBuilder = new ActionProtoBuilder(GroupLearnHelper.ThisIP, soleName, netActionType);
NetUDPManager.Instance.SendNetMess(protoBuilder.GetProto());
}
}