unityzgy/Assets/Scripts/ThisProjectTool/VRCtrl/RepairSub/StepNode/StepNodeAction/ColliderActiveLuoShuan.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

56 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//激活后在特定区域内才能拆卸的螺栓
public class ColliderActiveLuoShuan : SimpleLuoShuan
{
//是否在允许激活的区域内
bool inActiveArea;
//该步骤是否激活
bool stepActive;
ProcessEnum processName;
UnityAction finshedEvent;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "ActiveArea")//进入允许交互区域
{
inActiveArea = true;
if (stepActive)
{
base.Active(processName, finshedEvent);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.name == "ActiveArea")//退出允许交互区域
{
inActiveArea = false;
if (stepActive)
{
base.UnActive(processName);
}
}
}
//步骤激活时
public override void Active(ProcessEnum stepName, UnityAction nodeFinishedEvent)
{
stepActive = true;
processName = stepName;
finshedEvent = nodeFinishedEvent;
if (inActiveArea)//在区域内 直接激活
base.Active(stepName, nodeFinishedEvent);
}
public override void UnActive(ProcessEnum stepName)
{
base.UnActive(stepName);
stepActive = false;
}
}