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