- 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
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
namespace VRTK.Examples
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{
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using UnityEngine;
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public class Zipline : VRTK_InteractableObject
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{
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[Header("Zipline Options", order = 4)]
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public float downStartSpeed = 0.2f;
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public float acceleration = 1.0f;
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public float upSpeed = 1.0f;
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public Transform handleEndPosition;
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public Transform handleStartPosition;
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public GameObject handle;
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private bool isMoving = false;
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private bool isMovingDown = true;
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private float currentSpeed;
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public override void OnInteractableObjectGrabbed(InteractableObjectEventArgs e)
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{
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base.OnInteractableObjectGrabbed(e);
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isMoving = true;
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}
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protected override void Awake()
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{
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base.Awake();
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currentSpeed = downStartSpeed;
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}
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protected override void Update()
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{
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base.Update();
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if (isMoving)
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{
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Vector3 moveAmount;
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if(isMovingDown)
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{
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currentSpeed += acceleration * Time.deltaTime;
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moveAmount = Vector3.down * currentSpeed * Time.deltaTime;
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}
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else
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{
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moveAmount = Vector3.up * upSpeed * Time.deltaTime;
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}
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handle.transform.localPosition += moveAmount;
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if((isMovingDown && handle.transform.localPosition.y <= handleEndPosition.localPosition.y) ||
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(!isMovingDown && handle.transform.localPosition.y >= handleStartPosition.localPosition.y))
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{
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isMoving = false;
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isMovingDown = !isMovingDown;
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currentSpeed = downStartSpeed;
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}
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}
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}
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}
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} |