unityzgy/Assets/ThirdPackages/VRPackage/VRTK/Scripts/Internal/VRTK_ScreenFade.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

74 lines
2.2 KiB
C#

namespace VRTK
{
using UnityEngine;
public class VRTK_ScreenFade : MonoBehaviour
{
public static VRTK_ScreenFade instance;
protected Material fadeMaterial = null;
protected Color currentColor = new Color(0f, 0f, 0f, 0f);
protected Color targetColor = new Color(0f, 0f, 0f, 0f);
protected Color deltaColor = new Color(0f, 0f, 0f, 0f);
public static void Start(Color newColor, float duration)
{
if (instance)
{
instance.StartFade(newColor, duration);
}
}
public virtual void StartFade(Color newColor, float duration)
{
if (duration > 0.0f)
{
targetColor = newColor;
deltaColor = (targetColor - currentColor) / duration;
}
else
{
currentColor = newColor;
}
}
protected virtual void Awake()
{
fadeMaterial = new Material(Shader.Find("Unlit/TransparentColor"));
instance = this;
}
protected virtual void OnPostRender()
{
if (currentColor != targetColor)
{
if (Mathf.Abs(currentColor.a - targetColor.a) < Mathf.Abs(deltaColor.a) * Time.deltaTime)
{
currentColor = targetColor;
deltaColor = new Color(0, 0, 0, 0);
}
else
{
currentColor += deltaColor * Time.deltaTime;
}
}
if (currentColor.a > 0 && fadeMaterial)
{
currentColor.a = (targetColor.a > currentColor.a && currentColor.a > 0.98f ? 1f : currentColor.a);
fadeMaterial.color = currentColor;
fadeMaterial.SetPass(0);
GL.PushMatrix();
GL.LoadOrtho();
GL.Color(fadeMaterial.color);
GL.Begin(GL.QUADS);
GL.Vertex3(0f, 0f, 0.9999f);
GL.Vertex3(0f, 1f, 0.9999f);
GL.Vertex3(1f, 1f, 0.9999f);
GL.Vertex3(1f, 0f, 0.9999f);
GL.End();
GL.PopMatrix();
}
}
}
}