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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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interface ILocalizable
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{
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string GetLocalizationID();
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string GetStandardText();
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void SetStandardText(string standardText);
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string GetTimestamp();
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string GetDescription();
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}
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/**
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* Multi-language localization support.
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*/
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public class Language : MonoBehaviour, ISerializationCallbackReceiver
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{
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/**
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* Currently active language, usually defined by a two letter language code (e.g DE = German)
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*/
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public string activeLanguage = "";
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[SerializeField]
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protected List<string> keys;
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[SerializeField]
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protected List<string> values;
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// We store the localized strings in a dictionary for easy lookup, but use lists for serialization
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// http://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.OnBeforeSerialize.html
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protected Dictionary<string, string> localizedStrings = new Dictionary<string, string>();
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/**
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* Temp storage for a single item of standard text read from a scene object.
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*/
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protected class LanguageItem
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{
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public string timeStamp;
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public string description;
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public string standardText;
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}
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public virtual void Start()
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{
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if (activeLanguage.Length > 0)
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{
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SetActiveLanguage(activeLanguage);
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}
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}
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/**
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* Export all localized strings to an easy to edit CSV file.
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*/
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public virtual string ExportCSV()
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{
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// Build a list of the language codes currently in use
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string csvHeader = "Key,Timestamp,Description,Standard";
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List<string> languageCodes = FindLanguageCodes();
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foreach (string languageCode in languageCodes)
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{
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csvHeader += "," + languageCode;
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}
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// Collect all the language items present in the scene
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Dictionary<string, LanguageItem> languageItems = FindLanguageItems();
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// Update language items with localization data from CSV file
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// Build the CSV file using collected language items and the corresponding store localized strings
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string csvData = csvHeader + "\n";
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foreach (string stringId in languageItems.Keys)
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{
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LanguageItem languageItem = languageItems[stringId];
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string row = CSVSupport.Escape(stringId);
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row += "," + CSVSupport.Escape(languageItem.timeStamp);
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row += "," + CSVSupport.Escape(languageItem.description);
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row += "," + CSVSupport.Escape(languageItem.standardText);
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foreach (string languageCode in languageCodes)
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{
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string key = stringId + "." + languageCode;
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if (localizedStrings.ContainsKey(key))
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{
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row += "," + CSVSupport.Escape(localizedStrings[key]);
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}
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else
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{
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row += ","; // Empty field
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}
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}
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csvData += row + "\n";
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}
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return csvData;
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}
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/**
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* Import strings from a CSV file.
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* 1. Any changes to standard text items will be applied to the corresponding scene object.
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* 2. Any localized strings will be added to the localization dictionary.
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*/
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public virtual void ImportCSV(string csvData)
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{
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// Split into lines
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// Excel on Mac exports csv files with \r line endings, so we need to support that too.
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string[] lines = csvData.Split('\n', '\r');
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if (lines.Length == 0)
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{
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return;
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}
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localizedStrings.Clear();
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// Parse header row
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string[] columnNames = CSVSupport.SplitCSVLine(lines[0]);
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for (int i = 1; i < lines.Length; ++i)
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{
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string line = lines[i];
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string[] fields = CSVSupport.SplitCSVLine(line);
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if (fields.Length < 4)
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{
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continue;
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}
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string stringId = fields[0];
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// Ignore timestamp & notes fields
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string standardText = CSVSupport.Unescape(fields[3]);
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PopulateGameString(stringId, standardText);
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// Store localized string in stringDict
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for (int j = 4; j < fields.Length; ++j)
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{
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if (j >= columnNames.Length)
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{
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continue;
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}
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string languageCode = columnNames[j];
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string languageEntry = CSVSupport.Unescape(fields[j]);
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if (languageEntry.Length > 0)
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{
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// The dictionary key is the basic string id with .<LanguageCode> appended
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localizedStrings[stringId + "." + languageCode] = languageEntry;
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}
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}
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}
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}
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/**
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* Search through the scene
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*/
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protected Dictionary<string, LanguageItem> FindLanguageItems()
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{
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Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>();
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// Export all Say and Menu commands in the scene
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Flowchart[] flowcharts = GameObject.FindObjectsOfType<Flowchart>();
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foreach (Flowchart flowchart in flowcharts)
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{
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Block[] blocks = flowchart.GetComponentsInChildren<Block>();
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foreach (Block block in blocks)
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{
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foreach (Command command in block.commandList)
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{
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string stringID = "";
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string standardText = "";
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System.Type type = command.GetType();
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if (type == typeof(Say))
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{
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stringID = "SAY." + flowchart.name + "." + command.itemId;
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Say sayCommand = command as Say;
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standardText = sayCommand.storyText;
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}
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else if (type == typeof(Menu))
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{
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stringID = "MENU." + flowchart.name + "." + command.itemId;
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Menu menuCommand = command as Menu;
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standardText = menuCommand.text;
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}
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else
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{
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continue;
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}
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LanguageItem languageItem = null;
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if (languageItems.ContainsKey(stringID))
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{
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languageItem = languageItems[stringID];
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}
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else
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{
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languageItem = new LanguageItem();
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languageItems[stringID] = languageItem;
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}
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// Update basic properties,leaving localised strings intact
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languageItem.timeStamp = "10/10/2015";
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languageItem.description = "Note";
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languageItem.standardText = standardText;
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}
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}
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}
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return languageItems;
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}
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public virtual void PopulateGameString(string stringId, string text)
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{
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string[] idParts = stringId.Split('.');
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if (idParts.Length == 0)
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{
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return;
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}
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string stringType = idParts[0];
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if (stringType == "SAY")
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{
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if (idParts.Length != 3)
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{
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return;
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}
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string flowchartName = idParts[1];
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int itemId = int.Parse(idParts[2]);
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GameObject go = GameObject.Find(flowchartName);
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Flowchart flowchart = go.GetComponentInChildren<Flowchart>();
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if (flowchart != null)
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{
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foreach (Say say in flowchart.GetComponentsInChildren<Say>())
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{
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if (say.itemId == itemId)
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{
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say.storyText = text;
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}
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}
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}
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}
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else if (stringType == "MENU")
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{
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if (idParts.Length != 3)
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{
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return;
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}
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string flowchartName = idParts[1];
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int itemId = int.Parse(idParts[2]);
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GameObject go = GameObject.Find(flowchartName);
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Flowchart flowchart = go.GetComponentInChildren<Flowchart>();
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if (flowchart != null)
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{
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foreach (Menu menu in flowchart.GetComponentsInChildren<Menu>())
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{
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if (menu.itemId == itemId)
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{
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menu.text = text;
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}
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}
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}
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}
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}
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public virtual void SetActiveLanguage(string languageCode)
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{
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// This function should only ever be called when the game is playing (not in editor).
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// If it was called in the editor it would permanently modify the text properties in the scene objects.
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if (!Application.isPlaying)
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{
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return;
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}
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List<string> languageCodes = FindLanguageCodes();
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if (!languageCodes.Contains(languageCode))
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{
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Debug.LogWarning("Language code " + languageCode + " not found.");
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}
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// Find all string keys that match the language code and populate the corresponding game object
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foreach (string key in localizedStrings.Keys)
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{
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if (GetLanguageId(key) == languageCode)
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{
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PopulateGameString(GetStringId(key), localizedStrings[key]);
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}
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}
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}
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public void OnBeforeSerialize()
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{
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keys.Clear();
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values.Clear();
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foreach (string key in localizedStrings.Keys)
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{
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string value = localizedStrings[key];
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keys.Add(key);
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values.Add(value);
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}
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}
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public void OnAfterDeserialize()
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{
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// Both arrays should be the same length, but use the min length just in case
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int minCount = Math.Min(keys.Count, values.Count);
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// Populate the string dict
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localizedStrings.Clear();
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for (int i = 0; i < minCount; ++i)
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{
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string key = keys[i];
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string value = values[i];
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localizedStrings[key] = value;
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}
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}
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protected virtual string GetStringId(string key)
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{
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int lastDotIndex = key.LastIndexOf(".");
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if (lastDotIndex <= 0 ||
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lastDotIndex == key.Length - 1)
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{
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// Malformed key
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return "";
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}
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return key.Substring(0, lastDotIndex);
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}
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protected virtual string GetLanguageId(string key)
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{
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int lastDotIndex = key.LastIndexOf(".");
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if (lastDotIndex <= 0 ||
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lastDotIndex == key.Length - 1)
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{
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// Malformed key
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return "";
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}
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return key.Substring(lastDotIndex + 1, key.Length - lastDotIndex - 1);
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}
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protected virtual List<string> FindLanguageCodes()
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{
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// Build a list of the language codes actually in use
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List<string> languageCodes = new List<string>();
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foreach (string key in keys)
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{
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string languageId = GetLanguageId(key);
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if (!languageCodes.Contains(languageId))
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{
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languageCodes.Add(languageId);
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}
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}
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return languageCodes;
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}
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}
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}
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