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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Text;
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using Ideafixxxer.CsvParser;
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namespace Fungus
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{
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/// <summary>
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/// Multi-language localization support.
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/// </summary>
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public class Localization : MonoBehaviour, ISubstitutionHandler
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{
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/// <summary>
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/// Temp storage for a single item of standard text and its localizations.
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/// </summary>
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protected class TextItem
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{
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public string description = "";
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public string standardText = "";
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public Dictionary<string, string> localizedStrings = new Dictionary<string, string>();
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}
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[Tooltip("Language to use at startup, usually defined by a two letter language code (e.g DE = German)")]
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[SerializeField] protected string activeLanguage = "";
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[Tooltip("CSV file containing localization data which can be easily edited in a spreadsheet tool")]
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[SerializeField] protected TextAsset localizationFile;
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protected Dictionary<string, ILocalizable> localizeableObjects = new Dictionary<string, ILocalizable>();
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protected string notificationText = "";
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protected bool initialized;
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protected static Dictionary<string, string> localizedStrings = new Dictionary<string, string>();
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#if UNITY_5_4_OR_NEWER
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protected virtual void Awake()
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{
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UnityEngine.SceneManagement.SceneManager.activeSceneChanged += (A, B) => {
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LevelWasLoaded();
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};
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}
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#else
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public virtual void OnLevelWasLoaded(int level)
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{
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LevelWasLoaded();
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}
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#endif
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protected virtual void LevelWasLoaded()
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{
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// Check if a language has been selected using the Set Language command in a previous scene.
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if (SetLanguage.mostRecentLanguage != "")
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{
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// This language will be used when Start() is called
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activeLanguage = SetLanguage.mostRecentLanguage;
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}
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}
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protected virtual void OnEnable()
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{
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StringSubstituter.RegisterHandler(this);
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}
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protected virtual void OnDisable()
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{
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StringSubstituter.UnregisterHandler(this);
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}
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protected virtual void Start()
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{
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Init();
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}
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/// <summary>
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/// String subsitution can happen during the Start of another component, so we
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/// may need to call Init() from other methods.
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/// </summary>
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protected virtual void Init()
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{
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if (initialized)
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{
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return;
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}
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CacheLocalizeableObjects();
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if (localizationFile != null &&
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localizationFile.text.Length > 0)
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{
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SetActiveLanguage(activeLanguage);
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}
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initialized = true;
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}
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// Build a cache of all the localizeable objects in the scene
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protected virtual void CacheLocalizeableObjects()
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{
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UnityEngine.Object[] objects = Resources.FindObjectsOfTypeAll(typeof(Component));
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for (int i = 0; i < objects.Length; i++)
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{
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var o = objects[i];
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ILocalizable localizable = o as ILocalizable;
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if (localizable != null)
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{
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localizeableObjects[localizable.GetStringId()] = localizable;
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}
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}
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}
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/// <summary>
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/// Builds a dictionary of localizable text items in the scene.
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/// </summary>
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protected Dictionary<string, TextItem> FindTextItems()
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{
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Dictionary<string, TextItem> textItems = new Dictionary<string, TextItem>();
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// Add localizable commands in same order as command list to make it
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// easier to localise / edit standard text.
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var flowcharts = GameObject.FindObjectsOfType<Flowchart>();
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for (int i = 0; i < flowcharts.Length; i++)
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{
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var flowchart = flowcharts[i];
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var blocks = flowchart.GetComponents<Block>();
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for (int j = 0; j < blocks.Length; j++)
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{
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var block = blocks[j];
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var commandList = block.CommandList;
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for (int k = 0; k < commandList.Count; k++)
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{
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var command = commandList[k];
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ILocalizable localizable = command as ILocalizable;
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if (localizable != null)
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{
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TextItem textItem = new TextItem();
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textItem.standardText = localizable.GetStandardText();
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textItem.description = localizable.GetDescription();
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textItems[localizable.GetStringId()] = textItem;
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}
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}
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}
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}
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// Add everything else that's localizable (including inactive objects)
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UnityEngine.Object[] objects = Resources.FindObjectsOfTypeAll(typeof(Component));
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for (int i = 0; i < objects.Length; i++)
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{
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var o = objects[i];
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ILocalizable localizable = o as ILocalizable;
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if (localizable != null)
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{
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string stringId = localizable.GetStringId();
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if (textItems.ContainsKey(stringId))
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{
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// Already added
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continue;
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}
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TextItem textItem = new TextItem();
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textItem.standardText = localizable.GetStandardText();
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textItem.description = localizable.GetDescription();
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textItems[stringId] = textItem;
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}
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}
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return textItems;
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}
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/// <summary>
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/// Adds localized strings from CSV file data to a dictionary of text items in the scene.
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/// </summary>
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protected virtual void AddCSVDataItems(Dictionary<string, TextItem> textItems, string csvData)
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{
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CsvParser csvParser = new CsvParser();
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string[][] csvTable = csvParser.Parse(csvData);
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if (csvTable.Length <= 1)
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{
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// No data rows in file
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return;
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}
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// Parse header row
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string[] columnNames = csvTable[0];
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for (int i = 1; i < csvTable.Length; ++i)
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{
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string[] fields = csvTable[i];
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if (fields.Length < 3)
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{
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// No standard text or localized string fields present
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continue;
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}
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string stringId = fields[0];
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if (!textItems.ContainsKey(stringId))
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{
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if (stringId.StartsWith("CHARACTER.") ||
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stringId.StartsWith("SAY.") ||
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stringId.StartsWith("MENU.") ||
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stringId.StartsWith("WRITE.") ||
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stringId.StartsWith("SETTEXT."))
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{
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// If it's a 'built-in' type this probably means that item has been deleted from its flowchart,
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// so there's no need to add a text item for it.
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continue;
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}
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// Key not found. Assume it's a custom string that we want to retain, so add a text item for it.
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TextItem newTextItem = new TextItem();
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newTextItem.description = CSVSupport.Unescape(fields[1]);
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newTextItem.standardText = CSVSupport.Unescape(fields[2]);
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textItems[stringId] = newTextItem;
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}
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TextItem textItem = textItems[stringId];
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for (int j = 3; 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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textItem.localizedStrings[languageCode] = languageEntry;
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}
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}
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}
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}
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#region Public members
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/// <summary>
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/// Looks up the specified string in the localized strings table.
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/// For this to work, a localization file and active language must have been set previously.
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/// Return null if the string is not found.
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/// </summary>
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public static string GetLocalizedString(string stringId)
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{
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if (localizedStrings == null)
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{
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return null;
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}
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if (localizedStrings.ContainsKey(stringId))
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{
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return localizedStrings[stringId];
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}
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return null;
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}
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/// <summary>
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/// Language to use at startup, usually defined by a two letter language code (e.g DE = German).
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/// </summary>
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public virtual string ActiveLanguage { get { return activeLanguage; } }
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/// <summary>
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/// CSV file containing localization data which can be easily edited in a spreadsheet tool.
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/// </summary>
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public virtual TextAsset LocalizationFile { get { return localizationFile; } set { localizationFile = value; } }
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/// <summary>
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/// Stores any notification message from export / import methods.
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/// </summary>
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public virtual string NotificationText { get { return notificationText; } set { notificationText = value; } }
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/// <summary>
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/// Clears the cache of localizeable objects.
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/// </summary>
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public virtual void ClearLocalizeableCache()
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{
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localizeableObjects.Clear();
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}
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/// <summary>
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/// Convert all text items and localized strings to an easy to edit CSV format.
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/// </summary>
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public virtual string GetCSVData()
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{
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// Collect all the text items present in the scene
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Dictionary<string, TextItem> textItems = FindTextItems();
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// Update text items with localization data from CSV file
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if (localizationFile != null &&
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localizationFile.text.Length > 0)
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{
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AddCSVDataItems(textItems, localizationFile.text);
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}
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// Build CSV header row and a list of the language codes currently in use
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string csvHeader = "Key,Description,Standard";
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var languageCodes = new List<string>();
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var values = textItems.Values;
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foreach (var textItem in values)
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{
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foreach (string languageCode in textItem.localizedStrings.Keys)
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{
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if (!languageCodes.Contains(languageCode))
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{
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languageCodes.Add(languageCode);
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csvHeader += "," + languageCode;
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}
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}
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}
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// Build the CSV file using collected text items
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int rowCount = 0;
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string csvData = csvHeader + "\n";
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var keys = textItems.Keys;
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foreach (var stringId in keys)
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{
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TextItem textItem = textItems[stringId];
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string row = CSVSupport.Escape(stringId);
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row += "," + CSVSupport.Escape(textItem.description);
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row += "," + CSVSupport.Escape(textItem.standardText);
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for (int i = 0; i < languageCodes.Count; i++)
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{
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var languageCode = languageCodes[i];
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if (textItem.localizedStrings.ContainsKey(languageCode))
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{
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row += "," + CSVSupport.Escape(textItem.localizedStrings[languageCode]);
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}
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else
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{
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row += ",";
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// Empty field
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}
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}
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csvData += row + "\n";
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rowCount++;
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}
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notificationText = "Exported " + rowCount + " localization text items.";
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return csvData;
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}
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/// <summary>
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/// Scan a localization CSV file and copies the strings for the specified language code
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/// into the text properties of the appropriate scene objects.
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/// </summary>
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public virtual void SetActiveLanguage(string languageCode, bool forceUpdateSceneText = false)
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{
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if (!Application.isPlaying)
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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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return;
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}
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if (localizationFile == null)
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{
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// No localization file set
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return;
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}
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localizedStrings.Clear();
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CsvParser csvParser = new CsvParser();
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string[][] csvTable = csvParser.Parse(localizationFile.text);
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if (csvTable.Length <= 1)
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{
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// No data rows in file
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return;
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}
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// Parse header row
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string[] columnNames = csvTable[0];
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if (columnNames.Length < 3)
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{
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// No languages defined in CSV file
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return;
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}
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// First assume standard text column and then look for a matching language column
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int languageIndex = 2;
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for (int i = 3; i < columnNames.Length; ++i)
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{
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if (columnNames[i] == languageCode)
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{
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languageIndex = i;
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break;
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}
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}
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if (languageIndex == 2)
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{
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// Using standard text column
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// Add all strings to the localized strings dict, but don't replace standard text in the scene.
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// This allows string substitution to work for both standard and localized text strings.
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for (int i = 1; i < csvTable.Length; ++i)
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{
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|
|
|
string[] fields = csvTable[i];
|
|
|
|
if (fields.Length < 3)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
localizedStrings[fields[0]] = fields[languageIndex];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Early out unless we've been told to force the scene text to update.
|
|
|
|
// This happens when the Set Language command is used to reset back to the standard language.
|
|
|
|
if (!forceUpdateSceneText)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Using a localized language text column
|
|
|
|
// 1. Add all localized text to the localized strings dict
|
|
|
|
// 2. Update all scene text properties with localized versions
|
|
|
|
for (int i = 1; i < csvTable.Length; ++i)
|
|
|
|
{
|
|
|
|
string[] fields = csvTable[i];
|
|
|
|
|
|
|
|
if (fields.Length < languageIndex + 1)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
string stringId = fields[0];
|
|
|
|
string languageEntry = CSVSupport.Unescape(fields[languageIndex]);
|
|
|
|
|
|
|
|
if (languageEntry.Length > 0)
|
|
|
|
{
|
|
|
|
localizedStrings[stringId] = languageEntry;
|
|
|
|
PopulateTextProperty(stringId, languageEntry);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Populates the text property of a single scene object with a new text value.
|
|
|
|
/// </summary>
|
|
|
|
public virtual bool PopulateTextProperty(string stringId, string newText)
|
|
|
|
{
|
|
|
|
// Ensure that all localizeable objects have been cached
|
|
|
|
if (localizeableObjects.Count == 0)
|
|
|
|
{
|
|
|
|
CacheLocalizeableObjects();
|
|
|
|
}
|
|
|
|
|
|
|
|
ILocalizable localizable = null;
|
|
|
|
localizeableObjects.TryGetValue(stringId, out localizable);
|
|
|
|
if (localizable != null)
|
|
|
|
{
|
|
|
|
localizable.SetStandardText(newText);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Returns all standard text for localizeable text in the scene using an
|
|
|
|
/// easy to edit custom text format.
|
|
|
|
/// </summary>
|
|
|
|
public virtual string GetStandardText()
|
|
|
|
{
|
|
|
|
// Collect all the text items present in the scene
|
|
|
|
Dictionary<string, TextItem> textItems = FindTextItems();
|
|
|
|
|
|
|
|
string textData = "";
|
|
|
|
int rowCount = 0;
|
|
|
|
var keys = textItems.Keys;
|
|
|
|
foreach (var stringId in keys)
|
|
|
|
{
|
|
|
|
TextItem languageItem = textItems[stringId];
|
|
|
|
|
|
|
|
textData += "#" + stringId + "\n";
|
|
|
|
textData += languageItem.standardText.Trim() + "\n\n";
|
|
|
|
rowCount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
notificationText = "Exported " + rowCount + " standard text items.";
|
|
|
|
|
|
|
|
return textData;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Sets standard text on scene objects by parsing a text data file.
|
|
|
|
/// </summary>
|
|
|
|
public virtual void SetStandardText(string textData)
|
|
|
|
{
|
|
|
|
var lines = textData.Split('\n');
|
|
|
|
|
|
|
|
int updatedCount = 0;
|
|
|
|
|
|
|
|
string stringId = "";
|
|
|
|
string buffer = "";
|
|
|
|
for (int i = 0; i < lines.Length; i++)
|
|
|
|
{
|
|
|
|
// Check for string id line
|
|
|
|
var line = lines[i];
|
|
|
|
if (line.StartsWith("#"))
|
|
|
|
{
|
|
|
|
if (stringId.Length > 0)
|
|
|
|
{
|
|
|
|
// Write buffered text to the appropriate text property
|
|
|
|
if (PopulateTextProperty(stringId, buffer.Trim()))
|
|
|
|
{
|
|
|
|
updatedCount++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Set the string id for the follow text lines
|
|
|
|
stringId = line.Substring(1, line.Length - 1);
|
|
|
|
buffer = "";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
buffer += line + "\n";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle last buffered entry
|
|
|
|
if (stringId.Length > 0)
|
|
|
|
{
|
|
|
|
if (PopulateTextProperty(stringId, buffer.Trim()))
|
|
|
|
{
|
|
|
|
updatedCount++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
notificationText = "Updated " + updatedCount + " standard text items.";
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region StringSubstituter.ISubstitutionHandler imlpementation
|
|
|
|
|
|
|
|
public virtual bool SubstituteStrings(StringBuilder input)
|
|
|
|
{
|
|
|
|
// This method could be called from the Start method of another component, so we
|
|
|
|
// may need to initilize the localization system.
|
|
|
|
Init();
|
|
|
|
|
|
|
|
// Instantiate the regular expression object.
|
|
|
|
Regex r = new Regex("{\\$.*?}");
|
|
|
|
|
|
|
|
bool modified = false;
|
|
|
|
|
|
|
|
// Match the regular expression pattern against a text string.
|
|
|
|
var results = r.Matches(input.ToString());
|
|
|
|
for (int i = 0; i < results.Count; i++)
|
|
|
|
{
|
|
|
|
Match match = results[i];
|
|
|
|
string key = match.Value.Substring(2, match.Value.Length - 3);
|
|
|
|
// Next look for matching localized string
|
|
|
|
string localizedString = Localization.GetLocalizedString(key);
|
|
|
|
if (localizedString != null)
|
|
|
|
{
|
|
|
|
input.Replace(match.Value, localizedString);
|
|
|
|
modified = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return modified;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|