An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using Rotorz.ReorderableList;
namespace Fungus
{
[CustomEditor(typeof(Localization))]
public class LocalizationEditor : Editor
{
protected SerializedProperty activeLanguageProp;
protected SerializedProperty localizationFileProp;
protected virtual void OnEnable()
{
activeLanguageProp = serializedObject.FindProperty("activeLanguage");
localizationFileProp = serializedObject.FindProperty("localizationFile");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
Localization localization = target as Localization;
EditorGUILayout.PropertyField(activeLanguageProp);
EditorGUILayout.PropertyField(localizationFileProp);
GUILayout.Space(10);
EditorGUILayout.HelpBox("Exports a localization csv file to disk. You should save this file in your project assets and then set the Localization File property above to use it.", MessageType.Info);
if (GUILayout.Button(new GUIContent("Export Localization File")))
{
ExportLocalizationFile(localization);
}
GUILayout.Space(10);
EditorGUILayout.HelpBox("Exports all standard text in the scene to a text file for easy editing in a text editor. Use the Import option to read the standard text back into the scene.", MessageType.Info);
if (GUILayout.Button(new GUIContent("Export Standard Text")))
{
ExportStandardText(localization);
}
if (GUILayout.Button(new GUIContent("Import Standard Text")))
{
ImportStandardText(localization);
}
serializedObject.ApplyModifiedProperties();
}
public virtual void ExportLocalizationFile(Localization localization)
{
string path = EditorUtility.SaveFilePanelInProject("Export Localization File",
"localization.csv",
"csv",
"Please enter a filename to save the localization file to");
if (path.Length == 0)
{
return;
}
string csvData = localization.GetCSVData();
File.WriteAllText(path, csvData);
AssetDatabase.ImportAsset(path);
TextAsset textAsset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset;
if (textAsset != null)
{
localization.localizationFile = textAsset;
}
ShowNotification(localization);
}
public virtual void ExportStandardText(Localization localization)
{
string path = EditorUtility.SaveFilePanel("Export Standard Text", "Assets/", "standard.txt", "");
if (path.Length == 0)
{
return;
}
string textData = localization.GetStandardText();
File.WriteAllText(path, textData);
AssetDatabase.Refresh();
ShowNotification(localization);
}
public virtual void ImportStandardText(Localization localization)
{
string path = EditorUtility.OpenFilePanel("Import Standard Text", "Assets/", "txt");
if (path.Length == 0)
{
return;
}
string textData = File.ReadAllText(path);
localization.SetStandardText(textData);
ShowNotification(localization);
}
protected virtual void ShowNotification(Localization localization)
{
FlowchartWindow.ShowNotification(localization.notificationText);
localization.notificationText = "";
}
}
}