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@ -22,38 +22,38 @@ namespace Fungus |
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/** |
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/** |
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* Multi-language localization support. |
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* Multi-language localization support. |
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*/ |
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*/ |
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public class Language : MonoBehaviour, ISerializationCallbackReceiver |
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public class Language : MonoBehaviour |
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{ |
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{ |
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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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* Currently active language, usually defined by a two letter language code (e.g DE = German) |
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*/ |
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*/ |
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public string activeLanguage = ""; |
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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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protected Dictionary<string, string> localizedStrings = new Dictionary<string, string>(); |
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/** |
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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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* Temp storage for a single item of standard text and its localizations |
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*/ |
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*/ |
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protected class LanguageItem |
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protected class LanguageItem |
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{ |
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{ |
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public string timeStamp; |
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public string timeStamp; |
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public string description; |
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public string description; |
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public string standardText; |
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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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} |
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/** |
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* CSV file containing localization data |
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*/ |
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public TextAsset localizationFile; |
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public virtual void Start() |
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public virtual void Start() |
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{ |
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{ |
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if (activeLanguage.Length > 0) |
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if (activeLanguage.Length > 0 && |
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localizationFile != null && |
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localizationFile.text.Length > 0) |
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{ |
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{ |
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SetActiveLanguage(activeLanguage); |
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SetActiveLanguage(activeLanguage, localizationFile.text); |
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} |
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} |
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} |
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} |
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@ -62,21 +62,32 @@ namespace Fungus |
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*/ |
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*/ |
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public virtual string ExportCSV() |
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public virtual string ExportCSV() |
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{ |
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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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// Collect all the language items present in the scene |
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Dictionary<string, LanguageItem> languageItems = FindLanguageItems(); |
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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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// Update language 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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AddLocalisedStrings(languageItems, 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,Timestamp,Description,Standard"; |
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List<string> languageCodes = new List<string>(); |
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foreach (LanguageItem languageItem in languageItems.Values) |
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{ |
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foreach (string languageCode in languageItem.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 language items and the corresponding store localized strings |
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// Build the CSV file using collected language items |
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string csvData = csvHeader + "\n"; |
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string csvData = csvHeader + "\n"; |
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foreach (string stringId in languageItems.Keys) |
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foreach (string stringId in languageItems.Keys) |
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{ |
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{ |
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@ -89,10 +100,9 @@ namespace Fungus |
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foreach (string languageCode in languageCodes) |
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foreach (string languageCode in languageCodes) |
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{ |
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{ |
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string key = stringId + "." + languageCode; |
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if (languageItem.localizedStrings.ContainsKey(languageCode)) |
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if (localizedStrings.ContainsKey(key)) |
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{ |
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{ |
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row += "," + CSVSupport.Escape(localizedStrings[key]); |
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row += "," + CSVSupport.Escape(languageItem.localizedStrings[languageCode]); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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@ -106,65 +116,6 @@ namespace Fungus |
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return csvData; |
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return csvData; |
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} |
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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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protected Dictionary<string, LanguageItem> FindLanguageItems() |
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{ |
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{ |
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Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>(); |
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Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>(); |
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@ -221,6 +172,120 @@ namespace Fungus |
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return languageItems; |
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return languageItems; |
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} |
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} |
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protected virtual void AddLocalisedStrings(Dictionary<string, LanguageItem> languageItems, 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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// Early out if no data in file |
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return; |
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} |
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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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// Store localized strings for this string id |
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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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if (languageItems.ContainsKey(stringId)) |
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{ |
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languageItems[stringId].localizedStrings[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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public virtual void SetActiveLanguage(string languageCode, string csvData) |
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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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localizedStrings.Clear(); |
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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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// 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 = CSVSupport.SplitCSVLine(lines[0]); |
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if (columnNames.Length < 5) |
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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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int languageIndex = -1; |
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for (int i = 4; 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 == -1) |
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{ |
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// Language not found |
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return; |
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} |
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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 < languageIndex + 1) |
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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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string languageEntry = CSVSupport.Unescape(fields[languageIndex]); |
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if (languageEntry.Length > 0) |
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{ |
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localizedStrings[stringId] = languageEntry; |
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PopulateGameString(stringId, languageEntry); |
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} |
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} |
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} |
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public virtual void PopulateGameString(string stringId, string text) |
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public virtual void PopulateGameString(string stringId, string text) |
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{ |
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{ |
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string[] idParts = stringId.Split('.'); |
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string[] idParts = stringId.Split('.'); |
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@ -278,98 +343,62 @@ namespace Fungus |
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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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* 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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{ |
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// This function should only ever be called when the game is playing (not in editor). |
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/* |
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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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// Split into lines |
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if (!Application.isPlaying) |
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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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{ |
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string[] lines = csvData.Split('\n', '\r'); |
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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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|
|
if (lines.Length == 0) |
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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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|
|
{ |
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|
|
string value = localizedStrings[key]; |
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|
|
return; |
|
|
|
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(); |
|
|
|
localizedStrings.Clear(); |
|
|
|
for (int i = 0; i < minCount; ++i) |
|
|
|
|
|
|
|
{ |
|
|
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|
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|
|
string key = keys[i]; |
|
|
|
|
|
|
|
string value = values[i]; |
|
|
|
|
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|
|
localizedStrings[key] = value; |
|
|
|
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|
|
} |
|
|
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|
|
} |
|
|
|
|
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|
|
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|
|
|
|
|
protected virtual string GetStringId(string key) |
|
|
|
// Parse header row |
|
|
|
{ |
|
|
|
string[] columnNames = CSVSupport.SplitCSVLine(lines[0]); |
|
|
|
int lastDotIndex = key.LastIndexOf("."); |
|
|
|
|
|
|
|
if (lastDotIndex <= 0 || |
|
|
|
for (int i = 1; i < lines.Length; ++i) |
|
|
|
lastDotIndex == key.Length - 1) |
|
|
|
|
|
|
|
{ |
|
|
|
{ |
|
|
|
// Malformed key |
|
|
|
string line = lines[i]; |
|
|
|
return ""; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return key.Substring(0, lastDotIndex); |
|
|
|
string[] fields = CSVSupport.SplitCSVLine(line); |
|
|
|
} |
|
|
|
if (fields.Length < 4) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
continue; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
protected virtual string GetLanguageId(string key) |
|
|
|
string stringId = fields[0]; |
|
|
|
{ |
|
|
|
// Ignore timestamp & notes fields |
|
|
|
int lastDotIndex = key.LastIndexOf("."); |
|
|
|
string standardText = CSVSupport.Unescape(fields[3]); |
|
|
|
if (lastDotIndex <= 0 || |
|
|
|
|
|
|
|
lastDotIndex == key.Length - 1) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
// Malformed key |
|
|
|
|
|
|
|
return ""; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return key.Substring(lastDotIndex + 1, key.Length - lastDotIndex - 1); |
|
|
|
PopulateGameString(stringId, standardText); |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
protected virtual List<string> FindLanguageCodes() |
|
|
|
// Store localized string in stringDict |
|
|
|
{ |
|
|
|
for (int j = 4; j < fields.Length; ++j) |
|
|
|
// Build a list of the language codes actually in use |
|
|
|
|
|
|
|
List<string> languageCodes = new List<string>(); |
|
|
|
|
|
|
|
foreach (string key in keys) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
string languageId = GetLanguageId(key); |
|
|
|
|
|
|
|
if (!languageCodes.Contains(languageId)) |
|
|
|
|
|
|
|
{ |
|
|
|
{ |
|
|
|
languageCodes.Add(languageId); |
|
|
|
if (j >= columnNames.Length) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
continue; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
string languageCode = columnNames[j]; |
|
|
|
|
|
|
|
string languageEntry = CSVSupport.Unescape(fields[j]); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (languageEntry.Length > 0) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
// The dictionary key is the basic string id with .<LanguageCode> appended |
|
|
|
|
|
|
|
localizedStrings[stringId + "." + languageCode] = languageEntry; |
|
|
|
|
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
*/ |
|
|
|
return languageCodes; |
|
|
|
|
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|