From 34e23dda805ef616f0ee2cbc2c28d2b0296077f3 Mon Sep 17 00:00:00 2001 From: chrisgregan Date: Fri, 3 Apr 2015 16:37:32 +0100 Subject: [PATCH] Removed localized objects list --- Assets/Fungus/Flowchart/Editor/LanguageEditor.cs | 1 - Assets/Fungus/Flowchart/Scripts/Language.cs | 9 +++------ 2 files changed, 3 insertions(+), 7 deletions(-) diff --git a/Assets/Fungus/Flowchart/Editor/LanguageEditor.cs b/Assets/Fungus/Flowchart/Editor/LanguageEditor.cs index 4ed9798b..8bf7d121 100644 --- a/Assets/Fungus/Flowchart/Editor/LanguageEditor.cs +++ b/Assets/Fungus/Flowchart/Editor/LanguageEditor.cs @@ -12,7 +12,6 @@ namespace Fungus public class LanguageEditor : Editor { protected SerializedProperty activeLanguageProp; - protected SerializedProperty localizedObjectsProp; protected virtual void OnEnable() { diff --git a/Assets/Fungus/Flowchart/Scripts/Language.cs b/Assets/Fungus/Flowchart/Scripts/Language.cs index 8d7c7521..c4b351d0 100644 --- a/Assets/Fungus/Flowchart/Scripts/Language.cs +++ b/Assets/Fungus/Flowchart/Scripts/Language.cs @@ -39,12 +39,6 @@ namespace Fungus // http://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.OnBeforeSerialize.html protected Dictionary localizedStrings = new Dictionary(); - // Gameobjects that are being managed for localization. - // Each game object should have a child component that implements ISerializable - // As Unity doesn't provide a persistant object identifier, we use the index - // in this list as a way to uniquely identify string objects - public List localizedObjects = new List(); - /** * Temp storage for a single item of standard text read from a scene object. */ @@ -79,6 +73,9 @@ namespace Fungus // Collect all the language items present in the scene Dictionary languageItems = FindLanguageItems(); + // Update language items with localization data from CSV file + + // Build the CSV file using collected language items and the corresponding store localized strings string csvData = csvHeader + "\n"; foreach (string stringId in languageItems.Keys)