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Localise character names #8

master
chrisgregan 10 years ago
parent
commit
36274e134f
  1. 48
      Assets/Fungus/Flowchart/Scripts/Language.cs

48
Assets/Fungus/Flowchart/Scripts/Language.cs

@ -106,7 +106,16 @@ namespace Fungus
protected Dictionary<string, LanguageItem> FindLanguageItems() protected Dictionary<string, LanguageItem> FindLanguageItems()
{ {
Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>(); Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>();
// Export all character names
foreach (Character character in GameObject.FindObjectsOfType<Character>())
{
LanguageItem languageItem = new LanguageItem();
languageItem.standardText = character.nameText;
languageItem.description = character.description;
languageItems["CHARACTER." + character.nameText] = languageItem;
}
// Export all Say and Menu commands in the scene // Export all Say and Menu commands in the scene
// To make it easier to localize, we preserve the command order in each exported block. // To make it easier to localize, we preserve the command order in each exported block.
Flowchart[] flowcharts = GameObject.FindObjectsOfType<Flowchart>(); Flowchart[] flowcharts = GameObject.FindObjectsOfType<Flowchart>();
@ -261,6 +270,13 @@ namespace Fungus
return; return;
} }
// Cache a lookup table of characters in the scene
Dictionary<string, Character> characterDict = new Dictionary<string, Character>();
foreach (Character character in GameObject.FindObjectsOfType<Character>())
{
characterDict[character.nameText] = character;
}
// Cache a lookup table of flowcharts in the scene // Cache a lookup table of flowcharts in the scene
Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>(); Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>();
foreach (Flowchart flowChart in GameObject.FindObjectsOfType<Flowchart>()) foreach (Flowchart flowChart in GameObject.FindObjectsOfType<Flowchart>())
@ -283,12 +299,15 @@ namespace Fungus
if (languageEntry.Length > 0) if (languageEntry.Length > 0)
{ {
localizedStrings[stringId] = languageEntry; localizedStrings[stringId] = languageEntry;
PopulateGameString(stringId, languageEntry, flowchartDict); PopulateGameString(stringId, languageEntry, flowchartDict, characterDict);
} }
} }
} }
public virtual void PopulateGameString(string stringId, string text, Dictionary<string, Flowchart> flowchartDict) public virtual void PopulateGameString(string stringId,
string localizedText,
Dictionary<string, Flowchart> flowchartDict,
Dictionary<string, Character> characterDict)
{ {
string[] idParts = stringId.Split('.'); string[] idParts = stringId.Split('.');
if (idParts.Length == 0) if (idParts.Length == 0)
@ -319,7 +338,7 @@ namespace Fungus
{ {
if (say.itemId == itemId) if (say.itemId == itemId)
{ {
say.storyText = text; say.storyText = localizedText;
} }
} }
} }
@ -346,11 +365,30 @@ namespace Fungus
{ {
if (menu.itemId == itemId) if (menu.itemId == itemId)
{ {
menu.text = text; menu.text = localizedText;
} }
} }
} }
} }
else if (stringType == "CHARACTER")
{
if (idParts.Length != 2)
{
return;
}
string characterName = idParts[1];
if (!characterDict.ContainsKey(characterName))
{
return;
}
Character character = characterDict[characterName];
if (character != null)
{
character.nameText = localizedText;
}
}
} }
} }

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