Christopher
8 years ago
4 changed files with 66 additions and 85 deletions
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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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namespace Fungus |
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{ |
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/// <summary> |
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/// An item of localizeable text. |
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/// </summary> |
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public interface ILocalizable |
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{ |
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/// <summary> |
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/// Gets the standard (non-localized) text. |
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/// </summary> |
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string GetStandardText(); |
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/// <summary> |
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/// Sets the standard (non-localized) text. |
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/// </summary> |
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/// <param name="standardText">Standard text.</param> |
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void SetStandardText(string standardText); |
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/// <summary> |
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/// Gets the description used to help localizers. |
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/// </summary> |
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/// <returns>The description.</returns> |
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string GetDescription(); |
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/// <summary> |
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/// Gets the unique string identifier. |
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/// </summary> |
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string GetStringId(); |
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} |
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} |
@ -1,83 +0,0 @@
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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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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 interface ILocalization |
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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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string ActiveLanguage { get; } |
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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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TextAsset LocalizationFile { get; } |
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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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string NotificationText { get; set; } |
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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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string GetCSVData(); |
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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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void SetActiveLanguage(string languageCode, bool forceUpdateSceneText = false); |
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/// <summary> |
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/// Populates the text property of a single scene object with a new text value. |
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/// </summary> |
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bool PopulateTextProperty(string stringId, string newText); |
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/// <summary> |
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/// Returns all standard text for localizeable text in the scene using an |
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/// easy to edit custom text format. |
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/// </summary> |
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string GetStandardText(); |
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/// <summary> |
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/// Sets standard text on scene objects by parsing a text data file. |
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/// </summary> |
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void SetStandardText(string textData); |
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} |
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/// <summary> |
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/// An item of localizeable text. |
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/// </summary> |
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public interface ILocalizable |
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{ |
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/// <summary> |
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/// Gets the standard (non-localized) text. |
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/// </summary> |
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string GetStandardText(); |
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/// <summary> |
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/// Sets the standard (non-localized) text. |
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/// </summary> |
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/// <param name="standardText">Standard text.</param> |
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void SetStandardText(string standardText); |
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/// <summary> |
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/// Gets the description used to help localizers. |
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/// </summary> |
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/// <returns>The description.</returns> |
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string GetDescription(); |
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/// <summary> |
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/// Gets the unique string identifier. |
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/// </summary> |
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string GetStringId(); |
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} |
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} |
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