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; } localization.ClearLocalizeableCache(); 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; } localization.ClearLocalizeableCache(); string textData = File.ReadAllText(path); localization.SetStandardText(textData); ShowNotification(localization); } protected virtual void ShowNotification(Localization localization) { FlowchartWindow.ShowNotification(localization.notificationText); localization.notificationText = ""; } } }