An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using Ideafixxxer.CsvParser;
namespace Fungus
{
/**
* Multi-language localization support.
*/
public class Localization : MonoBehaviour
{
/**
* Language to use at startup, usually defined by a two letter language code (e.g DE = German)
*/
[Tooltip("Language to use at startup, usually defined by a two letter language code (e.g DE = German)")]
public string activeLanguage = "";
protected static Dictionary<string, string> localizedStrings = new Dictionary<string, string>();
/**
* Temp storage for a single item of standard text and its localizations
*/
protected class TextItem
{
public string description = "";
public string standardText = "";
public Dictionary<string, string> localizedStrings = new Dictionary<string, string>();
}
/**
* CSV file containing localization data which can be easily edited in a spreadsheet tool.
*/
[Tooltip("CSV file containing localization data which can be easily edited in a spreadsheet tool")]
public TextAsset localizationFile;
/**
* Stores any notification message from export / import methods.
*/
[NonSerialized]
public string notificationText = "";
public virtual void Start()
{
if (localizationFile != null &&
localizationFile.text.Length > 0)
{
SetActiveLanguage(activeLanguage);
}
}
/**
* Looks up the specified string in the localized strings table.
* For this to work, a localization file and active language must have been set previously.
* Return null if the string is not found.
*/
public static string GetLocalizedString(string stringId)
{
if (localizedStrings == null)
{
return null;
}
if (localizedStrings.ContainsKey(stringId))
{
return localizedStrings[stringId];
}
return null;
}
/**
* Convert all text items and localized strings to an easy to edit CSV format.
*/
public virtual string GetCSVData()
{
// Collect all the text items present in the scene
Dictionary<string, TextItem> textItems = FindTextItems();
// Update text items with localization data from CSV file
if (localizationFile != null &&
localizationFile.text.Length > 0)
{
AddCSVDataItems(textItems, localizationFile.text);
}
// Build CSV header row and a list of the language codes currently in use
string csvHeader = "Key,Description,Standard";
List<string> languageCodes = new List<string>();
foreach (TextItem textItem in textItems.Values)
{
foreach (string languageCode in textItem.localizedStrings.Keys)
{
if (!languageCodes.Contains(languageCode))
{
languageCodes.Add(languageCode);
csvHeader += "," + languageCode;
}
}
}
// Build the CSV file using collected text items
int rowCount = 0;
string csvData = csvHeader + "\n";
foreach (string stringId in textItems.Keys)
{
TextItem textItem = textItems[stringId];
string row = CSVSupport.Escape(stringId);
row += "," + CSVSupport.Escape(textItem.description);
row += "," + CSVSupport.Escape(textItem.standardText);
foreach (string languageCode in languageCodes)
{
if (textItem.localizedStrings.ContainsKey(languageCode))
{
row += "," + CSVSupport.Escape(textItem.localizedStrings[languageCode]);
}
else
{
row += ","; // Empty field
}
}
csvData += row + "\n";
rowCount++;
}
notificationText = "Exported " + rowCount + " localization text items.";
return csvData;
}
/**
* Builds a dictionary of localizable text items in the scene.
*/
protected Dictionary<string, TextItem> FindTextItems()
{
Dictionary<string, TextItem> textItems = new Dictionary<string, TextItem>();
// Export all character names
foreach (Character character in GameObject.FindObjectsOfType<Character>())
{
// String id for character names is CHARACTER.<Character Name>
TextItem textItem = new TextItem();
textItem.standardText = character.nameText;
textItem.description = character.description;
string stringId = "CHARACTER." + character.nameText;
textItems[stringId] = textItem;
}
// Export all Say and Menu commands in the scene
// To make it easier to localize, we preserve the command order in each exported block.
Flowchart[] flowcharts = GameObject.FindObjectsOfType<Flowchart>();
foreach (Flowchart flowchart in flowcharts)
{
// If no localization id has been set then use the Flowchart name
string localizationId = flowchart.localizationId;
if (localizationId.Length == 0)
{
localizationId = flowchart.name;
}
Block[] blocks = flowchart.GetComponentsInChildren<Block>();
foreach (Block block in blocks)
{
foreach (Command command in block.commandList)
{
string stringId = "";
string standardText = "";
string description = "";
System.Type type = command.GetType();
if (type == typeof(Say))
{
// String id for Say commands is SAY.<Flowchart id>.<Command id>.<Character Name>
Say sayCommand = command as Say;
standardText = sayCommand.storyText;
description = sayCommand.description;
stringId = "SAY." + localizationId + "." + sayCommand.itemId + ".";
if (sayCommand.character != null)
{
stringId += sayCommand.character.nameText;
}
}
else if (type == typeof(Menu))
{
// String id for Menu commands is MENU.<Flowchart id>.<Command id>
Menu menuCommand = command as Menu;
standardText = menuCommand.text;
description = menuCommand.description;
stringId = "MENU." + localizationId + "." + menuCommand.itemId;
}
else
{
continue;
}
TextItem textItem = null;
if (textItems.ContainsKey(stringId))
{
textItem = textItems[stringId];
}
else
{
textItem = new TextItem();
textItems[stringId] = textItem;
}
// Update basic properties,leaving localised strings intact
textItem.standardText = standardText;
textItem.description = description;
}
}
}
return textItems;
}
/**
* Adds localized strings from CSV file data to a dictionary of text items in the scene.
*/
protected virtual void AddCSVDataItems(Dictionary<string, TextItem> textItems, string csvData)
{
CsvParser csvParser = new CsvParser();
string[][] csvTable = csvParser.Parse(csvData);
if (csvTable.Length <= 1)
{
// No data rows in file
return;
}
// Parse header row
string[] columnNames = csvTable[0];
for (int i = 1; i < csvTable.Length; ++i)
{
string[] fields = csvTable[i];
if (fields.Length < 3)
{
// No standard text or localized string fields present
continue;
}
string stringId = fields[0];
if (!textItems.ContainsKey(stringId))
{
if (stringId.StartsWith("CHARACTER.") ||
stringId.StartsWith("SAY.") ||
stringId.StartsWith("MENU."))
{
// If it's a 'built-in' type this probably means that item has been deleted from its flowchart,
// so there's no need to add a text item for it.
continue;
}
// Key not found. Assume it's a custom string that we want to retain, so add a text item for it.
TextItem newTextItem = new TextItem();
newTextItem.description = CSVSupport.Unescape(fields[1]);
newTextItem.standardText = CSVSupport.Unescape(fields[2]);
textItems[stringId] = newTextItem;
}
TextItem textItem = textItems[stringId];
for (int j = 3; j < fields.Length; ++j)
{
if (j >= columnNames.Length)
{
continue;
}
string languageCode = columnNames[j];
string languageEntry = CSVSupport.Unescape(fields[j]);
if (languageEntry.Length > 0)
{
textItem.localizedStrings[languageCode] = languageEntry;
}
}
}
}
/**
* Scan a localization CSV file and copies the strings for the specified language code
* into the text properties of the appropriate scene objects.
*/
public virtual void SetActiveLanguage(string languageCode, bool forceUpdateSceneText = false)
{
if (!Application.isPlaying)
{
// This function should only ever be called when the game is playing (not in editor).
return;
}
if (localizationFile == null)
{
// No localization file set
return;
}
localizedStrings.Clear();
CsvParser csvParser = new CsvParser();
string[][] csvTable = csvParser.Parse(localizationFile.text);
if (csvTable.Length <= 1)
{
// No data rows in file
return;
}
// Parse header row
string[] columnNames = csvTable[0];
if (columnNames.Length < 3)
{
// No languages defined in CSV file
return;
}
// First assume standard text column and then look for a matching language column
int languageIndex = 2;
for (int i = 3; i < columnNames.Length; ++i)
{
if (columnNames[i] == languageCode)
{
languageIndex = i;
break;
}
}
if (languageIndex == 2)
{
// Using standard text column
// Add all strings to the localized strings dict, but don't replace standard text in the scene.
// This allows string substitution to work for both standard and localized text strings.
for (int i = 1; i < csvTable.Length; ++i)
{
string[] fields = csvTable[i];
if (fields.Length < 3)
{
continue;
}
localizedStrings[fields[0]] = fields[languageIndex];
}
// Early out unless we've been told to force the scene text to update.
// This happens when the Set Language command is used to reset back to the standard language.
if (!forceUpdateSceneText)
{
return;
}
}
// Using a localized language text column
// 1. Add all localized text to the localized strings dict
// 2. Update all scene text properties with localized versions
// 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
Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>();
foreach (Flowchart flowchart in GameObject.FindObjectsOfType<Flowchart>())
{
// If no localization id has been set then use the Flowchart name
string localizationId = flowchart.localizationId;
if (localizationId.Length == 0)
{
localizationId = flowchart.name;
}
flowchartDict[localizationId] = flowchart;
}
for (int i = 1; i < csvTable.Length; ++i)
{
string[] fields = csvTable[i];
if (fields.Length < languageIndex + 1)
{
continue;
}
string stringId = fields[0];
string languageEntry = CSVSupport.Unescape(fields[languageIndex]);
if (languageEntry.Length > 0)
{
localizedStrings[stringId] = languageEntry;
PopulateTextProperty(stringId, languageEntry, flowchartDict, characterDict);
}
}
}
/**
* Populates the text property of a single scene object with a new text value.
*/
public virtual bool PopulateTextProperty(string stringId,
string newText,
Dictionary<string, Flowchart> flowchartDict,
Dictionary<string, Character> characterDict)
{
string[] idParts = stringId.Split('.');
if (idParts.Length == 0)
{
return false;
}
string stringType = idParts[0];
if (stringType == "SAY")
{
if (idParts.Length != 4)
{
return false;
}
string flowchartId = idParts[1];
if (!flowchartDict.ContainsKey(flowchartId))
{
return false;
}
Flowchart flowchart = flowchartDict[flowchartId];
int itemId = int.Parse(idParts[2]);
if (flowchart != null)
{
foreach (Say say in flowchart.GetComponentsInChildren<Say>())
{
if (say.itemId == itemId &&
say.storyText != newText)
{
#if UNITY_EDITOR
Undo.RecordObject(say, "Set Text");
#endif
say.storyText = newText;
return true;
}
}
}
}
else if (stringType == "MENU")
{
if (idParts.Length != 3)
{
return false;
}
string flowchartId = idParts[1];
if (!flowchartDict.ContainsKey(flowchartId))
{
return false;
}
Flowchart flowchart = flowchartDict[flowchartId];
int itemId = int.Parse(idParts[2]);
if (flowchart != null)
{
foreach (Menu menu in flowchart.GetComponentsInChildren<Menu>())
{
if (menu.itemId == itemId &&
menu.text != newText)
{
#if UNITY_EDITOR
Undo.RecordObject(menu, "Set Text");
#endif
menu.text = newText;
return true;
}
}
}
}
else if (stringType == "CHARACTER")
{
if (idParts.Length != 2)
{
return false;
}
string characterName = idParts[1];
if (!characterDict.ContainsKey(characterName))
{
return false;
}
Character character = characterDict[characterName];
if (character != null &&
character.nameText != newText)
{
#if UNITY_EDITOR
Undo.RecordObject(character, "Set Text");
#endif
character.nameText = newText;
return true;
}
}
return false;
}
/**
* Returns all standard text for SAY & MENU commands in the scene using an
* easy to edit custom text format.
*/
public virtual string GetStandardText()
{
// Collect all the text items present in the scene
Dictionary<string, TextItem> textItems = FindTextItems();
string textData = "";
int rowCount = 0;
foreach (string stringId in textItems.Keys)
{
if (!stringId.StartsWith("SAY.") && !(stringId.StartsWith("MENU.")))
{
continue;
}
TextItem languageItem = textItems[stringId];
textData += "#" + stringId + "\n";
textData += languageItem.standardText.Trim() + "\n\n";
rowCount++;
}
notificationText = "Exported " + rowCount + " standard text items.";
return textData;
}
/**
* Sets standard text on scene objects by parsing a text data file.
*/
public virtual void SetStandardText(string textData)
{
// 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
Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>();
foreach (Flowchart flowchart in GameObject.FindObjectsOfType<Flowchart>())
{
// If no localization id has been set then use the Flowchart name
string localizationId = flowchart.localizationId;
if (localizationId.Length == 0)
{
localizationId = flowchart.name;
}
flowchartDict[localizationId] = flowchart;
}
string[] lines = textData.Split('\n');
int updatedCount = 0;
string stringId = "";
string buffer = "";
foreach (string line in lines)
{
// Check for string id line
if (line.StartsWith("#"))
{
if (stringId.Length > 0)
{
// Write buffered text to the appropriate text property
if (PopulateTextProperty(stringId, buffer.Trim(), flowchartDict, characterDict))
{
updatedCount++;
}
}
// Set the string id for the follow text lines
stringId = line.Substring(1, line.Length - 1);
buffer = "";
}
else
{
buffer += line + "\n";
}
}
// Handle last buffered entry
if (stringId.Length > 0)
{
if (PopulateTextProperty(stringId, buffer.Trim(), flowchartDict, characterDict))
{
updatedCount++;
}
}
notificationText = "Updated " + updatedCount + " standard text items.";
}
}
}