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601 lines
15 KiB
601 lines
15 KiB
/** |
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* CSVParser by Ideafixxxer. http://www.codeproject.com/Tips/741941/CSV-Parser-Csharp |
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* This code is licensed under the CPOL open source license. |
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* http://www.codeproject.com/info/cpol10.aspx |
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*/ |
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using UnityEngine; |
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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.IO; |
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using Ideafixxxer.CsvParser; |
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namespace Fungus |
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{ |
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/** |
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* Multi-language localization support. |
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*/ |
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public class Localization : MonoBehaviour |
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{ |
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/** |
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* Currently active language, usually defined by a two letter language code (e.g DE = German) |
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*/ |
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public string activeLanguage = ""; |
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protected static Dictionary<string, string> localizedStrings = new Dictionary<string, string>(); |
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/** |
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* Temp storage for a single item of standard text and its localizations |
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*/ |
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protected class TextItem |
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{ |
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public string description = ""; |
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public string standardText = ""; |
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public Dictionary<string, string> localizedStrings = new Dictionary<string, string>(); |
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} |
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/** |
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* CSV file containing localization data |
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*/ |
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public TextAsset localizationFile; |
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/** |
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* Stores any notification message from export / import methods. |
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*/ |
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[NonSerialized] |
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public string notificationText = ""; |
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public virtual void Start() |
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{ |
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if (localizationFile != null && |
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localizationFile.text.Length > 0) |
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{ |
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SetActiveLanguage(activeLanguage); |
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} |
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} |
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/** |
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* Looks up the specified string in the localized strings table. |
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* For this to work, a localization file and active language must have been set previously. |
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* Return null if the string is not found. |
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*/ |
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public static string GetLocalizedString(string stringId) |
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{ |
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if (localizedStrings == null) |
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{ |
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return null; |
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} |
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if (localizedStrings.ContainsKey(stringId)) |
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{ |
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return localizedStrings[stringId]; |
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} |
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return null; |
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} |
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/** |
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* Convert all text items and localized strings to an easy to edit CSV format. |
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*/ |
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public virtual string GetCSVData() |
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{ |
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// Collect all the text items present in the scene |
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Dictionary<string, TextItem> textItems = FindTextItems(); |
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// Update text items with localization data from CSV file |
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if (localizationFile != null && |
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localizationFile.text.Length > 0) |
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{ |
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AddCSVDataItems(textItems, localizationFile.text); |
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} |
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// Build CSV header row and a list of the language codes currently in use |
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string csvHeader = "Key,Description,Standard"; |
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List<string> languageCodes = new List<string>(); |
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foreach (TextItem textItem in textItems.Values) |
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{ |
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foreach (string languageCode in textItem.localizedStrings.Keys) |
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{ |
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if (!languageCodes.Contains(languageCode)) |
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{ |
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languageCodes.Add(languageCode); |
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csvHeader += "," + languageCode; |
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} |
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} |
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} |
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// Build the CSV file using collected text items |
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int rowCount = 0; |
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string csvData = csvHeader + "\n"; |
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foreach (string stringId in textItems.Keys) |
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{ |
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TextItem textItem = textItems[stringId]; |
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string row = CSVSupport.Escape(stringId); |
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row += "," + CSVSupport.Escape(textItem.description); |
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row += "," + CSVSupport.Escape(textItem.standardText); |
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foreach (string languageCode in languageCodes) |
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{ |
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if (textItem.localizedStrings.ContainsKey(languageCode)) |
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{ |
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row += "," + CSVSupport.Escape(textItem.localizedStrings[languageCode]); |
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} |
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else |
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{ |
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row += ","; // Empty field |
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} |
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} |
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csvData += row + "\n"; |
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rowCount++; |
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} |
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notificationText = "Exported " + rowCount + " localization text items."; |
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return csvData; |
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} |
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/** |
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* Buidls a dictionary of localizable text items in the scene. |
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*/ |
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protected Dictionary<string, TextItem> FindTextItems() |
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{ |
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Dictionary<string, TextItem> textItems = new Dictionary<string, TextItem>(); |
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// Export all character names |
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foreach (Character character in GameObject.FindObjectsOfType<Character>()) |
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{ |
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// String id for character names is CHARACTER.<Character Name> |
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TextItem textItem = new TextItem(); |
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textItem.standardText = character.nameText; |
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textItem.description = character.description; |
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string stringId = "CHARACTER." + character.nameText; |
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textItems[stringId] = textItem; |
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} |
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// Export all Say and Menu commands in the scene |
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// To make it easier to localize, we preserve the command order in each exported block. |
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Flowchart[] flowcharts = GameObject.FindObjectsOfType<Flowchart>(); |
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foreach (Flowchart flowchart in flowcharts) |
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{ |
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// Have to set a unique localization id to export strings |
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if (flowchart.localizationId.Length == 0) |
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{ |
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continue; |
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} |
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Block[] blocks = flowchart.GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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foreach (Command command in block.commandList) |
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{ |
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string stringId = ""; |
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string standardText = ""; |
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string description = ""; |
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System.Type type = command.GetType(); |
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if (type == typeof(Say)) |
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{ |
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// String id for Say commands is SAY.<Flowchart id>.<Command id>.<Character Name> |
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Say sayCommand = command as Say; |
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standardText = sayCommand.storyText; |
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description = sayCommand.description; |
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stringId = "SAY." + flowchart.localizationId + "." + sayCommand.itemId + "."; |
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if (sayCommand.character != null) |
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{ |
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stringId += sayCommand.character.nameText; |
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} |
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} |
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else if (type == typeof(Menu)) |
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{ |
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// String id for Menu commands is MENU.<Flowchart id>.<Command id> |
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Menu menuCommand = command as Menu; |
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standardText = menuCommand.text; |
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description = menuCommand.description; |
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stringId = "MENU." + flowchart.localizationId + "." + menuCommand.itemId; |
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} |
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else |
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{ |
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continue; |
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} |
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TextItem textItem = null; |
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if (textItems.ContainsKey(stringId)) |
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{ |
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textItem = textItems[stringId]; |
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} |
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else |
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{ |
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textItem = new TextItem(); |
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textItems[stringId] = textItem; |
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} |
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// Update basic properties,leaving localised strings intact |
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textItem.standardText = standardText; |
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textItem.description = description; |
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} |
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} |
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} |
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return textItems; |
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} |
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/** |
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* Adds localized strings from CSV file data to a dictionary of text items in the scene. |
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*/ |
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protected virtual void AddCSVDataItems(Dictionary<string, TextItem> textItems, string csvData) |
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{ |
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CsvParser csvParser = new CsvParser(); |
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string[][] csvTable = csvParser.Parse(csvData); |
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if (csvTable.Length <= 1) |
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{ |
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// No data rows in file |
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return; |
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} |
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// Parse header row |
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string[] columnNames = csvTable[0]; |
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for (int i = 1; i < csvTable.Length; ++i) |
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{ |
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string[] fields = csvTable[i]; |
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if (fields.Length < 3) |
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{ |
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// No standard text or localized string fields present |
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continue; |
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} |
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string stringId = fields[0]; |
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if (!textItems.ContainsKey(stringId)) |
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{ |
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if (stringId.StartsWith("CHARACTER.") || |
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stringId.StartsWith("SAY.") || |
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stringId.StartsWith("MENU.")) |
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{ |
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// If it's a 'built-in' type this probably means that item has been deleted from its flowchart, |
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// so there's no need to add a text item for it. |
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continue; |
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} |
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// Key not found. Assume it's a custom string that we want to retain, so add a text item for it. |
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TextItem newTextItem = new TextItem(); |
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newTextItem.description = CSVSupport.Unescape(fields[1]); |
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newTextItem.standardText = CSVSupport.Unescape(fields[2]); |
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textItems[stringId] = newTextItem; |
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} |
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TextItem textItem = textItems[stringId]; |
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for (int j = 3; j < fields.Length; ++j) |
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{ |
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if (j >= columnNames.Length) |
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{ |
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continue; |
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} |
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string languageCode = columnNames[j]; |
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string languageEntry = CSVSupport.Unescape(fields[j]); |
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if (languageEntry.Length > 0) |
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{ |
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textItem.localizedStrings[languageCode] = languageEntry; |
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} |
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} |
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} |
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} |
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/** |
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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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*/ |
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public virtual void SetActiveLanguage(string languageCode) |
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{ |
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if (!Application.isPlaying) |
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{ |
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// This function should only ever be called when the game is playing (not in editor). |
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return; |
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} |
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if (localizationFile == null) |
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{ |
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// No localization file set |
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return; |
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} |
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localizedStrings.Clear(); |
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CsvParser csvParser = new CsvParser(); |
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string[][] csvTable = csvParser.Parse(localizationFile.text); |
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if (csvTable.Length <= 1) |
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{ |
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// No data rows in file |
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return; |
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} |
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// Parse header row |
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string[] columnNames = csvTable[0]; |
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if (columnNames.Length < 3) |
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{ |
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// No languages defined in CSV file |
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return; |
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} |
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// First assume standard text column and then look for a matching language column |
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int languageIndex = 2; |
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for (int i = 3; i < columnNames.Length; ++i) |
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{ |
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if (columnNames[i] == languageCode) |
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{ |
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languageIndex = i; |
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break; |
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} |
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} |
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if (languageIndex == 2) |
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{ |
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// Using standard text column |
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// Add all strings to the localized strings dict, but don't replace standard text in the scene. |
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// This allows string substitution to work for both standard and localized text strings. |
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for (int i = 1; i < csvTable.Length; ++i) |
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{ |
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string[] fields = csvTable[i]; |
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if (fields.Length < 3) |
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{ |
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continue; |
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} |
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localizedStrings[fields[0]] = fields[languageIndex]; |
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} |
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return; |
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} |
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// Using a localized language text column |
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// 1. Add all localized text to the localized strings dict |
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// 2. Update all scene text properties with localized versions |
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// Cache a lookup table of characters in the scene |
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Dictionary<string, Character> characterDict = new Dictionary<string, Character>(); |
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foreach (Character character in GameObject.FindObjectsOfType<Character>()) |
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{ |
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characterDict[character.nameText] = character; |
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} |
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// Cache a lookup table of flowcharts in the scene |
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Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>(); |
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foreach (Flowchart flowChart in GameObject.FindObjectsOfType<Flowchart>()) |
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{ |
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flowchartDict[flowChart.localizationId] = flowChart; |
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} |
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for (int i = 1; i < csvTable.Length; ++i) |
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{ |
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string[] fields = csvTable[i]; |
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if (fields.Length < languageIndex + 1) |
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{ |
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continue; |
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} |
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string stringId = fields[0]; |
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string languageEntry = CSVSupport.Unescape(fields[languageIndex]); |
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if (languageEntry.Length > 0) |
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{ |
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localizedStrings[stringId] = languageEntry; |
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PopulateTextProperty(stringId, languageEntry, flowchartDict, characterDict); |
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} |
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} |
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} |
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/** |
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* Populates the text property of a single scene object with a new text value. |
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*/ |
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public virtual bool PopulateTextProperty(string stringId, |
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string newText, |
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Dictionary<string, Flowchart> flowchartDict, |
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Dictionary<string, Character> characterDict) |
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{ |
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string[] idParts = stringId.Split('.'); |
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if (idParts.Length == 0) |
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{ |
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return false; |
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} |
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string stringType = idParts[0]; |
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if (stringType == "SAY") |
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{ |
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if (idParts.Length != 4) |
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{ |
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return false; |
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} |
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string flowchartId = idParts[1]; |
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if (!flowchartDict.ContainsKey(flowchartId)) |
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{ |
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return false; |
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} |
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Flowchart flowchart = flowchartDict[flowchartId]; |
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int itemId = int.Parse(idParts[2]); |
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if (flowchart != null) |
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{ |
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foreach (Say say in flowchart.GetComponentsInChildren<Say>()) |
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{ |
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if (say.itemId == itemId && |
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say.storyText != newText) |
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{ |
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#if UNITY_EDITOR |
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Undo.RecordObject(say, "Set Text"); |
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#endif |
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say.storyText = newText; |
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return true; |
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} |
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} |
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} |
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} |
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else if (stringType == "MENU") |
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{ |
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if (idParts.Length != 3) |
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{ |
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return false; |
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} |
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string flowchartId = idParts[1]; |
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if (!flowchartDict.ContainsKey(flowchartId)) |
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{ |
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return false; |
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} |
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Flowchart flowchart = flowchartDict[flowchartId]; |
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int itemId = int.Parse(idParts[2]); |
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if (flowchart != null) |
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{ |
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foreach (Menu menu in flowchart.GetComponentsInChildren<Menu>()) |
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{ |
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if (menu.itemId == itemId && |
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menu.text != newText) |
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{ |
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#if UNITY_EDITOR |
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Undo.RecordObject(menu, "Set Text"); |
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#endif |
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menu.text = newText; |
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return true; |
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} |
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} |
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} |
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} |
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else if (stringType == "CHARACTER") |
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{ |
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if (idParts.Length != 2) |
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{ |
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return false; |
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} |
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string characterName = idParts[1]; |
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if (!characterDict.ContainsKey(characterName)) |
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{ |
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return false; |
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} |
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Character character = characterDict[characterName]; |
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if (character != null && |
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character.nameText != newText) |
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{ |
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#if UNITY_EDITOR |
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Undo.RecordObject(character, "Set Text"); |
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#endif |
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character.nameText = newText; |
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return true; |
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} |
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} |
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return false; |
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} |
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/** |
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* Returns all standard text for SAY & MENU commands in the scene using an |
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* easy to edit custom text format. |
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*/ |
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public virtual string GetStandardText() |
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{ |
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// Collect all the text items present in the scene |
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Dictionary<string, TextItem> textItems = FindTextItems(); |
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string textData = ""; |
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int rowCount = 0; |
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foreach (string stringId in textItems.Keys) |
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{ |
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if (!stringId.StartsWith("SAY.") && !(stringId.StartsWith("MENU."))) |
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{ |
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continue; |
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} |
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TextItem languageItem = textItems[stringId]; |
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textData += "#" + stringId + "\n"; |
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textData += languageItem.standardText.Trim() + "\n\n"; |
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rowCount++; |
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} |
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notificationText = "Exported " + rowCount + " standard text items."; |
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return textData; |
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} |
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/** |
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* Sets standard text on scene objects by parsing a text data file. |
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*/ |
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public virtual void SetStandardText(string textData) |
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{ |
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// Cache a lookup table of characters in the scene |
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Dictionary<string, Character> characterDict = new Dictionary<string, Character>(); |
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foreach (Character character in GameObject.FindObjectsOfType<Character>()) |
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{ |
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characterDict[character.nameText] = character; |
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} |
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// Cache a lookup table of flowcharts in the scene |
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Dictionary<string, Flowchart> flowchartDict = new Dictionary<string, Flowchart>(); |
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foreach (Flowchart flowChart in GameObject.FindObjectsOfType<Flowchart>()) |
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{ |
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flowchartDict[flowChart.localizationId] = flowChart; |
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} |
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string[] lines = textData.Split('\n'); |
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int updatedCount = 0; |
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string stringId = ""; |
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string buffer = ""; |
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foreach (string line in lines) |
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{ |
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// Check for string id line |
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if (line.StartsWith("#")) |
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{ |
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if (stringId.Length > 0) |
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{ |
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// Write buffered text to the appropriate text property |
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if (PopulateTextProperty(stringId, buffer.Trim(), flowchartDict, characterDict)) |
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{ |
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updatedCount++; |
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} |
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} |
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// Set the string id for the follow text lines |
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stringId = line.Substring(1, line.Length - 1); |
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buffer = ""; |
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} |
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else |
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{ |
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buffer += line; |
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} |
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} |
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// Handle last buffered entry |
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if (stringId.Length > 0) |
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{ |
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if (PopulateTextProperty(stringId, buffer.Trim(), flowchartDict, characterDict)) |
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{ |
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updatedCount++; |
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} |
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} |
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notificationText = "Updated " + updatedCount + " standard text items."; |
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} |
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} |
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} |