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561 lines
20 KiB
561 lines
20 KiB
// 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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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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using System.Collections.Generic; |
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using System.Text.RegularExpressions; |
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using System.Text; |
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using Ideafixxxer.CsvParser; |
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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 class Localization : MonoBehaviour, ISubstitutionHandler |
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{ |
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/// <summary> |
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/// Temp storage for a single item of standard text and its localizations. |
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/// </summary> |
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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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[Tooltip("Language to use at startup, usually defined by a two letter language code (e.g DE = German)")] |
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[SerializeField] protected string activeLanguage = ""; |
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[Tooltip("CSV file containing localization data which can be easily edited in a spreadsheet tool")] |
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[SerializeField] protected TextAsset localizationFile; |
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protected Dictionary<string, ILocalizable> localizeableObjects = new Dictionary<string, ILocalizable>(); |
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protected string notificationText = ""; |
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protected bool initialized; |
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protected static Dictionary<string, string> localizedStrings = new Dictionary<string, string>(); |
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#if UNITY_5_4_OR_NEWER |
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protected virtual void Awake() |
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{ |
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UnityEngine.SceneManagement.SceneManager.activeSceneChanged += (A, B) => { |
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LevelWasLoaded(); |
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}; |
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} |
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#else |
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public virtual void OnLevelWasLoaded(int level) |
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{ |
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LevelWasLoaded(); |
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} |
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#endif |
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protected virtual void LevelWasLoaded() |
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{ |
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// Check if a language has been selected using the Set Language command in a previous scene. |
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if (SetLanguage.mostRecentLanguage != "") |
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{ |
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// This language will be used when Start() is called |
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activeLanguage = SetLanguage.mostRecentLanguage; |
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} |
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} |
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protected virtual void Start() |
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{ |
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Init(); |
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} |
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/// <summary> |
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/// String subsitution can happen during the Start of another component, so we |
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/// may need to call Init() from other methods. |
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/// </summary> |
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protected virtual void Init() |
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{ |
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if (initialized) |
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{ |
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return; |
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} |
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CacheLocalizeableObjects(); |
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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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initialized = true; |
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} |
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// Build a cache of all the localizeable objects in the scene |
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protected virtual void CacheLocalizeableObjects() |
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{ |
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UnityEngine.Object[] objects = Resources.FindObjectsOfTypeAll(typeof(Component)); |
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foreach (UnityEngine.Object o in objects) |
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{ |
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ILocalizable localizable = o as ILocalizable; |
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if (localizable != null) |
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{ |
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localizeableObjects[localizable.GetStringId()] = localizable; |
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} |
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} |
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} |
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/// <summary> |
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/// Builds a dictionary of localizable text items in the scene. |
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/// </summary> |
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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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// Add localizable commands in same order as command list to make it |
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// easier to localise / edit standard text. |
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var flowcharts = GameObject.FindObjectsOfType<Flowchart>(); |
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foreach (var flowchart in flowcharts) |
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{ |
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var blocks = flowchart.GetComponents<Block>(); |
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foreach (var block in blocks) |
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{ |
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foreach (var command in block.CommandList) |
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{ |
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ILocalizable localizable = command as ILocalizable; |
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if (localizable != null) |
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{ |
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TextItem textItem = new TextItem(); |
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textItem.standardText = localizable.GetStandardText(); |
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textItem.description = localizable.GetDescription(); |
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textItems[localizable.GetStringId()] = textItem; |
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} |
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} |
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} |
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} |
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// Add everything else that's localizable (including inactive objects) |
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UnityEngine.Object[] objects = Resources.FindObjectsOfTypeAll(typeof(Component)); |
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foreach (UnityEngine.Object o in objects) |
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{ |
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ILocalizable localizable = o as ILocalizable; |
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if (localizable != null) |
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{ |
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string stringId = localizable.GetStringId(); |
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if (textItems.ContainsKey(stringId)) |
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{ |
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// Already added |
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continue; |
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} |
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TextItem textItem = new TextItem(); |
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textItem.standardText = localizable.GetStandardText(); |
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textItem.description = localizable.GetDescription(); |
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textItems[stringId] = textItem; |
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} |
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} |
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return textItems; |
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} |
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/// <summary> |
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/// Adds localized strings from CSV file data to a dictionary of text items in the scene. |
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/// </summary> |
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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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stringId.StartsWith("WRITE.") || |
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stringId.StartsWith("SETTEXT.")) |
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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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#region Public members |
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/// <summary> |
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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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/// </summary> |
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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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/// <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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public virtual string ActiveLanguage { get { return activeLanguage; } } |
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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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public virtual TextAsset LocalizationFile { get { return localizationFile; } set { localizationFile = value; } } |
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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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public virtual string NotificationText { get { return notificationText; } set { notificationText = value; } } |
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/// <summary> |
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/// Clears the cache of localizeable objects. |
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/// </summary> |
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public virtual void ClearLocalizeableCache() |
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{ |
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localizeableObjects.Clear(); |
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} |
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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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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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/// <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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public virtual void SetActiveLanguage(string languageCode, bool forceUpdateSceneText = false) |
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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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// Early out unless we've been told to force the scene text to update. |
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// This happens when the Set Language command is used to reset back to the standard language. |
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if (!forceUpdateSceneText) |
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{ |
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return; |
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} |
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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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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); |
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} |
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} |
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} |
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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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public virtual bool PopulateTextProperty(string stringId, string newText) |
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{ |
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// Ensure that all localizeable objects have been cached |
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if (localizeableObjects.Count == 0) |
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{ |
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CacheLocalizeableObjects(); |
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} |
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ILocalizable localizable = null; |
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localizeableObjects.TryGetValue(stringId, out localizable); |
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if (localizable != null) |
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{ |
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localizable.SetStandardText(newText); |
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return true; |
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} |
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return false; |
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} |
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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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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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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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/// <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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public virtual void SetStandardText(string textData) |
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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())) |
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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 + "\n"; |
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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())) |
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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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#endregion |
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#region StringSubstituter.ISubstitutionHandler imlpementation |
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public virtual bool SubstituteStrings(StringBuilder input) |
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{ |
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// This method could be called from the Start method of another component, so we |
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// may need to initilize the localization system. |
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Init(); |
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// Instantiate the regular expression object. |
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Regex r = new Regex("{\\$.*?}"); |
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bool modified = false; |
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// Match the regular expression pattern against a text string. |
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var results = r.Matches(input.ToString()); |
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foreach (Match match in results) |
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{ |
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string key = match.Value.Substring(2, match.Value.Length - 3); |
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// Next look for matching localized string |
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string localizedString = Localization.GetLocalizedString(key); |
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if (localizedString != null) |
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{ |
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input.Replace(match.Value, localizedString); |
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modified = true; |
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} |
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} |
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return modified; |
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} |
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#endregion |
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} |
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} |