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351 lines
8.3 KiB
351 lines
8.3 KiB
using UnityEngine; |
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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 Language : 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 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 LanguageItem |
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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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public virtual void Start() |
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{ |
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if (activeLanguage.Length > 0 && |
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localizationFile != null && |
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localizationFile.text.Length > 0) |
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{ |
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SetActiveLanguage(activeLanguage, localizationFile.text); |
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} |
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} |
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/** |
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* Export all localized strings to an easy to edit CSV file. |
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*/ |
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public virtual string ExportCSV() |
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{ |
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// Collect all the language items present in the scene |
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Dictionary<string, LanguageItem> languageItems = FindLanguageItems(); |
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// Update language 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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AddLocalisedStrings(languageItems, 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 (LanguageItem languageItem in languageItems.Values) |
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{ |
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foreach (string languageCode in languageItem.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 language items |
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string csvData = csvHeader + "\n"; |
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foreach (string stringId in languageItems.Keys) |
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{ |
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LanguageItem languageItem = languageItems[stringId]; |
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string row = CSVSupport.Escape(stringId); |
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row += "," + CSVSupport.Escape(languageItem.description); |
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row += "," + CSVSupport.Escape(languageItem.standardText); |
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foreach (string languageCode in languageCodes) |
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{ |
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if (languageItem.localizedStrings.ContainsKey(languageCode)) |
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{ |
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row += "," + CSVSupport.Escape(languageItem.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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} |
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return csvData; |
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} |
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protected Dictionary<string, LanguageItem> FindLanguageItems() |
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{ |
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Dictionary<string, LanguageItem> languageItems = new Dictionary<string, LanguageItem>(); |
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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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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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stringID = "SAY." + flowchart.name + "." + command.itemId; |
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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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} |
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else if (type == typeof(Menu)) |
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{ |
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stringID = "MENU." + flowchart.name + "." + command.itemId; |
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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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} |
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else |
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{ |
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continue; |
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} |
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LanguageItem languageItem = null; |
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if (languageItems.ContainsKey(stringID)) |
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{ |
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languageItem = languageItems[stringID]; |
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} |
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else |
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{ |
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languageItem = new LanguageItem(); |
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languageItems[stringID] = languageItem; |
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} |
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// Update basic properties,leaving localised strings intact |
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languageItem.standardText = standardText; |
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languageItem.description = description; |
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} |
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} |
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} |
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return languageItems; |
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} |
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protected virtual void AddLocalisedStrings(Dictionary<string, LanguageItem> languageItems, 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 < 4) |
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{ |
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// No 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 (!languageItems.ContainsKey(stringId)) |
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{ |
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continue; |
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} |
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// Store localized strings for this string id |
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LanguageItem languageItem = languageItems[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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languageItem.localizedStrings[languageCode] = languageEntry; |
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} |
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} |
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} |
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} |
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public virtual void SetActiveLanguage(string languageCode, string csvData) |
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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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localizedStrings.Clear(); |
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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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if (columnNames.Length < 5) |
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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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int languageIndex = -1; |
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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 == -1) |
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{ |
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// Language not found |
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return; |
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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.name] = 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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PopulateGameString(stringId, languageEntry, flowchartDict); |
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} |
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} |
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} |
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public virtual void PopulateGameString(string stringId, string text, Dictionary<string, Flowchart> flowchartDict) |
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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; |
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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 != 3) |
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{ |
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return; |
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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; |
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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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{ |
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say.storyText = text; |
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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; |
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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; |
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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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{ |
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menu.text = text; |
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} |
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} |
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} |
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} |
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} |
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} |
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} |