SamsonGame/Assets/Sources/I2/Localization/Scripts/LanguageSource/LanguageSourceData.cs

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C#
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2021-12-29 20:50:11 +03:00
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace I2.Loc
{
public interface ILanguageSource
{
LanguageSourceData SourceData { get; set; }
}
[ExecuteInEditMode]
[Serializable]
public partial class LanguageSourceData
{
#region Variables
[NonSerialized] public ILanguageSource owner;
public Object ownerObject { get { return owner as Object; } }
public bool UserAgreesToHaveItOnTheScene;
public bool UserAgreesToHaveItInsideThePluginsFolder;
public bool GoogleLiveSyncIsUptoDate = true;
[NonSerialized] public bool mIsGlobalSource;
#endregion
#region Variables : Terms
public List<TermData> mTerms = new List<TermData>();
public bool CaseInsensitiveTerms;
//This is used to overcome the issue with Unity not serializing Dictionaries
[NonSerialized] public Dictionary<string, TermData> mDictionary = new Dictionary<string, TermData>(StringComparer.Ordinal);
public enum MissingTranslationAction { Empty, Fallback, ShowWarning, ShowTerm }
public MissingTranslationAction OnMissingTranslation = MissingTranslationAction.Fallback;
public string mTerm_AppName;
#endregion
#region Variables : Languages
public List<LanguageData> mLanguages = new List<LanguageData>();
public bool IgnoreDeviceLanguage; // If false, it will use the Device's language as the initial Language, otherwise it will use the first language in the source.
public enum eAllowUnloadLanguages { Never, OnlyInDevice, EditorAndDevice }
public eAllowUnloadLanguages _AllowUnloadingLanguages = eAllowUnloadLanguages.Never;
#endregion
#region Variables : Google
public string Google_WebServiceURL;
public string Google_SpreadsheetKey;
public string Google_SpreadsheetName;
public string Google_LastUpdatedVersion;
#if UNITY_EDITOR
public string Google_Password = "change_this";
#endif
public enum eGoogleUpdateFrequency { Always, Never, Daily, Weekly, Monthly, OnlyOnce, EveryOtherDay }
public eGoogleUpdateFrequency GoogleUpdateFrequency = eGoogleUpdateFrequency.Weekly;
public eGoogleUpdateFrequency GoogleInEditorCheckFrequency = eGoogleUpdateFrequency.Daily;
// When Manual, the user has to call LocalizationManager.ApplyDownloadedDataFromGoogle() during a loading screen or similar
public enum eGoogleUpdateSynchronization { Manual, OnSceneLoaded, AsSoonAsDownloaded }
public eGoogleUpdateSynchronization GoogleUpdateSynchronization = eGoogleUpdateSynchronization.OnSceneLoaded;
public float GoogleUpdateDelay; // How many second to delay downloading data from google (to avoid lag on the startup)
public event LanguageSource.fnOnSourceUpdated Event_OnSourceUpdateFromGoogle; // (LanguageSource, bool ReceivedNewData, string errorMsg)
#endregion
#region Variables : Assets
public List<Object> Assets = new List<Object>(); // References to Fonts, Atlasses and other objects the localization may need
//This is used to overcome the issue with Unity not serializing Dictionaries
[NonSerialized] public Dictionary<string, Object> mAssetDictionary = new Dictionary<string, Object>(StringComparer.Ordinal);
#endregion
#region EditorVariables
#if UNITY_EDITOR
public string Spreadsheet_LocalFileName;
public string Spreadsheet_LocalCSVSeparator = ",";
public string Spreadsheet_LocalCSVEncoding = "utf-8";
public bool Spreadsheet_SpecializationAsRows = true;
#endif
#endregion
#region Language
public void Awake()
{
LocalizationManager.AddSource (this);
UpdateDictionary();
UpdateAssetDictionary();
LocalizationManager.LocalizeAll(true);
}
public void OnDestroy()
{
LocalizationManager.RemoveSource(this);
}
public bool IsEqualTo( LanguageSourceData Source )
{
if (Source.mLanguages.Count != mLanguages.Count)
return false;
for (int i=0, imax=mLanguages.Count; i<imax; ++i)
if (Source.GetLanguageIndex( mLanguages[i].Name ) < 0)
return false;
if (Source.mTerms.Count != mTerms.Count)
return false;
for (int i=0; i<mTerms.Count; ++i)
if (Source.GetTermData(mTerms[i].Term)==null)
return false;
return true;
}
internal bool ManagerHasASimilarSource()
{
for (int i=0, imax=LocalizationManager.Sources.Count; i<imax; ++i)
{
LanguageSourceData source = LocalizationManager.Sources[i];
if (source!=null && source.IsEqualTo(this) && source!=this)
return true;
}
return false;
}
public void ClearAllData()
{
mTerms.Clear ();
mLanguages.Clear ();
mDictionary.Clear();
mAssetDictionary.Clear();
}
public bool IsGlobalSource()
{
return mIsGlobalSource;
}
#endregion
public void Editor_SetDirty()
{
#if UNITY_EDITOR
if (ownerObject != null)
{
EditorUtility.SetDirty(ownerObject);
}
#endif
}
}
}