54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
|
using UnityEditor;
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.UI;
|
|||
|
|
|||
|
namespace I2.Loc
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
[InitializeOnLoad]
|
|||
|
#endif
|
|||
|
|
|||
|
public class LocalizeTarget_UnityUI_Image : LocalizeTarget<Image>
|
|||
|
{
|
|||
|
static LocalizeTarget_UnityUI_Image() { AutoRegister(); }
|
|||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<Image, LocalizeTarget_UnityUI_Image> { Name = "Image", Priority = 100 }); }
|
|||
|
|
|||
|
public override bool CanUseSecondaryTerm () { return false; }
|
|||
|
public override bool AllowMainTermToBeRTL () { return false; }
|
|||
|
public override bool AllowSecondTermToBeRTL () { return false; }
|
|||
|
public override eTermType GetPrimaryTermType(Localize cmp)
|
|||
|
{
|
|||
|
return mTarget.sprite == null ? eTermType.Texture : eTermType.Sprite;
|
|||
|
}
|
|||
|
public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.Text; }
|
|||
|
|
|||
|
|
|||
|
public override void GetFinalTerms ( Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm )
|
|||
|
{
|
|||
|
primaryTerm = mTarget.mainTexture ? mTarget.mainTexture.name : "";
|
|||
|
if (mTarget.sprite!=null && mTarget.sprite.name!=primaryTerm)
|
|||
|
primaryTerm += "." + mTarget.sprite.name;
|
|||
|
|
|||
|
secondaryTerm = null;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public override void DoLocalize ( Localize cmp, string mainTranslation, string secondaryTranslation )
|
|||
|
{
|
|||
|
Sprite Old = mTarget.sprite;
|
|||
|
if (Old==null || Old.name!=mainTranslation)
|
|||
|
mTarget.sprite = cmp.FindTranslatedObject<Sprite>( mainTranslation );
|
|||
|
|
|||
|
// If the old value is not in the translatedObjects, then unload it as it most likely was loaded from Resources
|
|||
|
//if (!HasTranslatedObject(Old))
|
|||
|
// Resources.UnloadAsset(Old);
|
|||
|
|
|||
|
// In the editor, sometimes unity "forgets" to show the changes
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (!Application.isPlaying)
|
|||
|
EditorUtility.SetDirty( mTarget );
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
}
|