#if NGUI using UnityEditor; using UnityEngine; namespace I2.Loc { #if UNITY_EDITOR [InitializeOnLoad] #endif public class LocalizeTarget_NGUI_Texture : LocalizeTarget { static LocalizeTarget_NGUI_Texture() { AutoRegister(); } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type { Name = "NGUI UITexture", Priority = 100 }); } public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Texture; } public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.Text; } public override bool CanUseSecondaryTerm() { return false; } public override bool AllowMainTermToBeRTL() { return false; } public override bool AllowSecondTermToBeRTL() { return false; } public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm) { primaryTerm = mTarget!=null && mTarget.mainTexture!=null ? mTarget.mainTexture.name : null; secondaryTerm = null; } public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation) { Texture Old = mTarget.mainTexture; if (Old == null || Old.name != mainTranslation) { mTarget.mainTexture = cmp.FindTranslatedObject(mainTranslation); mTarget.MakePixelPerfect(); } } } } #endif