using UnityEditor; using UnityEngine; using UnityEngine.UI; namespace I2.Loc { #if UNITY_EDITOR [InitializeOnLoad] #endif public class LocalizeTarget_UnityUI_Text : LocalizeTarget { static LocalizeTarget_UnityUI_Text() { AutoRegister(); } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type { Name = "Text", Priority = 100 }); } TextAnchor mAlignment_RTL = TextAnchor.UpperRight; TextAnchor mAlignment_LTR = TextAnchor.UpperLeft; bool mAlignmentWasRTL; bool mInitializeAlignment = true; public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; } public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.Font; } public override bool CanUseSecondaryTerm () { return true; } public override bool AllowMainTermToBeRTL () { return true; } public override bool AllowSecondTermToBeRTL () { return false; } public override void GetFinalTerms ( Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm ) { primaryTerm = mTarget ? mTarget.text : null; secondaryTerm = mTarget.font!=null ? mTarget.font.name : string.Empty; } public override void DoLocalize ( Localize cmp, string mainTranslation, string secondaryTranslation ) { //--[ Localize Font Object ]---------- Font newFont = cmp.GetSecondaryTranslatedObj( ref mainTranslation, ref secondaryTranslation ); if (newFont!=null && newFont!=mTarget.font) mTarget.font = newFont; if (mInitializeAlignment) { mInitializeAlignment = false; mAlignmentWasRTL = LocalizationManager.IsRight2Left; InitAlignment( mAlignmentWasRTL, mTarget.alignment, out mAlignment_LTR, out mAlignment_RTL ); } else { TextAnchor alignRTL, alignLTR; InitAlignment( mAlignmentWasRTL, mTarget.alignment, out alignLTR, out alignRTL ); if (mAlignmentWasRTL && mAlignment_RTL!=alignRTL || !mAlignmentWasRTL && mAlignment_LTR != alignLTR) { mAlignment_LTR = alignLTR; mAlignment_RTL = alignRTL; } mAlignmentWasRTL = LocalizationManager.IsRight2Left; } if (mainTranslation!=null && mTarget.text != mainTranslation) { if (cmp.CorrectAlignmentForRTL) { mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR; } mTarget.text = mainTranslation; mTarget.SetVerticesDirty(); // In the editor, sometimes unity "forgets" to show the changes #if UNITY_EDITOR if (!Application.isPlaying) EditorUtility.SetDirty( mTarget ); #endif } } void InitAlignment ( bool isRTL, TextAnchor alignment, out TextAnchor alignLTR, out TextAnchor alignRTL ) { alignLTR = alignRTL = alignment; if (isRTL) { switch (alignment) { case TextAnchor.UpperRight: alignLTR = TextAnchor.UpperLeft; break; case TextAnchor.MiddleRight: alignLTR = TextAnchor.MiddleLeft; break; case TextAnchor.LowerRight: alignLTR = TextAnchor.LowerLeft; break; case TextAnchor.UpperLeft: alignLTR = TextAnchor.UpperRight; break; case TextAnchor.MiddleLeft: alignLTR = TextAnchor.MiddleRight; break; case TextAnchor.LowerLeft: alignLTR = TextAnchor.LowerRight; break; } } else { switch (alignment) { case TextAnchor.UpperRight: alignRTL = TextAnchor.UpperLeft; break; case TextAnchor.MiddleRight: alignRTL = TextAnchor.MiddleLeft; break; case TextAnchor.LowerRight: alignRTL = TextAnchor.LowerLeft; break; case TextAnchor.UpperLeft: alignRTL = TextAnchor.UpperRight; break; case TextAnchor.MiddleLeft: alignRTL = TextAnchor.MiddleRight; break; case TextAnchor.LowerLeft: alignRTL = TextAnchor.LowerRight; break; } } } } }