using UnityEditor; using UnityEngine; using UnityEngine.UI; namespace I2.Loc { #if UNITY_EDITOR [InitializeOnLoad] #endif public class LocalizeTarget_UnityUI_Image : LocalizeTarget { static LocalizeTarget_UnityUI_Image() { AutoRegister(); } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type { 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( 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 } } }