SamsonGame/Assets/Sources/I2/Localization/Scripts/Targets/LocalizeTarget_NGUI_Label.cs

95 lines
4.2 KiB
C#

#if NGUI
using UnityEditor;
using UnityEngine;
namespace I2.Loc
{
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public class LocalizeTarget_NGUI_Label : LocalizeTarget<UILabel>
{
static LocalizeTarget_NGUI_Label() { AutoRegister(); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<UILabel, LocalizeTarget_NGUI_Label> { Name = "NGUI Label", Priority = 100 }); }
NGUIText.Alignment mAlignment_RTL = NGUIText.Alignment.Right;
NGUIText.Alignment mAlignment_LTR = NGUIText.Alignment.Left;
bool mAlignmentWasRTL;
bool mInitializeAlignment = true;
public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; }
public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.UIFont; }
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.ambigiousFont != null ? mTarget.ambigiousFont.name : string.Empty;
}
public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
{
//--[ Localize Font Object ]----------
Font newFont = cmp.GetSecondaryTranslatedObj<Font>(ref mainTranslation, ref secondaryTranslation);
if (newFont != null)
{
if (newFont != mTarget.ambigiousFont)
mTarget.ambigiousFont = newFont;
}
if (newFont==null)
{
UIFont newUIFont = cmp.GetSecondaryTranslatedObj<UIFont>(ref mainTranslation, ref secondaryTranslation);
if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
mTarget.ambigiousFont = newUIFont;
}
if (newFont == null)
{
NGUIFont newUIFont = cmp.GetSecondaryTranslatedObj<NGUIFont>(ref mainTranslation, ref secondaryTranslation);
if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
mTarget.ambigiousFont = newUIFont;
}
if (mInitializeAlignment)
{
mInitializeAlignment = false;
mAlignment_LTR = mAlignment_RTL = mTarget.alignment;
if (LocalizationManager.IsRight2Left && mAlignment_RTL == NGUIText.Alignment.Right)
mAlignment_LTR = NGUIText.Alignment.Left;
if (!LocalizationManager.IsRight2Left && mAlignment_LTR == NGUIText.Alignment.Left)
mAlignment_RTL = NGUIText.Alignment.Right;
}
UIInput input = NGUITools.FindInParents<UIInput>(mTarget.gameObject);
if (input != null && input.label == mTarget)
{
if (mainTranslation != null && input.defaultText != mainTranslation)
{
if (cmp.CorrectAlignmentForRTL && (input.label.alignment == NGUIText.Alignment.Left || input.label.alignment == NGUIText.Alignment.Right))
input.label.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
input.defaultText = mainTranslation;
}
}
else
{
if (mainTranslation != null && mTarget.text != mainTranslation)
{
if (cmp.CorrectAlignmentForRTL && (mTarget.alignment == NGUIText.Alignment.Left || mTarget.alignment == NGUIText.Alignment.Right))
mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
mTarget.text = mainTranslation;
}
}
}
}
}
#endif