SamsonGame/Assets/Sources/I2/Localization/Scripts/Targets/LocalizeTarget_UnityStandar...

46 lines
2.0 KiB
C#

using UnityEditor;
using UnityEngine;
namespace I2.Loc
{
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public class LocalizeTarget_UnityStandard_AudioSource : LocalizeTarget<AudioSource>
{
static LocalizeTarget_UnityStandard_AudioSource() { AutoRegister(); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<AudioSource, LocalizeTarget_UnityStandard_AudioSource> { Name = "AudioSource", Priority = 100 }); }
public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.AudioClip; }
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)
{
AudioClip clip = mTarget.clip;
primaryTerm = clip ? clip.name : string.Empty;
secondaryTerm = null;
}
public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
{
bool bIsPlaying = (mTarget.isPlaying || mTarget.loop) && Application.isPlaying;
AudioClip OldClip = mTarget.clip;
AudioClip NewClip = cmp.FindTranslatedObject<AudioClip>(mainTranslation);
if (OldClip != NewClip)
mTarget.clip = NewClip;
if (bIsPlaying && mTarget.clip)
mTarget.Play();
// If the old clip is not in the translatedObjects, then unload it as it most likely was loaded from Resources
//if (!HasTranslatedObject(OldClip))
// Resources.UnloadAsset(OldClip);
}
}
}