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

54 lines
2.0 KiB
C#

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