hellbound/Assets/Sources/I2/Localization/Scripts/Targets/LocalizeTarget_UnityUI_Text.cs

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C#
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2021-11-26 11:16:25 +03:00
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace I2.Loc
{
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public class LocalizeTarget_UnityUI_Text : LocalizeTarget<Text>
{
static LocalizeTarget_UnityUI_Text() { AutoRegister(); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<Text, LocalizeTarget_UnityUI_Text> { 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<Font>( 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;
}
}
}
}
}