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