using UnityEditor; using UnityEngine; #pragma warning disable 618 namespace I2.Loc { #if UNITY_EDITOR [InitializeOnLoad] #endif public class LocalizeTarget_UnityStandard_SpriteRenderer : LocalizeTarget { static LocalizeTarget_UnityStandard_SpriteRenderer() { AutoRegister(); } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type { Name = "SpriteRenderer", Priority = 100 }); } public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Sprite; } 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) { Sprite sprite = mTarget.sprite; primaryTerm = sprite != null ? sprite.name : string.Empty; 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(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); } } }