95 lines
4.2 KiB
C#
95 lines
4.2 KiB
C#
#if NGUI
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using UnityEditor;
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using UnityEngine;
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namespace I2.Loc
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{
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#if UNITY_EDITOR
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[InitializeOnLoad]
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#endif
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public class LocalizeTarget_NGUI_Label : LocalizeTarget<UILabel>
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{
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static LocalizeTarget_NGUI_Label() { AutoRegister(); }
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<UILabel, LocalizeTarget_NGUI_Label> { Name = "NGUI Label", Priority = 100 }); }
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NGUIText.Alignment mAlignment_RTL = NGUIText.Alignment.Right;
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NGUIText.Alignment mAlignment_LTR = NGUIText.Alignment.Left;
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bool mAlignmentWasRTL;
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bool mInitializeAlignment = true;
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public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; }
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public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.UIFont; }
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public override bool CanUseSecondaryTerm() { return true; }
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public override bool AllowMainTermToBeRTL() { return true; }
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public override bool AllowSecondTermToBeRTL() { return false; }
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public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm)
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{
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primaryTerm = mTarget ? mTarget.text : null;
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secondaryTerm = mTarget.ambigiousFont != null ? mTarget.ambigiousFont.name : string.Empty;
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}
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public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
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{
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//--[ Localize Font Object ]----------
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Font newFont = cmp.GetSecondaryTranslatedObj<Font>(ref mainTranslation, ref secondaryTranslation);
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if (newFont != null)
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{
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if (newFont != mTarget.ambigiousFont)
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mTarget.ambigiousFont = newFont;
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}
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if (newFont==null)
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{
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UIFont newUIFont = cmp.GetSecondaryTranslatedObj<UIFont>(ref mainTranslation, ref secondaryTranslation);
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if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
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mTarget.ambigiousFont = newUIFont;
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}
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if (newFont == null)
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{
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NGUIFont newUIFont = cmp.GetSecondaryTranslatedObj<NGUIFont>(ref mainTranslation, ref secondaryTranslation);
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if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
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mTarget.ambigiousFont = newUIFont;
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}
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if (mInitializeAlignment)
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{
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mInitializeAlignment = false;
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mAlignment_LTR = mAlignment_RTL = mTarget.alignment;
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if (LocalizationManager.IsRight2Left && mAlignment_RTL == NGUIText.Alignment.Right)
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mAlignment_LTR = NGUIText.Alignment.Left;
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if (!LocalizationManager.IsRight2Left && mAlignment_LTR == NGUIText.Alignment.Left)
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mAlignment_RTL = NGUIText.Alignment.Right;
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}
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UIInput input = NGUITools.FindInParents<UIInput>(mTarget.gameObject);
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if (input != null && input.label == mTarget)
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{
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if (mainTranslation != null && input.defaultText != mainTranslation)
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{
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if (cmp.CorrectAlignmentForRTL && (input.label.alignment == NGUIText.Alignment.Left || input.label.alignment == NGUIText.Alignment.Right))
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input.label.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
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input.defaultText = mainTranslation;
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}
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}
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else
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{
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if (mainTranslation != null && mTarget.text != mainTranslation)
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{
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if (cmp.CorrectAlignmentForRTL && (mTarget.alignment == NGUIText.Alignment.Left || mTarget.alignment == NGUIText.Alignment.Right))
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mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
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mTarget.text = mainTranslation;
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}
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}
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}
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}
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}
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#endif
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