hellbound/Assets/Sources/I2/Localization/Scripts/Targets/LocalizeTarget_UnityUI_RawI...

47 lines
2.0 KiB
C#

using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace I2.Loc
{
#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public class LocalizeTarget_UnityUI_RawImage : LocalizeTarget<RawImage>
{
static LocalizeTarget_UnityUI_RawImage() { AutoRegister(); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<RawImage, LocalizeTarget_UnityUI_RawImage> { Name = "RawImage", Priority = 100 }); }
public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Texture; }
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)
{
primaryTerm = mTarget.mainTexture ? mTarget.mainTexture.name : "";
secondaryTerm = null;
}
public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
{
Texture Old = mTarget.texture;
if (Old == null || Old.name != mainTranslation)
mTarget.texture = cmp.FindTranslatedObject<Texture>(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
}
}
}