diff options
| author | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
|---|---|---|
| committer | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
| commit | e8dd5d4fd406e6e6b710cbe85309f6870bccc37a (patch) | |
| tree | db0e99cfdbefb1625d66d07631f43565ae8ff41f /Assets/Packages/Lean/Localization/Scripts | |
| parent | 20b14c9a89821e6592bf25bed9329a5abe20495c (diff) | |
| download | Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.gz Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.bz2 Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.zip | |
Remove everything
Diffstat (limited to 'Assets/Packages/Lean/Localization/Scripts')
39 files changed, 0 insertions, 2974 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours.meta deleted file mode 100644 index f442d8e..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: dfd423fd99d68f647853387ae5466692 -folderAsset: yes -timeCreated: 1555734116 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs deleted file mode 100644 index 7b45595..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; - -namespace Lean.Localization -{ - /// <summary>This component will update an AudioSource component with localized text, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(AudioSource))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedAudioSource")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized AudioSource")] - public class LeanLocalizedAudioSource : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this clip will be used")] - public AudioClip FallbackAudioClip; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the AudioSource component attached to this GameObject - var audioSource = GetComponent<AudioSource>(); - - // Use translation? - if (translation != null && translation.Data is AudioClip) - { - audioSource.clip = (AudioClip)translation.Data; - } - // Use fallback? - else - { - audioSource.clip = FallbackAudioClip; - } - } - - protected virtual void Awake() - { - // Should we set FallbackAudioClip? - if (FallbackAudioClip == null) - { - // Get the AudioSource component attached to this GameObject - var audioSource = GetComponent<AudioSource>(); - - // Copy current sprite to fallback - FallbackAudioClip = audioSource.clip; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs.meta deleted file mode 100644 index 479d2ca..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4bbcd1203ed53d54e9a127af382c0181 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs deleted file mode 100644 index 664ec95..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs +++ /dev/null @@ -1,48 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace Lean.Localization -{ - /// <summary>This component will update an Image component with a localized sprite, or use a fallback if none is found</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(Image))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedImage")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized Image")] - public class LeanLocalizedImage : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this sprite will be used")] - public Sprite FallbackSprite; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the Image component attached to this GameObject - var image = GetComponent<Image>(); - - // Use translation? - if (translation != null && translation.Data is Sprite) - { - image.sprite = (Sprite)translation.Data; - } - // Use fallback? - else - { - image.sprite = FallbackSprite; - } - } - - protected virtual void Awake() - { - // Should we set FallbackSprite? - if (FallbackSprite == null) - { - // Get the SpriteRenderer component attached to this GameObject - var spriteRenderer = GetComponent<Image>(); - - // Copy current sprite to fallback - FallbackSprite = spriteRenderer.sprite; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs.meta deleted file mode 100644 index b7be84d..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5b28f7e33d1e3e0408d7ff2c8a92a650 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs deleted file mode 100644 index 701e538..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs +++ /dev/null @@ -1,55 +0,0 @@ -using UnityEngine; - -namespace Lean.Localization -{ - /// <summary>This component will update a Renderer component's sharedMaterial with a localized material, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(Renderer))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedRenderer")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized Renderer")] - public class LeanLocalizedRenderer : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this material will be used")] - public Material FallbackMaterial; - - [Tooltip("The material index you want to replace.")] - public int Index; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the Renderer component attached to this GameObject - var renderer = GetComponent<Renderer>(); - - // Get the shared materials of this component - var sharedMaterials = renderer.sharedMaterials; - - // Use translation? - if (translation != null && translation.Data is Material) - { - sharedMaterials[Index] = (Material)translation.Data; - } - // Use fallback? - else - { - sharedMaterials[Index] = FallbackMaterial; - } - - renderer.sharedMaterials = sharedMaterials; - } - - protected virtual void Awake() - { - // Should we set FallbackFont? - if (FallbackMaterial == null) - { - // Get the Renderer component attached to this GameObject - var renderer = GetComponent<Renderer>(); - - // Copy current material to fallback - FallbackMaterial = renderer.sharedMaterials[Index]; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs.meta deleted file mode 100644 index 4fcb5ed..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b42c83c3c333a7e4a8e498fec50ce1fb -timeCreated: 1478133615 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs deleted file mode 100644 index e1170b0..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; - -namespace Lean.Localization -{ - /// <summary>This component will update a SpriteRenderer component with a localized sprite, or use a fallback if none is found</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(SpriteRenderer))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedSpriteRenderer")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized SpriteRenderer")] - public class LeanLocalizedSpriteRenderer : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this sprite will be used")] - public Sprite FallbackSprite; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the SpriteRenderer component attached to this GameObject - var spriteRenderer = GetComponent<SpriteRenderer>(); - - // Use translation? - if (translation != null && translation.Data is Sprite) - { - spriteRenderer.sprite = (Sprite)translation.Data; - } - // Use fallback? - else - { - spriteRenderer.sprite = FallbackSprite; - } - } - - protected virtual void Awake() - { - // Should we set FallbackSprite? - if (FallbackSprite == null) - { - // Get the SpriteRenderer component attached to this GameObject - var spriteRenderer = GetComponent<SpriteRenderer>(); - - // Copy current sprite to fallback - FallbackSprite = spriteRenderer.sprite; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs.meta deleted file mode 100644 index 84485b2..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 84f599809c9879044b69f17af8c248c6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs deleted file mode 100644 index df63743..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs +++ /dev/null @@ -1,48 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace Lean.Localization -{ - /// <summary>This component will update a UI.Text component with localized text, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(Text))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedText")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized Text")] - public class LeanLocalizedText : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this text will be used")] - public string FallbackText; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the Text component attached to this GameObject - var text = GetComponent<Text>(); - - // Use translation? - if (translation != null && translation.Data is string) - { - text.text = LeanTranslation.FormatText((string)translation.Data, text.text, this); - } - // Use fallback? - else - { - text.text = LeanTranslation.FormatText(FallbackText, text.text, this); - } - } - - protected virtual void Awake() - { - // Should we set FallbackText? - if (string.IsNullOrEmpty(FallbackText) == true) - { - // Get the Text component attached to this GameObject - var text = GetComponent<Text>(); - - // Copy current text to fallback - FallbackText = text.text; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs.meta deleted file mode 100644 index 8b76311..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7ee4021ce59f313499a5cab041f02aba -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs deleted file mode 100644 index 6730956..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs +++ /dev/null @@ -1,48 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace Lean.Localization -{ - /// <summary>This component will update a Text component's Font with a localized font, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(Text))] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedTextFont")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextFont")] - public class LeanLocalizedTextFont : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this font will be used")] - public Font FallbackFont; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the Text component attached to this GameObject - var text = GetComponent<Text>(); - - // Use translation? - if (translation != null && translation.Data is Font) - { - text.font = (Font)translation.Data; - } - // Use fallback? - else - { - text.font = FallbackFont; - } - } - - protected virtual void Awake() - { - // Should we set FallbackFont? - if (FallbackFont == null) - { - // Get the Text component attached to this GameObject - var text = GetComponent<Text>(); - - // Copy current font to fallback - FallbackFont = text.font; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs.meta deleted file mode 100644 index 5b0ceea..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: fce53ba05f9c84246b062afd12f4619f -timeCreated: 1478133615 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs deleted file mode 100644 index c9fcbc6..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; - -namespace Lean.Localization -{ - /// <summary>This component will update a TMPro.TextMeshProUGUI component with localized text, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(TextMesh))] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextMesh")] - public class LeanLocalizedTextMesh : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this text will be used")] - public string FallbackText; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the TextMeshProUGUI component attached to this GameObject - var text = GetComponent<TextMesh>(); - - // Use translation? - if (translation != null && translation.Data is string) - { - text.text = LeanTranslation.FormatText((string)translation.Data, text.text, this); - } - // Use fallback? - else - { - text.text = LeanTranslation.FormatText(FallbackText, text.text, this); - } - } - - protected virtual void Awake() - { - // Should we set FallbackText? - if (string.IsNullOrEmpty(FallbackText) == true) - { - // Get the TextMeshProUGUI component attached to this GameObject - var text = GetComponent<TextMesh>(); - - // Copy current text to fallback - FallbackText = text.text; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs.meta deleted file mode 100644 index 6af3498..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 365897690d9e7c54f9fd65401bffb0d3 -timeCreated: 1561293177 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs deleted file mode 100644 index a0046a7..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; - -namespace Lean.Localization -{ - /// <summary>This component will update a TextMesh component's Font with a localized font, or use a fallback if none is found.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [RequireComponent(typeof(TextMesh))] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextMesh Font")] - public class LeanLocalizedTextMeshFont : LeanLocalizedBehaviour - { - [Tooltip("If PhraseName couldn't be found, this font asset will be used")] - public Font FallbackFont; - - // This gets called every time the translation needs updating - public override void UpdateTranslation(LeanTranslation translation) - { - // Get the TextMesh component attached to this GameObject - var text = GetComponent<TextMesh>(); - - // Use translation? - if (translation != null && translation.Data is Font) - { - text.font = (Font)translation.Data; - } - // Use fallback? - else - { - text.font = FallbackFont; - } - } - - protected virtual void Awake() - { - // Should we set FallbackFont? - if (FallbackFont == null) - { - // Get the TextMesh component attached to this GameObject - var text = GetComponent<TextMesh>(); - - // Copy current text to fallback - FallbackFont = text.font; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs.meta b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs.meta deleted file mode 100644 index d8c179f..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 3904cf0d2d9103140ab648dbbee38d3f -timeCreated: 1561293177 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs deleted file mode 100644 index 1a39708..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs +++ /dev/null @@ -1,43 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace Lean.Localization -{ - /// <summary>This class stores information about a single language, and any of its optional cultures.</summary> - [System.Serializable] - public class LeanLanguage - { - [SerializeField] - private string name; - - [SerializeField] - private List<string> cultures; - - public string Name - { - set - { - name = value; - } - - get - { - return name; - } - } - - /// <summary>This culture names for this language (e.g. en-GB, en-US).</summary> - public List<string> Cultures - { - get - { - if (cultures == null) - { - cultures = new List<string>(); - } - - return cultures; - } - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs.meta deleted file mode 100644 index 31a8774..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 225ec97158446a94d9cb40a9f742a8b1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs deleted file mode 100644 index f8a89b2..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs +++ /dev/null @@ -1,303 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Lean.Common; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization.Examples -{ - [CanEditMultipleObjects] - [CustomEditor(typeof(LeanLanguageCSV), true)] - public class LeanLanguageCSV_Inspector : LeanInspector<LeanLanguageCSV> - { - protected override void DrawInspector() - { - Draw("Source", "The text asset that contains all the translations."); - Draw("Language", "The language of the translations in the source file."); - Draw("Separator", "The string separating the phrase name from the translation."); - Draw("NewLine", "The string denoting a new line within a translation."); - Draw("Comment", "The (optional) string separating the translation from the comment (empty = no comments)."); - - EditorGUILayout.Separator(); - - EditorGUI.BeginDisabledGroup(true); - EditorGUILayout.LabelField("CollectItem" + Target.Separator + "アイテム" + Target.NewLine + "集めました" + Target.Comment + "Comment here"); - EditorGUI.EndDisabledGroup(); - - EditorGUILayout.Separator(); - - EditorGUILayout.BeginHorizontal(); - if (Any(t => t.Entries.Count > 0)) - { - if (GUILayout.Button("Clear") == true) - { - Each(t => t.Clear()); - } - } - if (GUILayout.Button("Load Now") == true) - { - Each(t => t.LoadFromSource()); - } - if (GUILayout.Button("Export") == true) - { - Each(t => t.ExportTextAsset()); - } - EditorGUILayout.EndHorizontal(); - - if (Targets.Length == 1) - { - var entries = Target.Entries; - - if (entries.Count > 0) - { - EditorGUILayout.Separator(); - - EditorGUI.BeginDisabledGroup(true); - foreach (var entry in entries) - { - EditorGUILayout.TextField(entry.Name, entry.Text); - } - EditorGUI.EndDisabledGroup(); - } - } - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This component will load localizations from a CSV file. By default they should be in the format: - /// Phrase Name Here = Translation Here // Optional Comment Here</summary> - [ExecuteInEditMode] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLanguageCSV")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Language CSV")] - public class LeanLanguageCSV : LeanSource - { - [System.Serializable] - public class Entry - { - public string Name; - public string Text; - } - - /// <summary>The text asset that contains all the translations.</summary> - public TextAsset Source; - - /// <summary>The language of the translations in the source file.</summary> - [LeanLanguageName] - public string Language; - - /// <summary>The string separating the phrase name from the translation.</summary> - public string Separator = " = "; - - /// <summary>The string denoting a new line within a translation.</summary> - public string NewLine = "\\n"; - - /// <summary>The (optional) string separating the translation from the comment (empty = no comments).</summary> - public string Comment = " // "; - - /// <summary>This stores all currently loaded translations from this CSV file.</summary> - public List<Entry> Entries { get { if (entries == null) entries = new List<Entry>(); return entries; } } [SerializeField] private List<Entry> entries; - - /// <summary>The characters used to separate each translation.</summary> - private static readonly char[] newlineCharacters = new char[] { '\r', '\n' }; - - private static Stack<Entry> entryPool = new Stack<Entry>(); - - public override void Compile(string primaryLanguage, string secondaryLanguage) - { - if (entries == null || entries.Count == 0) - { - if (Application.isPlaying == true) - { - LoadFromSource(); - } - } - - if (entries != null) - { - for (var i = entries.Count - 1; i >= 0; i--) - { - var entry = entries[i]; - var translation = LeanLocalization.RegisterTranslation(entry.Name); - - translation.Register(Language, this); - - if (Language == primaryLanguage) - { - translation.Data = entry.Text; - translation.Primary = true; - } - else if (Language == secondaryLanguage && translation.Primary == false) - { - translation.Data = entry.Text; - } - } - } - } - - [ContextMenu("Clear")] - public void Clear() - { - if (entries != null) - { - entries.Clear(); - - // Update translations? - if (LeanLocalization.CurrentLanguage == Language) - { - LeanLocalization.UpdateTranslations(); - } - } - } - - [ContextMenu("Load From Source")] - public void LoadFromSource() - { - if (Source != null && string.IsNullOrEmpty(Language) == false) - { - for (var i = Entries.Count - 1; i >= 0; i--) // NOTE: Property - { - entryPool.Push(entries[i]); - } - - entries.Clear(); - - // Split file into lines, and loop through them all - var lines = Source.text.Split(newlineCharacters, System.StringSplitOptions.RemoveEmptyEntries); - - for (var i = 0; i < lines.Length; i++) - { - var line = lines[i]; - var equalsIndex = line.IndexOf(Separator); - - // Only consider lines with the Separator character - if (equalsIndex != -1) - { - var name = line.Substring(0, equalsIndex).Trim(); - var text = line.Substring(equalsIndex + Separator.Length).Trim(); - - // Does this entry have a comment? - if (string.IsNullOrEmpty(Comment) == false) - { - var commentIndex = text.LastIndexOf(Comment); - - if (commentIndex != -1) - { - text = text.Substring(0, commentIndex).Trim(); - } - } - - // Replace newline markers with actual newlines - if (string.IsNullOrEmpty(NewLine) == false) - { - text = text.Replace(NewLine, System.Environment.NewLine); - } - - var entry = entryPool.Count > 0 ? entryPool.Pop() : new Entry(); - - entry.Name = name; - entry.Text = text; - - entries.Add(entry); - } - } - - // Update translations? - if (LeanLocalization.CurrentLanguage == Language) - { - LeanLocalization.UpdateTranslations(); - } - } - } - -#if UNITY_EDITOR - [ContextMenu("Export Text Asset")] - public void ExportTextAsset() - { - if (string.IsNullOrEmpty(Language) == false) - { - // Find where we want to save the file - var path = EditorUtility.SaveFilePanelInProject("Export Text Asset for " + Language, Language, "txt", ""); - - // Make sure we didn't cancel the panel - if (string.IsNullOrEmpty(path) == false) - { - if (LeanLocalization.CurrentLanguage == Language) - { - DoExportTextAsset(path); - } - else - { - var oldLanguage = LeanLocalization.CurrentLanguage; - - LeanLocalization.CurrentLanguage = Language; - - DoExportTextAsset(path); - - LeanLocalization.CurrentLanguage = oldLanguage; - } - } - } - } - - private void DoExportTextAsset(string path) - { - var data = ""; - var gaps = false; - - // Add all phrase names and existing translations to lines - foreach (var pair in LeanLocalization.CurrentTranslations) - { - var translation = pair.Value; - - if (gaps == true) - { - data += System.Environment.NewLine; - } - - data += pair.Key + Separator; - gaps = true; - - if (translation.Data is string) - { - var text = (string)translation.Data; - - // Replace all new line permutations with the new line token - text = text.Replace("\r\n", NewLine); - text = text.Replace("\n\r", NewLine); - text = text.Replace("\n", NewLine); - text = text.Replace("\r", NewLine); - - data += text; - } - } - - // Write text to file - using (var file = System.IO.File.OpenWrite(path)) - { - var encoding = new System.Text.UTF8Encoding(); - var bytes = encoding.GetBytes(data); - - file.Write(bytes, 0, bytes.Length); - } - - // Import asset into project - AssetDatabase.ImportAsset(path); - - // Replace Soure with new Text Asset? - var textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)); - - if (textAsset != null) - { - Source = textAsset; - - EditorGUIUtility.PingObject(textAsset); - - EditorUtility.SetDirty(this); - } - } -#endif - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs.meta deleted file mode 100644 index b472917..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 086ae75064fca9f46b315403da7f5d20 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs deleted file mode 100644 index e613d38..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CustomPropertyDrawer(typeof(LeanLanguageNameAttribute))] - public class LeanLanguageNameDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - var rectA = position; rectA.xMax -= 37.0f; - var rectB = position; rectB.xMin = rectB.xMax - 35.0f; - - EditorGUI.PropertyField(rectA, property); - - if (GUI.Button(rectB, "List") == true) - { - var menu = new GenericMenu(); - - foreach (var languageName in LeanLocalization.CurrentLanguages.Keys) - { - menu.AddItem(new GUIContent(languageName), property.stringValue == languageName, () => { property.stringValue = languageName; property.serializedObject.ApplyModifiedProperties(); }); - } - - if (menu.GetItemCount() > 0) - { - menu.DropDown(rectB); - } - else - { - Debug.LogWarning("Your scene doesn't contain any languages, so the language name list couldn't be created."); - } - } - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This attribute allows you to modify a normal string field into one that has a dropdown list that allows you to pick a language.</summary> - public class LeanLanguageNameAttribute : PropertyAttribute - { - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs.meta deleted file mode 100644 index 5869dc2..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d7c5bcbe9b4b15742a9a64d98f3f8305 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs deleted file mode 100644 index 48c6013..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs +++ /dev/null @@ -1,1016 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Lean.Common; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CustomEditor(typeof(LeanLocalization))] - public class LeanLocalization_Inspector : LeanInspector<LeanLocalization> - { - static LeanLocalization_Inspector() - { - AddPresetLanguage("Chinese", "ChineseSimplified", "ChineseTraditional", "zh", "zh-TW", "zh-CN", "zh-HK", "zh-SG", "zh-MO"); - AddPresetLanguage("English", "en", "en-GB", "en-US", "en-AU", "en-CA", "en-NZ", "en-IE", "en-ZA", "en-JM", "en-en029", "en-BZ", "en-BZ", "en-TT", "en-ZW", "en-PH"); - AddPresetLanguage("Spanish", "es", "es-ES", "es-MX", "es-GT", "es-CR", "es-PA", "es-DO", "es-VE", "es-CO", "es-PE", "es-AR", "es-EC", "es-CL", "es-UY", "es-PY", "es-BO", "es-SV", "es-SV", "es-HN", "es-NI", "es-PR"); - AddPresetLanguage("Arabic", "ar", "ar-SA", "ar-IQ", "ar-EG", "ar-LY", "ar-DZ", "ar-MA", "ar-TN", "ar-OM", "ar-YE", "ar-SY", "ar-JO", "ar-LB", "ar-KW", "ar-AE", "ar-BH", "ar-QA"); - AddPresetLanguage("German", "de", "de-DE", "de-CH", "de-AT", "de-LU", "de-LI"); - AddPresetLanguage("Korean", "ko", "ko-KR"); - AddPresetLanguage("French", "fr", "fr-FR", "fr-BE", "fr-CA", "fr-CH", "fr-LU", "fr-MC"); - AddPresetLanguage("Russian", "ru", "ru-RU"); - AddPresetLanguage("Japanese", "ja", "ja-JP"); - AddPresetLanguage("Italian", "it", "it-IT", "it-CH"); - AddPresetLanguage("Portuguese", "pt", "pt-BR", "pt-PT"); - AddPresetLanguage("Other..."); - } - - class PresetLanguage - { - public string Name; - public string[] Cultures; - } - - private static List<PresetLanguage> presetLanguages = new List<PresetLanguage>(); - - protected override void DrawInspector() - { - LeanLocalization.UpdateTranslations(); - - DrawCurrentLanguage(); - Draw("SaveLanguage", "Automatically save/load the CurrentLanguage selection to PlayerPrefs? (can be cleared with ClearSave context menu option)"); - - EditorGUILayout.Separator(); - - Draw("DefaultLanguage", "If the application is started and no language has been loaded or auto detected, this language will be used."); - Draw("DetectLanguage", "How should the cultures be used to detect the user's device language?"); - EditorGUI.BeginDisabledGroup(true); - EditorGUI.indentLevel++; - switch (Target.DetectLanguage) - { - case LeanLocalization.DetectType.SystemLanguage: - EditorGUILayout.TextField("SystemLanguage", Application.systemLanguage.ToString()); - break; - case LeanLocalization.DetectType.CurrentCulture: - EditorGUILayout.TextField("CurrentCulture", System.Globalization.CultureInfo.CurrentCulture.ToString()); - break; - case LeanLocalization.DetectType.CurrentUICulture: - EditorGUILayout.TextField("CurrentUICulture", System.Globalization.CultureInfo.CurrentUICulture.ToString()); - break; - } - EditorGUI.indentLevel--; - EditorGUI.EndDisabledGroup(); - - EditorGUILayout.Separator(); - - DrawLanguages(); - - EditorGUILayout.Separator(); - - DrawPrefabs(); - - EditorGUILayout.Separator(); - - DrawTokens(); - - EditorGUILayout.Separator(); - - DrawTranslations(); - } - - private void DrawCurrentLanguage() - { - var rect = Reserve(); - var rectA = rect; rectA.xMax -= 37.0f; - var rectB = rect; rectB.xMin = rectB.xMax - 35.0f; - - LeanLocalization.CurrentLanguage = EditorGUI.TextField(rectA, "Current Language", LeanLocalization.CurrentLanguage); - - if (GUI.Button(rectB, "List") == true) - { - var menu = new GenericMenu(); - - foreach (var pair in LeanLocalization.CurrentLanguages) - { - var languageName = pair.Key; - - menu.AddItem(new GUIContent(languageName), LeanLocalization.CurrentLanguage == languageName, () => { LeanLocalization.CurrentLanguage = languageName; }); - } - - if (menu.GetItemCount() > 0) - { - menu.DropDown(rectB); - } - else - { - Debug.LogWarning("Your scene doesn't contain any languages, so the language name list couldn't be created."); - } - } - } - - private void DrawLanguages() - { - var languagesProperty = serializedObject.FindProperty("languages"); - - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.LabelField("Languages", EditorStyles.boldLabel); - if (GUILayout.Button("Add", EditorStyles.miniButton, GUILayout.Width(35.0f)) == true) - { - var menu = new GenericMenu(); - - foreach (var presetLanguage in presetLanguages) - { - var preset = presetLanguage; menu.AddItem(new GUIContent(presetLanguage.Name), Target.LanguageExists(presetLanguage.Name), () => AddLanguage(preset)); - } - - menu.ShowAsContext(); - } - EditorGUILayout.EndHorizontal(); - - if (languagesProperty.arraySize == 0) - { - EditorGUILayout.HelpBox("Click the 'Add' button, and select a language.", MessageType.Info); - } - - EditorGUI.indentLevel++; - for (var i = 0; i < languagesProperty.arraySize; i++) - { - EditorGUILayout.PropertyField(languagesProperty.GetArrayElementAtIndex(i), true); - } - EditorGUI.indentLevel--; - } - - private void DrawPrefabs() - { - var rectA = Reserve(); - var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth; - EditorGUI.LabelField(rectA, "Prefabs", EditorStyles.boldLabel); - var newPrefab = EditorGUI.ObjectField(rectB, "", default(Object), typeof(Object), false); - if (newPrefab != null) - { - Undo.RecordObject(Target, "Add Source"); - - Target.AddPrefab(newPrefab); - - Dirty(); - } - - EditorGUI.indentLevel++; - for (var i = 0; i < Target.Prefabs.Count; i++) - { - DrawPrefabs(i); - } - EditorGUI.indentLevel--; - } - - private int expandPrefab = -1; - - private void DrawPrefabs(int index) - { - var rectA = Reserve(); - var rectB = rectA; rectB.xMax -= 22.0f; - var rectC = rectA; rectC.xMin = rectC.xMax - 20.0f; - var prefab = Target.Prefabs[index]; - var rebuilt = false; - var expand = EditorGUI.Foldout(new Rect(rectA.x, rectA.y, 20, rectA.height), expandPrefab == index, ""); - - if (expand == true) - { - expandPrefab = index; - } - else if (expandPrefab == index) - { - expandPrefab = -1; - } - - EditorGUI.BeginDisabledGroup(true); - BeginError(prefab.Root == null); - EditorGUI.ObjectField(rectB, prefab.Root, typeof(Object), false); - EndError(); - if (prefab.Root != null) - { - Undo.RecordObject(Target, "Rebuild Sources"); - - rebuilt |= prefab.RebuildSources(); - - if (expand == true) - { - var sources = prefab.Sources; - - EditorGUI.indentLevel++; - foreach (var source in sources) - { - EditorGUI.ObjectField(Reserve(), source, typeof(LeanSource), false); - } - EditorGUI.indentLevel--; - } - } - EditorGUI.EndDisabledGroup(); - if (rebuilt == true) - { - Dirty(); - } - if (GUI.Button(rectC, "X", EditorStyles.miniButton) == true) - { - Undo.RecordObject(Target, "Remove Prefab"); - - Target.Prefabs.RemoveAt(index); - - Dirty(); - - if (expand == true) - { - expandPrefab = -1; - } - } - } - - private static string translationFilter; - - private LeanTranslation expandTranslation; - - private void DrawTranslations() - { - var rectA = Reserve(); - var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth; rectB.xMax -= 37.0f; - var rectC = rectA; rectC.xMin = rectC.xMax - 35.0f; - EditorGUI.LabelField(rectA, "Translations", EditorStyles.boldLabel); - translationFilter = EditorGUI.TextField(rectB, "", translationFilter); - EditorGUI.BeginDisabledGroup(string.IsNullOrEmpty(translationFilter) == true || LeanLocalization.CurrentTranslations.ContainsKey(translationFilter) == true); - if (GUI.Button(rectC, "Add", EditorStyles.miniButton) == true) - { - var phrase = LeanLocalization.AddPhraseToFirst(translationFilter); - - LeanLocalization.UpdateTranslations(); - - Selection.activeObject = phrase; - - EditorGUIUtility.PingObject(phrase); - } - EditorGUI.EndDisabledGroup(); - - if (LeanLocalization.CurrentTranslations.Count == 0 && string.IsNullOrEmpty(translationFilter) == true) - { - EditorGUILayout.HelpBox("Type in the name of a translation, and click the 'Add' button. Or, drag and drop a prefab that contains some.", MessageType.Info); - } - else - { - var total = 0; - - EditorGUI.indentLevel++; - foreach (var pair in LeanLocalization.CurrentTranslations) - { - var name = pair.Key; - - if (string.IsNullOrEmpty(translationFilter) == true || name.IndexOf(translationFilter, System.StringComparison.InvariantCultureIgnoreCase) >= 0) - { - var translation = pair.Value; - var rectT = Reserve(); - var expand = EditorGUI.Foldout(new Rect(rectT.x, rectT.y, 20, rectT.height), expandTranslation == translation, ""); - - if (expand == true) - { - expandTranslation = translation; - } - else if (expandTranslation == translation) - { - expandTranslation = null; - } - - CalculateTranslation(pair.Value); - - var data = translation.Data; - - total++; - - EditorGUI.BeginDisabledGroup(true); - BeginError(missing.Count > 0 || clashes.Count > 0); - if (data is Object) - { - EditorGUI.ObjectField(rectT, name, (Object)data, typeof(Object), true); - } - else - { - EditorGUI.TextField(rectT, name, data != null ? data.ToString() : ""); - } - EndError(); - - if (expand == true) - { - EditorGUI.indentLevel++; - foreach (var entry in translation.Entries) - { - BeginError(clashes.Contains(entry.Language) == true); - EditorGUILayout.ObjectField(entry.Language, entry.Owner, typeof(Object), true); - EndError(); - } - EditorGUI.indentLevel--; - } - EditorGUI.EndDisabledGroup(); - - if (expand == true) - { - foreach (var language in missing) - { - EditorGUILayout.HelpBox("This translation isn't defined for the " + language + " language.", MessageType.Warning); - } - - foreach (var language in clashes) - { - EditorGUILayout.HelpBox("This translation is defined multiple times for the " + language + " language.", MessageType.Warning); - } - } - } - } - EditorGUI.indentLevel--; - - if (total == 0) - { - EditorGUILayout.HelpBox("No translation with this name exists, click the 'Add' button to create it.", MessageType.Info); - } - } - } - - private static List<string> missing = new List<string>(); - - private static List<string> clashes = new List<string>(); - - private static void CalculateTranslation(LeanTranslation translation) - { - missing.Clear(); - clashes.Clear(); - - foreach (var language in LeanLocalization.CurrentLanguages.Keys) - { - if (translation.Entries.Exists(e => e.Language == language) == false) - { - missing.Add(language); - } - } - - foreach (var entry in translation.Entries) - { - var language = entry.Language; - - if (clashes.Contains(language) == false) - { - if (translation.LanguageCount(language) > 1) - { - clashes.Add(language); - } - } - } - } - - private static string tokensFilter; - - private void DrawTokens() - { - var rectA = Reserve(); - var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth; rectB.xMax -= 37.0f; - var rectC = rectA; rectC.xMin = rectC.xMax - 35.0f; - EditorGUI.LabelField(rectA, "Tokens", EditorStyles.boldLabel); - tokensFilter = EditorGUI.TextField(rectB, "", tokensFilter); - EditorGUI.BeginDisabledGroup(string.IsNullOrEmpty(tokensFilter) == true || LeanLocalization.CurrentTokens.ContainsKey(tokensFilter) == true); - if (GUI.Button(rectC, "Add", EditorStyles.miniButton) == true) - { - var token = LeanLocalization.AddTokenToFirst(tokensFilter); - - LeanLocalization.UpdateTranslations(); - - Selection.activeObject = token; - - EditorGUIUtility.PingObject(token); - } - EditorGUI.EndDisabledGroup(); - - if (LeanLocalization.CurrentTokens.Count > 0 || string.IsNullOrEmpty(tokensFilter) == false) - { - var total = 0; - - EditorGUI.indentLevel++; - EditorGUI.BeginDisabledGroup(true); - foreach (var pair in LeanLocalization.CurrentTokens) - { - if (string.IsNullOrEmpty(tokensFilter) == true || pair.Key.IndexOf(tokensFilter, System.StringComparison.InvariantCultureIgnoreCase) >= 0) - { - EditorGUILayout.ObjectField(pair.Key, pair.Value, typeof(Object), true); total++; - } - } - EditorGUI.EndDisabledGroup(); - EditorGUI.indentLevel--; - - if (total == 0) - { - EditorGUILayout.HelpBox("No token with this name exists, click the 'Add' button to create it.", MessageType.Info); - } - } - } - - private void AddLanguage(PresetLanguage presetLanguage) - { - Undo.RecordObject(Target, "Add Language"); - - Target.AddLanguage(presetLanguage.Name, presetLanguage.Cultures); - - Dirty(); - } - - private static void AddPresetLanguage(string name, params string[] cultures) - { - var presetLanguage = new PresetLanguage(); - - presetLanguage.Name = name; - presetLanguage.Cultures = cultures; - - presetLanguages.Add(presetLanguage); - } - - [MenuItem("GameObject/Lean/Localization", false, 1)] - private static void CreateLocalization() - { - var gameObject = new GameObject(typeof(LeanLocalization).Name); - - Undo.RegisterCreatedObjectUndo(gameObject, "Create LeanLocalization"); - - gameObject.AddComponent<LeanLocalization>(); - - Selection.activeGameObject = gameObject; - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This component manages a global list of translations for easy access. - /// Translations are gathered from the <b>prefabs</b> list, as well as from any active and enabled <b>LeanSource</b> components in the scene.</summary> - [ExecuteInEditMode] - [HelpURL(HelpUrlPrefix + "LeanLocalization")] - [AddComponentMenu(ComponentPathPrefix + "Localization")] - public class LeanLocalization : MonoBehaviour - { - public enum DetectType - { - None, - SystemLanguage, - CurrentCulture, - CurrentUICulture - } - - public const string HelpUrlPrefix = LeanHelper.HelpUrlPrefix + "LeanLocalization#"; - - public const string ComponentPathPrefix = LeanHelper.ComponentPathPrefix + "Localization/Lean "; - - /// <summary>All active and enabled LeanLocalization components.</summary> - public static List<LeanLocalization> Instances = new List<LeanLocalization>(); - - public static Dictionary<string, LeanToken> CurrentTokens = new Dictionary<string, LeanToken>(); - - public static Dictionary<string, LeanLanguage> CurrentLanguages = new Dictionary<string, LeanLanguage>(); - - /// <summary>Dictionary of all the phrase names mapped to their current translations.</summary> - public static Dictionary<string, LeanTranslation> CurrentTranslations = new Dictionary<string, LeanTranslation>(); - - /// <summary>If the application is started and no language has been loaded or auto detected, this language will be used.</summary> - [LeanLanguageName] - public string DefaultLanguage; - - /// <summary>How should the cultures be used to detect the user's device language?</summary> - public DetectType DetectLanguage = DetectType.SystemLanguage; - - /// <summary>Automatically save/load the CurrentLanguage selection to PlayerPrefs? (can be cleared with ClearSave context menu option)</summary> - public bool SaveLanguage = true; - - [SerializeField] - private List<LeanLanguage> languages; - - [SerializeField] - private List<LeanPrefab> prefabs; - - /// <summary>Called when the language or translations change.</summary> - public static System.Action OnLocalizationChanged; - - /// <summary>The currently set language.</summary> - private static string currentLanguage; - - private static bool pendingUpdates; - - private static Dictionary<string, LeanTranslation> tempTranslations = new Dictionary<string, LeanTranslation>(); - - /// <summary>This stores all languages and their aliases managed by this LeanLocalization instance.</summary> - public List<LeanLanguage> Languages - { - get - { - if (languages == null) - { - languages = new List<LeanLanguage>(); - } - - return languages; - } - } - - /// <summary>This stores all prefabs and folders managed by this LeanLocalization instance.</summary> - public List<LeanPrefab> Prefabs - { - get - { - if (prefabs == null) - { - prefabs = new List<LeanPrefab>(); - } - - return prefabs; - } - } - - /// <summary>Does at least one localization have 'SaveLanguage' set?</summary> - public static bool CurrentSaveLanguage - { - get - { - for (var i = 0; i < Instances.Count; i++) - { - if (Instances[i].SaveLanguage == true) - { - return true; - } - } - - return false; - } - } - - /// <summary>Change the current language of this instance?</summary> - public static string CurrentLanguage - { - set - { - if (CurrentLanguage != value) - { - currentLanguage = value; - - UpdateTranslations(); - - if (CurrentSaveLanguage == true) - { - PlayerPrefs.SetString("LeanLocalization.CurrentLanguage", value); - } - } - } - - get - { - return currentLanguage; - } - } - - /// <summary>When rebuilding translations this method is called from any <b>LeanSource</b> components that define a transition.</summary> - public static LeanTranslation RegisterTranslation(string name) - { - var translation = default(LeanTranslation); - - if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == false) - { - if (tempTranslations.TryGetValue(name, out translation) == true) - { - tempTranslations.Remove(name); - - CurrentTranslations.Add(name, translation); - } - else - { - translation = new LeanTranslation(name); - - CurrentTranslations.Add(name, translation); - } - } - - return translation; - } - - [ContextMenu("Clear Save")] - public void ClearSave() - { - PlayerPrefs.DeleteKey("LeanLocalization.CurrentLanguage"); - } - - /// <summary>This sets the current language using the specified string.</summary> - public void SetCurrentLanguage(string newLanguage) - { - CurrentLanguage = newLanguage; - } - - /// <summary>This sets the current language using the specified index based on the Languages list, where 0 is the first language.</summary> - public void SetCurrentLanguage(int newLanguageIndex) - { - if (newLanguageIndex >= 0 && newLanguageIndex < Instances.Count) - { - SetCurrentLanguage(Instances[newLanguageIndex].name); - } - } - - public bool LanguageExists(string languageName) - { - var language = default(LeanLanguage); - - return TryGetLanguage(languageName, ref language); - } - - public bool TryGetLanguage(string languageName, ref LeanLanguage language) - { - if (languages != null) - { - for (var i = languages.Count - 1; i >= 0; i--) - { - language = languages[i]; - - if (language.Name == languageName) - { - return true; - } - } - } - - return false; - } - - /// <summary>This adds the specified UnityEngine.Object to this LeanLocalization instance, allowing it to be registered as a prefab.</summary> - public void AddPrefab(Object root) - { - for (var i = Prefabs.Count - 1; i >= 0; i--) // NOTE: Property - { - if (prefabs[i].Root == root) - { - return; - } - } - - var prefab = new LeanPrefab(); - - prefab.Root = root; - - prefabs.Add(prefab); - } - - /// <summary>This adds a new language to this LeanLocalization instance, with the specified name and cultures.</summary> - public LeanLanguage AddLanguage(string languageName, string[] cultures) - { - var language = default(LeanLanguage); - - if (TryGetLanguage(languageName, ref language) == false) - { - language = new LeanLanguage(); - - language.Name = languageName; - - if (languages == null) - { - languages = new List<LeanLanguage>(); - } - - languages.Add(language); - } - - language.Cultures.Clear(); - language.Cultures.AddRange(cultures); - - return language; - } - - /// <summary>This calls AddToken on the first active and enabled LeanLocalization instance, or creates one first.</summary> - public static LeanToken AddTokenToFirst(string name) - { - if (Instances.Count == 0) - { - new GameObject("LeanLocalization").AddComponent<LeanLocalization>(); - } - - return Instances[0].AddToken(name); - } - - /// <summary>This creates a new token with the specified name, and adds it to the current GameObject.</summary> - public LeanToken AddToken(string name) - { - if (string.IsNullOrEmpty(name) == false) - { - var root = new GameObject(name); - var token = root.AddComponent<LeanToken>(); - - root.transform.SetParent(transform, false); - - return token; - } - - return null; - } - - /// <summary>This allows you to set the value of the token with the specified name. - /// If no token exists and allowCreation is enabled, then one will be created for you.</summary> - public static void SetToken(string name, string value, bool allowCreation = true) - { - if (string.IsNullOrEmpty(name) == false) - { - var token = default(LeanToken); - - if (CurrentTokens.TryGetValue(name, out token) == true) - { - token.Value = value; - } - else if (allowCreation == true) - { - token = AddTokenToFirst(name); - - token.Value = value; - } - } - } - - /// <summary>This allows you to get the value of the token with the specified name. - /// If no token exists, then the defaultValue will be returned.</summary> - public static string GetToken(string name, string defaultValue = null) - { - var token = default(LeanToken); - - if (string.IsNullOrEmpty(name) == false) - { - if (CurrentTokens.TryGetValue(name, out token) == true) - { - return token.Value; - } - } - - return defaultValue; - } - - /// <summary>This calls AddPhrase on the first active and enabled LeanLocalization instance, or creates one first.</summary> - public static LeanPhrase AddPhraseToFirst(string name) - { - if (Instances.Count == 0) - { - new GameObject("LeanLocalization").AddComponent<LeanLocalization>(); - } - - return Instances[0].AddPhrase(name); - } - - /// <summary>This creates a new phrase with the specified name, and adds it to the current GameObject.</summary> - public LeanPhrase AddPhrase(string name) - { - if (string.IsNullOrEmpty(name) == false) - { - var root = new GameObject(name); - var phrase = root.AddComponent<LeanPhrase>(); - - root.transform.SetParent(transform, false); - - return phrase; - } - - return null; - } - - /// <summary>This will return the translation with the specified name, or null if none was found.</summary> - public static LeanTranslation GetTranslation(string name) - { - var translation = default(LeanTranslation); - - if (string.IsNullOrEmpty(name) == false) - { - CurrentTranslations.TryGetValue(name, out translation); - } - - return translation; - } - - /// <summary>This will return the translated string with the specified name, or the fallback if none is found.</summary> - public static string GetTranslationText(string name, string fallback = null) - { - var translation = default(LeanTranslation); - - if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == true && translation.Data is string) - { - return (string)translation.Data; - } - - return fallback; - } - - /// <summary>This will return the translated UnityEngine.Object with the specified name, or the fallback if none is found.</summary> - public static T GetTranslationObject<T>(string name, T fallback = null) - where T : Object - { - var translation = default(LeanTranslation); - - if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == true && translation.Data is T) - { - return (T)translation.Data; - } - - return fallback; - } - - /// <summary>This rebuilds the dictionary used to quickly map phrase names to translations for the current language.</summary> - public static void UpdateTranslations() - { - pendingUpdates = false; - - // Copy previous translations to temp dictionary - tempTranslations.Clear(); - - foreach (var pair in CurrentTranslations) - { - var translation = pair.Value; - - translation.Clear(); - - tempTranslations.Add(pair.Key, translation); - } - - // Clear currents - CurrentTokens.Clear(); - CurrentLanguages.Clear(); - CurrentTranslations.Clear(); - - // Rebuild all currents - for (var i = 0; i < Instances.Count; i++) - { - Instances[i].RegisterAndBuild(); - } - - // Notify changes? - if (OnLocalizationChanged != null) - { - OnLocalizationChanged(); - } - } - - /// <summary>If you call this method, then UpdateTranslations will be called next Update.</summary> - public static void DelayUpdateTranslations() - { - pendingUpdates = true; - -#if UNITY_EDITOR - // Go through all enabled phrases - for (var i = 0; i < Instances.Count; i++) - { - EditorUtility.SetDirty(Instances[i].gameObject); - } -#endif - } - - /// <summary>Set the instance, merge old instance, and update translations.</summary> - protected virtual void OnEnable() - { - Instances.Add(this); - - UpdateCurrentLanguage(); - - UpdateTranslations(); - } - - /// <summary>Unset instance?</summary> - protected virtual void OnDisable() - { - Instances.Remove(this); - - UpdateTranslations(); - } - - protected virtual void Update() - { - if (pendingUpdates == true) - { - UpdateTranslations(); - } - } -#if UNITY_EDITOR - // Inspector modified? - protected virtual void OnValidate() - { - UpdateTranslations(); - } -#endif - private void RegisterAndBuild() - { - if (languages != null) - { - for (var i = 0; i < languages.Count; i++) - { - var language = languages[i]; - - if (language != null && string.IsNullOrEmpty(language.Name) == false) - { - if (CurrentLanguages.ContainsKey(language.Name) == false) - { - CurrentLanguages.Add(language.Name, language); - } - } - } - } - - if (prefabs != null) - { - for (var i = 0; i < prefabs.Count; i++) - { - var sources = prefabs[i].Sources; - - for (var j = 0; j < sources.Count; j++) - { - sources[j].Compile(currentLanguage, DefaultLanguage); - } - } - } - - var source = LeanSource.Instances.First; - - for (var i = LeanSource.Instances.Count - 1; i >= 0; i--) - { - source.Value.Compile(currentLanguage, DefaultLanguage); - - source = source.Next; - } - } - - private void UpdateCurrentLanguage() - { - // Load saved language? - if (string.IsNullOrEmpty(currentLanguage) == true) - { - if (SaveLanguage == true) - { - currentLanguage = PlayerPrefs.GetString("LeanLocalization.CurrentLanguage"); - } - } - - // Find language by culture? - if (string.IsNullOrEmpty(currentLanguage) == true) - { - switch (DetectLanguage) - { - case DetectType.SystemLanguage: - { - currentLanguage = FindLanguageName(Application.systemLanguage.ToString()); - } - break; - - case DetectType.CurrentCulture: - { - var cultureInfo = System.Globalization.CultureInfo.CurrentCulture; - - if (cultureInfo != null) - { - currentLanguage = FindLanguageName(cultureInfo.Name); - } - } - break; - - case DetectType.CurrentUICulture: - { - var cultureInfo = System.Globalization.CultureInfo.CurrentUICulture; - - if (cultureInfo != null) - { - currentLanguage = FindLanguageName(cultureInfo.Name); - } - } - break; - } - } - - // Use default language? - if (string.IsNullOrEmpty(currentLanguage) == true) - { - currentLanguage = DefaultLanguage; - } - } - - private string FindLanguageName(string alias) - { - for (var i = Languages.Count - 1; i >= 0; i--) - { - var language = Languages[i]; - - if (language.Name == alias) - { - return language.Name; - } - - if (language.Cultures != null) - { - for (var j = language.Cultures.Count - 1; j >= 0; j--) - { - if (language.Cultures[j] == alias) - { - return language.Name; - } - } - } - } - - return null; - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs.meta deleted file mode 100644 index 77c6c41..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 806f0696300aeac44a0e17efee222854 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs deleted file mode 100644 index 4163464..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs +++ /dev/null @@ -1,121 +0,0 @@ -using UnityEngine; -using UnityEngine.Serialization; -using System.Collections.Generic; -using Lean.Common; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CanEditMultipleObjects] - [CustomEditor(typeof(LeanLocalizedBehaviour), true)] - public class LeanLocalizedBehaviour_Inspector : LeanInspector<LeanLocalizedBehaviour> - { - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This component simplifies the updating process, extend it if you want to cause a specific object to get localized</summary> - public abstract class LeanLocalizedBehaviour : MonoBehaviour - { - [Tooltip("The name of the phrase we want to use for this localized component")] - [SerializeField] - [LeanTranslationName] - [FormerlySerializedAs("phraseName")] - [FormerlySerializedAs("translationTitle")] - private string translationName; - - [System.NonSerialized] - private HashSet<LeanToken> tokens; - - /// <summary>This is the name of the translation this script uses.</summary> - public string TranslationName - { - set - { - if (translationName != value) - { - translationName = value; - - UpdateLocalization(); - } - } - - get - { - return translationName; - } - } - - public void Register(LeanToken token) - { - if (token != null) - { - if (tokens == null) - { - tokens = new HashSet<LeanToken>(); - } - - tokens.Add(token); - } - } - - public void Unregister(LeanToken token) - { - if (tokens != null) - { - tokens.Remove(token); - } - } - - public void UnregisterAll() - { - if (tokens != null) - { - foreach (var token in tokens) - { - token.Unregister(this); - } - - tokens.Clear(); - } - } - - // This gets called every time the translation needs updating - // NOTE: translation may be null if it can't be found - public abstract void UpdateTranslation(LeanTranslation translation); - - /// <summary>If you call this then this component will update using the translation for the specified phrase.</summary> - [ContextMenu("Update Localization")] - public void UpdateLocalization() - { - UpdateTranslation(LeanLocalization.GetTranslation(translationName)); - } - - protected virtual void OnEnable() - { - LeanLocalization.OnLocalizationChanged += UpdateLocalization; - - UpdateLocalization(); - } - - protected virtual void OnDisable() - { - LeanLocalization.OnLocalizationChanged -= UpdateLocalization; - - UnregisterAll(); - } - -#if UNITY_EDITOR - protected virtual void OnValidate() - { - if (isActiveAndEnabled == true) - { - UpdateLocalization(); - } - } -#endif - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs.meta deleted file mode 100644 index 970eeae..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1fbd7e2a5aacea442bccddc4c9c84fa9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs b/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs deleted file mode 100644 index 9c329e4..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs +++ /dev/null @@ -1,299 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Lean.Common; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CustomEditor(typeof(LeanPhrase))] - public class LeanPhrase_Inspector : LeanInspector<LeanPhrase> - { - private static List<string> languageNames = new List<string>(); - - private static List<LeanPhrase.Entry> entries = new List<LeanPhrase.Entry>(); - - protected override void DrawInspector() - { - entries.Clear(); - entries.AddRange(Target.Entries); - - languageNames.Clear(); - languageNames.AddRange(LeanLocalization.CurrentLanguages.Keys); - - Target.Data = (LeanPhrase.DataType)GUILayout.Toolbar((int)Target.Data, new string[] { "Text", "Object", "Sprite" }); - - EditorGUILayout.Separator(); - - foreach (var languageName in languageNames) - { - var entry = default(LeanPhrase.Entry); - - if (Target.TryFindTranslation(languageName, ref entry) == true) - { - DrawEntry(entry, false); - - entries.Remove(entry); - } - else - { - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.LabelField(languageName, EditorStyles.boldLabel); - if (GUILayout.Button("Create", EditorStyles.miniButton, GUILayout.Width(45.0f)) == true) - { - Undo.RecordObject(Target, "Create Translation"); - - Target.AddEntry(languageName); - - Dirty(); - } - EditorGUILayout.EndHorizontal(); - } - - EditorGUILayout.Separator(); - } - - if (entries.Count > 0) - { - foreach (var entry in entries) - { - DrawEntry(entry, true); - } - } - } - - private void DrawEntry(LeanPhrase.Entry entry, bool unexpected) - { - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.LabelField(entry.Language, EditorStyles.boldLabel); - if (GUILayout.Button("Remove", EditorStyles.miniButton, GUILayout.Width(55.0f)) == true) - { - Undo.RecordObject(Target, "Remove Translation"); - - Target.RemoveTranslation(entry.Language); - - Dirty(); - } - EditorGUILayout.EndHorizontal(); - - if (unexpected == true) - { - EditorGUILayout.HelpBox("Your LeanLocalization component doesn't define the " + entry.Language + " language.", MessageType.Warning); - } - - Undo.RecordObject(Target, "Modified Translation"); - - EditorGUI.BeginChangeCheck(); - - switch (Target.Data) - { - case LeanPhrase.DataType.Text: - entry.Text = EditorGUILayout.TextArea(entry.Text ?? "", GUILayout.MinHeight(40.0f)); - break; - case LeanPhrase.DataType.Object: - entry.Object = EditorGUILayout.ObjectField(entry.Object, typeof(Object), true); - break; - case LeanPhrase.DataType.Sprite: - entry.Object = EditorGUILayout.ObjectField(entry.Object, typeof(Sprite), true); - break; - } - - if (EditorGUI.EndChangeCheck() == true) - { - Dirty(); LeanLocalization.UpdateTranslations(); - } - - EditorGUILayout.Separator(); - } - - [MenuItem("Assets/Create/Lean/Localization/Lean Phrase")] - private static void CreatePhrase() - { - var instance = new GameObject("New Phrase").AddComponent<LeanPhrase>(); - var path = AssetDatabase.GetAssetPath(Selection.activeObject); - - if (string.IsNullOrEmpty(path) == true) - { - path = "Assets"; - } - - path = AssetDatabase.GenerateUniqueAssetPath(path + "/New Phrase.asset"); - - AssetDatabase.CreateAsset(instance, path); - - Selection.activeObject = instance; - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This contains data about each phrase, which is then translated into different languages.</summary> - [ExecuteInEditMode] - [DisallowMultipleComponent] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanPhrase")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Phrase")] - public class LeanPhrase : LeanSource - { - public enum DataType - { - Text, - Object, - Sprite - } - - [System.Serializable] - public class Entry - { - /// <summary>The language of this translation.</summary> - public string Language; - - /// <summary>The translated text.</summary> - public string Text; - - /// <summary>The translated object (e.g. language specific texture).</summary> - public Object Object; - } - - public DataType Data { set { data = value; } get { return data; } } [SerializeField] private DataType data; - - /// <summary>This list stores all translations of this phrase in each language.</summary> - [SerializeField] - [UnityEngine.Serialization.FormerlySerializedAs("translations")] - private List<Entry> entries; - - public List<Entry> Entries - { - get - { - if (entries == null) - { - entries = new List<Entry>(); - } - - return entries; - } - } - - public void Clear() - { - if (entries != null) - { - entries.Clear(); - } - } - - public override void Compile(string primaryLanguage, string secondaryLanguage) - { - var translation = LeanLocalization.RegisterTranslation(name); - - if (entries != null) - { - for (var i = entries.Count - 1; i >= 0; i--) - { - var entry = entries[i]; - - translation.Register(entry.Language, this); - - if (entry.Language == primaryLanguage) - { - Compile(translation, entry, true); - } - else if (entry.Language == secondaryLanguage && translation.Primary == false) - { - Compile(translation, entry, false); - } - } - } - } - - private void Compile(LeanTranslation translation, Entry entry, bool primary) - { - switch (data) - { - case DataType.Text: - { - Compile(translation, entry.Text, primary); - } - break; - case DataType.Object: - case DataType.Sprite: - { - Compile(translation, entry.Object, primary); - } - break; - } - } - - private void Compile(LeanTranslation translation, object data, bool primary) - { - translation.Data = data; - - if (primary == true) - { - translation.Primary = true; - } - } - - /// <summary>This will return the translation of this phrase for the specified language.</summary> - public bool TryFindTranslation(string languageName, ref Entry entry) - { - if (entries != null) - { - for (var i = entries.Count - 1; i >= 0; i--) - { - entry = entries[i]; - - if (entry.Language == languageName) - { - return true; - } - } - } - - return false; - } - - public void RemoveTranslation(string languageName) - { - if (entries != null) - { - for (var i = entries.Count - 1; i >= 0; i--) - { - if (entries[i].Language == languageName) - { - entries.RemoveAt(i); - - return; - } - } - } - } - - /// <summary>Add a new translation to this phrase for the specified language, or return the current one.</summary> - public Entry AddEntry(string languageName, string text = null, Object obj = null) - { - var translation = default(Entry); - - if (TryFindTranslation(languageName, ref translation) == false) - { - translation = new Entry(); - - translation.Language = languageName; - - if (entries == null) - { - entries = new List<Entry>(); - } - - entries.Add(translation); - } - - translation.Text = text; - translation.Object = obj; - - return translation; - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs.meta deleted file mode 100644 index 13d65e0..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: eb15fa0e7301ff849bf4d6dcede7c12b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs b/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs deleted file mode 100644 index 1507767..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs +++ /dev/null @@ -1,176 +0,0 @@ -using UnityEngine; -using System.IO; -using System.Collections.Generic; - -namespace Lean.Localization -{ - [System.Serializable] - public class LeanPrefab - { - public Object Root; - - [SerializeField] - private List<LeanSource> sources; - - [System.NonSerialized] - private int buildingCount; - - [System.NonSerialized] - private bool buildingModified; - - private static List<LeanSource> tempSources = new List<LeanSource>(); - - public List<LeanSource> Sources - { - get - { - if (sources == null) - { - sources = new List<LeanSource>(); - } - - return sources; - } - } - - public bool RebuildSources() - { - if (sources == null) - { - sources = new List<LeanSource>(); - } - - if (Root != null) - { - if (Root is LeanSource) - { - buildingCount = 0; - buildingModified = false; - - AddSource((LeanSource)Root); - - return FinalizeBuild(); - } - else if (Root is GameObject) - { - buildingCount = 0; - buildingModified = false; - - FindFromGameObject(((GameObject)Root).transform); - - return FinalizeBuild(); - } -#if UNITY_EDITOR - else // Folder - { - var rootPath = UnityEditor.AssetDatabase.GetAssetPath(Root); - - if (string.IsNullOrEmpty(rootPath) == false) - { - buildingCount = 0; - buildingModified = false; - - var basePath = Application.dataPath; - var baseTail = "Assets"; - - if (basePath.EndsWith(baseTail) == true) - { - basePath = basePath.Substring(0, basePath.Length - baseTail.Length); - } - - FindFromFolder(basePath, rootPath); - - return FinalizeBuild(); - } - } -#endif - } - - return false; - } - - private bool FinalizeBuild() - { - for (var i = sources.Count - 1; i >= buildingCount; i--) - { - sources.RemoveAt(i); buildingModified = true; - } - - return buildingModified; - } - - private void AddSource(LeanSource source) - { - if (buildingCount < sources.Count) - { - if (sources[buildingCount] != source) - { - sources[buildingCount] = source; - - buildingModified = true; - } - } - else - { - sources.Add(source); - - buildingModified = true; - } - - buildingCount++; - } - - private void FindFromGameObject(Transform prefab) - { - prefab.GetComponents(tempSources); - - if (tempSources.Count > 0) - { - for (var i = 0; i < tempSources.Count; i++) - { - AddSource(tempSources[i]); - } - } - else - { - for (var i = 0; i < prefab.childCount; i++) - { - FindFromGameObject(prefab.GetChild(i)); - } - } - } -#if UNITY_EDITOR - private void FindFromFolder(string basePath, string rootPath) - { - var fullPath = basePath + rootPath; - - if (Directory.Exists(fullPath) == true) - { - var subFolders = Directory.GetDirectories(fullPath); - - for (var i = 0; i < subFolders.Length; i++) - { - FindFromFolder(basePath, subFolders[i].Substring(basePath.Length)); - } - - var subAssets = Directory.GetFiles(fullPath, "*.prefab"); - - for (var i = 0; i < subAssets.Length; i++) - { - FindFromFolder(basePath, subAssets[i].Substring(basePath.Length)); - } - } - // File - else - { - var subGameObject = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(rootPath); - - if (subGameObject != null) - { - FindFromGameObject(subGameObject.transform); - } - } - } -#endif - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs.meta deleted file mode 100644 index 19da17c..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a580c5d337407a9439b51424c8590dd3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs b/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs deleted file mode 100644 index 7480245..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs +++ /dev/null @@ -1,30 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace Lean.Localization -{ - /// <summary>This is the interface used for all translation sources. When a translation source is built, it will populate the LeanLocalization class with its translation data.</summary> - public abstract class LeanSource : MonoBehaviour - { - public static LinkedList<LeanSource> Instances = new LinkedList<LeanSource>(); - - [System.NonSerialized] - private LinkedListNode<LeanSource> node; - - public abstract void Compile(string primaryLanguage, string secondaryLanguage); - - protected virtual void OnEnable() - { - node = Instances.AddLast(this); - - LeanLocalization.DelayUpdateTranslations(); - } - - protected virtual void OnDisable() - { - Instances.Remove(node); - - LeanLocalization.DelayUpdateTranslations(); - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs.meta deleted file mode 100644 index 57802a9..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanSource.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f0fcf02b7e3c0524a84d768d686b3634 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs b/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs deleted file mode 100644 index c6ca7f8..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs +++ /dev/null @@ -1,130 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Lean.Common; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CustomEditor(typeof(LeanToken))] - public class LeanToken_Inspector : LeanInspector<LeanToken> - { - protected override void DrawInspector() - { - Draw("value"); - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>The class stores a token name (e.g. "AGE"), allowing it to be replaced with the token value (e.g. "20"). - /// To use the token in your text, simply include the token name surrounded by braces (e.g. "I am {AGE} years old!")</summary> - [ExecuteInEditMode] - [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanToken")] - [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Token")] - public class LeanToken : LeanSource - { - [SerializeField] - private string value; - - [System.NonSerialized] - private HashSet<LeanLocalizedBehaviour> behaviours; - - [System.NonSerialized] - private static HashSet<LeanLocalizedBehaviour> tempBehaviours = new HashSet<LeanLocalizedBehaviour>(); - - public string Value - { - set - { - if (this.value != value) - { - this.value = value; - - if (behaviours != null) - { - tempBehaviours.Clear(); - - tempBehaviours.UnionWith(behaviours); - - foreach (var behaviour in tempBehaviours) - { - behaviour.UpdateLocalization(); - } - } - } - } - - get - { - return value; - } - } - - public void SetValue(float value) - { - Value = value.ToString(); - } - - public void SetValue(string value) - { - Value = value; - } - - public void SetValue(int value) - { - Value = value.ToString(); - } - - public void Register(LeanLocalizedBehaviour behaviour) - { - if (behaviour != null) - { - if (behaviours == null) - { - behaviours = new HashSet<LeanLocalizedBehaviour>(); - } - - behaviours.Add(behaviour); - } - } - - public void Unregister(LeanLocalizedBehaviour behaviour) - { - if (behaviours != null) - { - behaviours.Remove(behaviour); - } - } - - public void UnregisterAll() - { - if (behaviours != null) - { - foreach (var behaviour in behaviours) - { - behaviour.Unregister(this); - } - - behaviours.Clear(); - } - } - - public override void Compile(string primaryLanguage, string secondaryLanguage) - { - if (string.IsNullOrEmpty(name) == false) - { - LeanLocalization.CurrentTokens.Add(name, this); - } - } - - protected override void OnDisable() - { - base.OnDisable(); - - UnregisterAll(); - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs.meta deleted file mode 100644 index ccef956..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanToken.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6b00b1c461a103b4898dcc53ee709d22 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs b/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs deleted file mode 100644 index 5fc5e18..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs +++ /dev/null @@ -1,191 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace Lean.Localization -{ - /// <summary>This contains the translated value for the current language, and other associated data.</summary> - public class LeanTranslation - { - public struct Entry - { - public string Language; - - public Object Owner; - } - - /// <summary>The name of this translation.</summary> - public string Name { get { return name; } } [SerializeField] private string name; - - /// <summary>The data of this translation (e.g. string or Object). - /// NOTE: This is a System.Object, so you must correctly cast it back before use.</summary> - public object Data; - - /// <summary>If Data has been filled with data for the primary language, then this will be set to true.</summary> - public bool Primary; - - /// <summary>This stores a list of all LeanSource instances that are currently managing the current value of this translation in the current language. - /// NOTE: If this is empty then no LeanSource of this name is localized for the current language.</summary> - public List<Entry> Entries { get { return entries; } } private List<Entry> entries = new List<Entry>(); - - private static bool buffering; - - private static System.Text.StringBuilder current = new System.Text.StringBuilder(); - - private static System.Text.StringBuilder buffer = new System.Text.StringBuilder(); - - private static List<LeanToken> tokens = new List<LeanToken>(); - - public LeanTranslation(string newName) - { - name = newName; - } - - public void Register(string language, Object owner) - { - var entry = new Entry(); - - entry.Language = language; - entry.Owner = owner; - - entries.Add(entry); - } - - public void Clear() - { - Data = null; - Primary = false; - - entries.Clear(); - } - - public int LanguageCount(string language) - { - var total = 0; - - for (var i = entries.Count - 1; i >= 0; i--) - { - if (entries[i].Language == language) - { - total += 1; - } - } - - return total; - } - - /// <summary>This returns Text with all tokens substituted using the LeanLocalization.Tokens list.</summary> - public static string FormatText(string rawText, string currentText, LeanLocalizedBehaviour behaviour) - { - if (string.IsNullOrEmpty(currentText) == true) - { - currentText = rawText; - } - - if (rawText != null) - { - current.Length = 0; - buffer.Length = 0; - tokens.Clear(); - - for (var i = 0; i < rawText.Length; i++) - { - var rawChar = rawText[i]; - - if (rawChar == '{') - { - if (buffering == true) - { - buffering = false; - - buffer.Length = 0; - } - else - { - buffering = true; - } - } - else if (rawChar == '}') - { - if (buffering == true) - { - if (buffer.Length > 0) - { - var token = default(LeanToken); - - if (buffer.Length > 0 && LeanLocalization.CurrentTokens.TryGetValue(buffer.ToString(), out token) == true) // TODO: Avoid ToString here? - { - current.Append(token.Value); - - tokens.Add(token); - } - else - { - current.Append('{').Append(buffer).Append('}'); - } - - buffer.Length = 0; - } - - buffering = false; - } - } - else - { - if (buffering == true) - { - buffer.Append(rawChar); - } - else - { - current.Append(rawChar); - } - } - } - - if (Match(currentText, current) == false) - { - if (behaviour != null) - { - behaviour.UnregisterAll(); - } - - for (var i = tokens.Count - 1; i >= 0; i--) - { - var token = tokens[i]; - - token.Register(behaviour); - - behaviour.Register(token); - } - - return current.ToString(); - } - } - - return currentText; - } - - private static bool Match(string a, System.Text.StringBuilder b) - { - if (a == null && b.Length > 0) - { - return false; - } - - if (a.Length != b.Length) - { - return false; - } - - for (var i = 0; i < a.Length; i++) - { - if (a[i] != b[i]) - { - return false; - } - } - - return true; - } - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs.meta deleted file mode 100644 index 6f16358..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 262535ccf26608d488744fb304c45389 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs b/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs deleted file mode 100644 index 740d43d..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs +++ /dev/null @@ -1,54 +0,0 @@ -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; - -namespace Lean.Localization -{ - [CustomPropertyDrawer(typeof(LeanTranslationNameAttribute))] - public class LeanTranslationNameDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - var left = position; left.xMax -= 40; - var right = position; right.xMin = left.xMax + 2; - var color = GUI.color; - - if (LeanLocalization.CurrentTranslations.ContainsKey(property.stringValue) == false) - { - GUI.color = Color.red; - } - - EditorGUI.PropertyField(left, property); - - GUI.color = color; - - if (GUI.Button(right, "List") == true) - { - var menu = new GenericMenu(); - - foreach (var translationName in LeanLocalization.CurrentTranslations.Keys) - { - menu.AddItem(new GUIContent(translationName), property.stringValue == translationName, () => { property.stringValue = translationName; property.serializedObject.ApplyModifiedProperties(); }); - } - - if (menu.GetItemCount() > 0) - { - menu.DropDown(right); - } - else - { - Debug.LogWarning("Your scene doesn't contain any phrases, so the phrase name list couldn't be created."); - } - } - } - } -} -#endif - -namespace Lean.Localization -{ - /// <summary>This attribute allows you to select a translation from all the localizations in the scene.</summary> - public class LeanTranslationNameAttribute : PropertyAttribute - { - } -}
\ No newline at end of file diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs.meta b/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs.meta deleted file mode 100644 index e63dbdc..0000000 --- a/Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cdfebeb32b399cb498725e695b85d6eb -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: |
