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authorAndrew Lee <alee14498@gmail.com>2019-11-03 18:31:04 -0500
committerAndrew Lee <alee14498@gmail.com>2019-11-03 18:31:04 -0500
commite8dd5d4fd406e6e6b710cbe85309f6870bccc37a (patch)
treedb0e99cfdbefb1625d66d07631f43565ae8ff41f /Assets/Packages/Lean/Localization/Scripts
parent20b14c9a89821e6592bf25bed9329a5abe20495c (diff)
downloadUnicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.gz
Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.bz2
Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.zip
Remove everything
Diffstat (limited to 'Assets/Packages/Lean/Localization/Scripts')
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours.meta10
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs47
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs48
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedImage.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs55
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedRenderer.cs.meta12
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs47
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedSpriteRenderer.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs48
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs48
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs.meta12
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs46
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs.meta13
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs46
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs.meta13
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs43
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguage.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs303
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguageCSV.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs46
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLanguageNameAttribute.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs1016
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs121
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLocalizedBehaviour.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs299
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanPhrase.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs176
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanPrefab.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanSource.cs30
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanSource.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanToken.cs130
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanToken.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs191
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanTranslation.cs.meta8
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs54
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanTranslationNameAttribute.cs.meta8
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 @@
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