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-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs47
1 files changed, 47 insertions, 0 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs
new file mode 100644
index 0000000..7b45595
--- /dev/null
+++ b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs
@@ -0,0 +1,47 @@
+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