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Diffstat (limited to 'Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs')
| -rw-r--r-- | Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedAudioSource.cs | 47 |
1 files changed, 0 insertions, 47 deletions
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; - } - } - } -}
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