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