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-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs
new file mode 100644
index 0000000..df63743
--- /dev/null
+++ b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs
@@ -0,0 +1,48 @@
+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