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Diffstat (limited to 'Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs')
| -rw-r--r-- | Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedText.cs | 48 |
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; + } + } + } +}
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