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Diffstat (limited to 'Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs')
-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs
new file mode 100644
index 0000000..6730956
--- /dev/null
+++ b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs
@@ -0,0 +1,48 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Lean.Localization
+{
+ /// <summary>This component will update a Text component's Font with a localized font, or use a fallback if none is found.</summary>
+ [ExecuteInEditMode]
+ [DisallowMultipleComponent]
+ [RequireComponent(typeof(Text))]
+ [HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedTextFont")]
+ [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextFont")]
+ public class LeanLocalizedTextFont : LeanLocalizedBehaviour
+ {
+ [Tooltip("If PhraseName couldn't be found, this font will be used")]
+ public Font FallbackFont;
+
+ // 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 Font)
+ {
+ text.font = (Font)translation.Data;
+ }
+ // Use fallback?
+ else
+ {
+ text.font = FallbackFont;
+ }
+ }
+
+ protected virtual void Awake()
+ {
+ // Should we set FallbackFont?
+ if (FallbackFont == null)
+ {
+ // Get the Text component attached to this GameObject
+ var text = GetComponent<Text>();
+
+ // Copy current font to fallback
+ FallbackFont = text.font;
+ }
+ }
+ }
+} \ No newline at end of file