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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, 0 insertions, 48 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs
deleted file mode 100644
index 6730956..0000000
--- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextFont.cs
+++ /dev/null
@@ -1,48 +0,0 @@
-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