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-rw-r--r--Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs46
1 files changed, 0 insertions, 46 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs
deleted file mode 100644
index c9fcbc6..0000000
--- a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMesh.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-using UnityEngine;
-
-namespace Lean.Localization
-{
- /// <summary>This component will update a TMPro.TextMeshProUGUI component with localized text, or use a fallback if none is found.</summary>
- [ExecuteInEditMode]
- [DisallowMultipleComponent]
- [RequireComponent(typeof(TextMesh))]
- [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextMesh")]
- public class LeanLocalizedTextMesh : 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 TextMeshProUGUI component attached to this GameObject
- var text = GetComponent<TextMesh>();
-
- // 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 TextMeshProUGUI component attached to this GameObject
- var text = GetComponent<TextMesh>();
-
- // Copy current text to fallback
- FallbackText = text.text;
- }
- }
- }
-} \ No newline at end of file