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-rw-r--r--Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs1016
1 files changed, 1016 insertions, 0 deletions
diff --git a/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs b/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs
new file mode 100644
index 0000000..48c6013
--- /dev/null
+++ b/Assets/Packages/Lean/Localization/Scripts/LeanLocalization.cs
@@ -0,0 +1,1016 @@
+using UnityEngine;
+using System.Collections.Generic;
+using Lean.Common;
+#if UNITY_EDITOR
+using UnityEditor;
+
+namespace Lean.Localization
+{
+ [CustomEditor(typeof(LeanLocalization))]
+ public class LeanLocalization_Inspector : LeanInspector<LeanLocalization>
+ {
+ static LeanLocalization_Inspector()
+ {
+ AddPresetLanguage("Chinese", "ChineseSimplified", "ChineseTraditional", "zh", "zh-TW", "zh-CN", "zh-HK", "zh-SG", "zh-MO");
+ AddPresetLanguage("English", "en", "en-GB", "en-US", "en-AU", "en-CA", "en-NZ", "en-IE", "en-ZA", "en-JM", "en-en029", "en-BZ", "en-BZ", "en-TT", "en-ZW", "en-PH");
+ AddPresetLanguage("Spanish", "es", "es-ES", "es-MX", "es-GT", "es-CR", "es-PA", "es-DO", "es-VE", "es-CO", "es-PE", "es-AR", "es-EC", "es-CL", "es-UY", "es-PY", "es-BO", "es-SV", "es-SV", "es-HN", "es-NI", "es-PR");
+ AddPresetLanguage("Arabic", "ar", "ar-SA", "ar-IQ", "ar-EG", "ar-LY", "ar-DZ", "ar-MA", "ar-TN", "ar-OM", "ar-YE", "ar-SY", "ar-JO", "ar-LB", "ar-KW", "ar-AE", "ar-BH", "ar-QA");
+ AddPresetLanguage("German", "de", "de-DE", "de-CH", "de-AT", "de-LU", "de-LI");
+ AddPresetLanguage("Korean", "ko", "ko-KR");
+ AddPresetLanguage("French", "fr", "fr-FR", "fr-BE", "fr-CA", "fr-CH", "fr-LU", "fr-MC");
+ AddPresetLanguage("Russian", "ru", "ru-RU");
+ AddPresetLanguage("Japanese", "ja", "ja-JP");
+ AddPresetLanguage("Italian", "it", "it-IT", "it-CH");
+ AddPresetLanguage("Portuguese", "pt", "pt-BR", "pt-PT");
+ AddPresetLanguage("Other...");
+ }
+
+ class PresetLanguage
+ {
+ public string Name;
+ public string[] Cultures;
+ }
+
+ private static List<PresetLanguage> presetLanguages = new List<PresetLanguage>();
+
+ protected override void DrawInspector()
+ {
+ LeanLocalization.UpdateTranslations();
+
+ DrawCurrentLanguage();
+ Draw("SaveLanguage", "Automatically save/load the CurrentLanguage selection to PlayerPrefs? (can be cleared with ClearSave context menu option)");
+
+ EditorGUILayout.Separator();
+
+ Draw("DefaultLanguage", "If the application is started and no language has been loaded or auto detected, this language will be used.");
+ Draw("DetectLanguage", "How should the cultures be used to detect the user's device language?");
+ EditorGUI.BeginDisabledGroup(true);
+ EditorGUI.indentLevel++;
+ switch (Target.DetectLanguage)
+ {
+ case LeanLocalization.DetectType.SystemLanguage:
+ EditorGUILayout.TextField("SystemLanguage", Application.systemLanguage.ToString());
+ break;
+ case LeanLocalization.DetectType.CurrentCulture:
+ EditorGUILayout.TextField("CurrentCulture", System.Globalization.CultureInfo.CurrentCulture.ToString());
+ break;
+ case LeanLocalization.DetectType.CurrentUICulture:
+ EditorGUILayout.TextField("CurrentUICulture", System.Globalization.CultureInfo.CurrentUICulture.ToString());
+ break;
+ }
+ EditorGUI.indentLevel--;
+ EditorGUI.EndDisabledGroup();
+
+ EditorGUILayout.Separator();
+
+ DrawLanguages();
+
+ EditorGUILayout.Separator();
+
+ DrawPrefabs();
+
+ EditorGUILayout.Separator();
+
+ DrawTokens();
+
+ EditorGUILayout.Separator();
+
+ DrawTranslations();
+ }
+
+ private void DrawCurrentLanguage()
+ {
+ var rect = Reserve();
+ var rectA = rect; rectA.xMax -= 37.0f;
+ var rectB = rect; rectB.xMin = rectB.xMax - 35.0f;
+
+ LeanLocalization.CurrentLanguage = EditorGUI.TextField(rectA, "Current Language", LeanLocalization.CurrentLanguage);
+
+ if (GUI.Button(rectB, "List") == true)
+ {
+ var menu = new GenericMenu();
+
+ foreach (var pair in LeanLocalization.CurrentLanguages)
+ {
+ var languageName = pair.Key;
+
+ menu.AddItem(new GUIContent(languageName), LeanLocalization.CurrentLanguage == languageName, () => { LeanLocalization.CurrentLanguage = languageName; });
+ }
+
+ if (menu.GetItemCount() > 0)
+ {
+ menu.DropDown(rectB);
+ }
+ else
+ {
+ Debug.LogWarning("Your scene doesn't contain any languages, so the language name list couldn't be created.");
+ }
+ }
+ }
+
+ private void DrawLanguages()
+ {
+ var languagesProperty = serializedObject.FindProperty("languages");
+
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Languages", EditorStyles.boldLabel);
+ if (GUILayout.Button("Add", EditorStyles.miniButton, GUILayout.Width(35.0f)) == true)
+ {
+ var menu = new GenericMenu();
+
+ foreach (var presetLanguage in presetLanguages)
+ {
+ var preset = presetLanguage; menu.AddItem(new GUIContent(presetLanguage.Name), Target.LanguageExists(presetLanguage.Name), () => AddLanguage(preset));
+ }
+
+ menu.ShowAsContext();
+ }
+ EditorGUILayout.EndHorizontal();
+
+ if (languagesProperty.arraySize == 0)
+ {
+ EditorGUILayout.HelpBox("Click the 'Add' button, and select a language.", MessageType.Info);
+ }
+
+ EditorGUI.indentLevel++;
+ for (var i = 0; i < languagesProperty.arraySize; i++)
+ {
+ EditorGUILayout.PropertyField(languagesProperty.GetArrayElementAtIndex(i), true);
+ }
+ EditorGUI.indentLevel--;
+ }
+
+ private void DrawPrefabs()
+ {
+ var rectA = Reserve();
+ var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth;
+ EditorGUI.LabelField(rectA, "Prefabs", EditorStyles.boldLabel);
+ var newPrefab = EditorGUI.ObjectField(rectB, "", default(Object), typeof(Object), false);
+ if (newPrefab != null)
+ {
+ Undo.RecordObject(Target, "Add Source");
+
+ Target.AddPrefab(newPrefab);
+
+ Dirty();
+ }
+
+ EditorGUI.indentLevel++;
+ for (var i = 0; i < Target.Prefabs.Count; i++)
+ {
+ DrawPrefabs(i);
+ }
+ EditorGUI.indentLevel--;
+ }
+
+ private int expandPrefab = -1;
+
+ private void DrawPrefabs(int index)
+ {
+ var rectA = Reserve();
+ var rectB = rectA; rectB.xMax -= 22.0f;
+ var rectC = rectA; rectC.xMin = rectC.xMax - 20.0f;
+ var prefab = Target.Prefabs[index];
+ var rebuilt = false;
+ var expand = EditorGUI.Foldout(new Rect(rectA.x, rectA.y, 20, rectA.height), expandPrefab == index, "");
+
+ if (expand == true)
+ {
+ expandPrefab = index;
+ }
+ else if (expandPrefab == index)
+ {
+ expandPrefab = -1;
+ }
+
+ EditorGUI.BeginDisabledGroup(true);
+ BeginError(prefab.Root == null);
+ EditorGUI.ObjectField(rectB, prefab.Root, typeof(Object), false);
+ EndError();
+ if (prefab.Root != null)
+ {
+ Undo.RecordObject(Target, "Rebuild Sources");
+
+ rebuilt |= prefab.RebuildSources();
+
+ if (expand == true)
+ {
+ var sources = prefab.Sources;
+
+ EditorGUI.indentLevel++;
+ foreach (var source in sources)
+ {
+ EditorGUI.ObjectField(Reserve(), source, typeof(LeanSource), false);
+ }
+ EditorGUI.indentLevel--;
+ }
+ }
+ EditorGUI.EndDisabledGroup();
+ if (rebuilt == true)
+ {
+ Dirty();
+ }
+ if (GUI.Button(rectC, "X", EditorStyles.miniButton) == true)
+ {
+ Undo.RecordObject(Target, "Remove Prefab");
+
+ Target.Prefabs.RemoveAt(index);
+
+ Dirty();
+
+ if (expand == true)
+ {
+ expandPrefab = -1;
+ }
+ }
+ }
+
+ private static string translationFilter;
+
+ private LeanTranslation expandTranslation;
+
+ private void DrawTranslations()
+ {
+ var rectA = Reserve();
+ var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth; rectB.xMax -= 37.0f;
+ var rectC = rectA; rectC.xMin = rectC.xMax - 35.0f;
+ EditorGUI.LabelField(rectA, "Translations", EditorStyles.boldLabel);
+ translationFilter = EditorGUI.TextField(rectB, "", translationFilter);
+ EditorGUI.BeginDisabledGroup(string.IsNullOrEmpty(translationFilter) == true || LeanLocalization.CurrentTranslations.ContainsKey(translationFilter) == true);
+ if (GUI.Button(rectC, "Add", EditorStyles.miniButton) == true)
+ {
+ var phrase = LeanLocalization.AddPhraseToFirst(translationFilter);
+
+ LeanLocalization.UpdateTranslations();
+
+ Selection.activeObject = phrase;
+
+ EditorGUIUtility.PingObject(phrase);
+ }
+ EditorGUI.EndDisabledGroup();
+
+ if (LeanLocalization.CurrentTranslations.Count == 0 && string.IsNullOrEmpty(translationFilter) == true)
+ {
+ EditorGUILayout.HelpBox("Type in the name of a translation, and click the 'Add' button. Or, drag and drop a prefab that contains some.", MessageType.Info);
+ }
+ else
+ {
+ var total = 0;
+
+ EditorGUI.indentLevel++;
+ foreach (var pair in LeanLocalization.CurrentTranslations)
+ {
+ var name = pair.Key;
+
+ if (string.IsNullOrEmpty(translationFilter) == true || name.IndexOf(translationFilter, System.StringComparison.InvariantCultureIgnoreCase) >= 0)
+ {
+ var translation = pair.Value;
+ var rectT = Reserve();
+ var expand = EditorGUI.Foldout(new Rect(rectT.x, rectT.y, 20, rectT.height), expandTranslation == translation, "");
+
+ if (expand == true)
+ {
+ expandTranslation = translation;
+ }
+ else if (expandTranslation == translation)
+ {
+ expandTranslation = null;
+ }
+
+ CalculateTranslation(pair.Value);
+
+ var data = translation.Data;
+
+ total++;
+
+ EditorGUI.BeginDisabledGroup(true);
+ BeginError(missing.Count > 0 || clashes.Count > 0);
+ if (data is Object)
+ {
+ EditorGUI.ObjectField(rectT, name, (Object)data, typeof(Object), true);
+ }
+ else
+ {
+ EditorGUI.TextField(rectT, name, data != null ? data.ToString() : "");
+ }
+ EndError();
+
+ if (expand == true)
+ {
+ EditorGUI.indentLevel++;
+ foreach (var entry in translation.Entries)
+ {
+ BeginError(clashes.Contains(entry.Language) == true);
+ EditorGUILayout.ObjectField(entry.Language, entry.Owner, typeof(Object), true);
+ EndError();
+ }
+ EditorGUI.indentLevel--;
+ }
+ EditorGUI.EndDisabledGroup();
+
+ if (expand == true)
+ {
+ foreach (var language in missing)
+ {
+ EditorGUILayout.HelpBox("This translation isn't defined for the " + language + " language.", MessageType.Warning);
+ }
+
+ foreach (var language in clashes)
+ {
+ EditorGUILayout.HelpBox("This translation is defined multiple times for the " + language + " language.", MessageType.Warning);
+ }
+ }
+ }
+ }
+ EditorGUI.indentLevel--;
+
+ if (total == 0)
+ {
+ EditorGUILayout.HelpBox("No translation with this name exists, click the 'Add' button to create it.", MessageType.Info);
+ }
+ }
+ }
+
+ private static List<string> missing = new List<string>();
+
+ private static List<string> clashes = new List<string>();
+
+ private static void CalculateTranslation(LeanTranslation translation)
+ {
+ missing.Clear();
+ clashes.Clear();
+
+ foreach (var language in LeanLocalization.CurrentLanguages.Keys)
+ {
+ if (translation.Entries.Exists(e => e.Language == language) == false)
+ {
+ missing.Add(language);
+ }
+ }
+
+ foreach (var entry in translation.Entries)
+ {
+ var language = entry.Language;
+
+ if (clashes.Contains(language) == false)
+ {
+ if (translation.LanguageCount(language) > 1)
+ {
+ clashes.Add(language);
+ }
+ }
+ }
+ }
+
+ private static string tokensFilter;
+
+ private void DrawTokens()
+ {
+ var rectA = Reserve();
+ var rectB = rectA; rectB.xMin += EditorGUIUtility.labelWidth; rectB.xMax -= 37.0f;
+ var rectC = rectA; rectC.xMin = rectC.xMax - 35.0f;
+ EditorGUI.LabelField(rectA, "Tokens", EditorStyles.boldLabel);
+ tokensFilter = EditorGUI.TextField(rectB, "", tokensFilter);
+ EditorGUI.BeginDisabledGroup(string.IsNullOrEmpty(tokensFilter) == true || LeanLocalization.CurrentTokens.ContainsKey(tokensFilter) == true);
+ if (GUI.Button(rectC, "Add", EditorStyles.miniButton) == true)
+ {
+ var token = LeanLocalization.AddTokenToFirst(tokensFilter);
+
+ LeanLocalization.UpdateTranslations();
+
+ Selection.activeObject = token;
+
+ EditorGUIUtility.PingObject(token);
+ }
+ EditorGUI.EndDisabledGroup();
+
+ if (LeanLocalization.CurrentTokens.Count > 0 || string.IsNullOrEmpty(tokensFilter) == false)
+ {
+ var total = 0;
+
+ EditorGUI.indentLevel++;
+ EditorGUI.BeginDisabledGroup(true);
+ foreach (var pair in LeanLocalization.CurrentTokens)
+ {
+ if (string.IsNullOrEmpty(tokensFilter) == true || pair.Key.IndexOf(tokensFilter, System.StringComparison.InvariantCultureIgnoreCase) >= 0)
+ {
+ EditorGUILayout.ObjectField(pair.Key, pair.Value, typeof(Object), true); total++;
+ }
+ }
+ EditorGUI.EndDisabledGroup();
+ EditorGUI.indentLevel--;
+
+ if (total == 0)
+ {
+ EditorGUILayout.HelpBox("No token with this name exists, click the 'Add' button to create it.", MessageType.Info);
+ }
+ }
+ }
+
+ private void AddLanguage(PresetLanguage presetLanguage)
+ {
+ Undo.RecordObject(Target, "Add Language");
+
+ Target.AddLanguage(presetLanguage.Name, presetLanguage.Cultures);
+
+ Dirty();
+ }
+
+ private static void AddPresetLanguage(string name, params string[] cultures)
+ {
+ var presetLanguage = new PresetLanguage();
+
+ presetLanguage.Name = name;
+ presetLanguage.Cultures = cultures;
+
+ presetLanguages.Add(presetLanguage);
+ }
+
+ [MenuItem("GameObject/Lean/Localization", false, 1)]
+ private static void CreateLocalization()
+ {
+ var gameObject = new GameObject(typeof(LeanLocalization).Name);
+
+ Undo.RegisterCreatedObjectUndo(gameObject, "Create LeanLocalization");
+
+ gameObject.AddComponent<LeanLocalization>();
+
+ Selection.activeGameObject = gameObject;
+ }
+ }
+}
+#endif
+
+namespace Lean.Localization
+{
+ /// <summary>This component manages a global list of translations for easy access.
+ /// Translations are gathered from the <b>prefabs</b> list, as well as from any active and enabled <b>LeanSource</b> components in the scene.</summary>
+ [ExecuteInEditMode]
+ [HelpURL(HelpUrlPrefix + "LeanLocalization")]
+ [AddComponentMenu(ComponentPathPrefix + "Localization")]
+ public class LeanLocalization : MonoBehaviour
+ {
+ public enum DetectType
+ {
+ None,
+ SystemLanguage,
+ CurrentCulture,
+ CurrentUICulture
+ }
+
+ public const string HelpUrlPrefix = LeanHelper.HelpUrlPrefix + "LeanLocalization#";
+
+ public const string ComponentPathPrefix = LeanHelper.ComponentPathPrefix + "Localization/Lean ";
+
+ /// <summary>All active and enabled LeanLocalization components.</summary>
+ public static List<LeanLocalization> Instances = new List<LeanLocalization>();
+
+ public static Dictionary<string, LeanToken> CurrentTokens = new Dictionary<string, LeanToken>();
+
+ public static Dictionary<string, LeanLanguage> CurrentLanguages = new Dictionary<string, LeanLanguage>();
+
+ /// <summary>Dictionary of all the phrase names mapped to their current translations.</summary>
+ public static Dictionary<string, LeanTranslation> CurrentTranslations = new Dictionary<string, LeanTranslation>();
+
+ /// <summary>If the application is started and no language has been loaded or auto detected, this language will be used.</summary>
+ [LeanLanguageName]
+ public string DefaultLanguage;
+
+ /// <summary>How should the cultures be used to detect the user's device language?</summary>
+ public DetectType DetectLanguage = DetectType.SystemLanguage;
+
+ /// <summary>Automatically save/load the CurrentLanguage selection to PlayerPrefs? (can be cleared with ClearSave context menu option)</summary>
+ public bool SaveLanguage = true;
+
+ [SerializeField]
+ private List<LeanLanguage> languages;
+
+ [SerializeField]
+ private List<LeanPrefab> prefabs;
+
+ /// <summary>Called when the language or translations change.</summary>
+ public static System.Action OnLocalizationChanged;
+
+ /// <summary>The currently set language.</summary>
+ private static string currentLanguage;
+
+ private static bool pendingUpdates;
+
+ private static Dictionary<string, LeanTranslation> tempTranslations = new Dictionary<string, LeanTranslation>();
+
+ /// <summary>This stores all languages and their aliases managed by this LeanLocalization instance.</summary>
+ public List<LeanLanguage> Languages
+ {
+ get
+ {
+ if (languages == null)
+ {
+ languages = new List<LeanLanguage>();
+ }
+
+ return languages;
+ }
+ }
+
+ /// <summary>This stores all prefabs and folders managed by this LeanLocalization instance.</summary>
+ public List<LeanPrefab> Prefabs
+ {
+ get
+ {
+ if (prefabs == null)
+ {
+ prefabs = new List<LeanPrefab>();
+ }
+
+ return prefabs;
+ }
+ }
+
+ /// <summary>Does at least one localization have 'SaveLanguage' set?</summary>
+ public static bool CurrentSaveLanguage
+ {
+ get
+ {
+ for (var i = 0; i < Instances.Count; i++)
+ {
+ if (Instances[i].SaveLanguage == true)
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+ }
+
+ /// <summary>Change the current language of this instance?</summary>
+ public static string CurrentLanguage
+ {
+ set
+ {
+ if (CurrentLanguage != value)
+ {
+ currentLanguage = value;
+
+ UpdateTranslations();
+
+ if (CurrentSaveLanguage == true)
+ {
+ PlayerPrefs.SetString("LeanLocalization.CurrentLanguage", value);
+ }
+ }
+ }
+
+ get
+ {
+ return currentLanguage;
+ }
+ }
+
+ /// <summary>When rebuilding translations this method is called from any <b>LeanSource</b> components that define a transition.</summary>
+ public static LeanTranslation RegisterTranslation(string name)
+ {
+ var translation = default(LeanTranslation);
+
+ if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == false)
+ {
+ if (tempTranslations.TryGetValue(name, out translation) == true)
+ {
+ tempTranslations.Remove(name);
+
+ CurrentTranslations.Add(name, translation);
+ }
+ else
+ {
+ translation = new LeanTranslation(name);
+
+ CurrentTranslations.Add(name, translation);
+ }
+ }
+
+ return translation;
+ }
+
+ [ContextMenu("Clear Save")]
+ public void ClearSave()
+ {
+ PlayerPrefs.DeleteKey("LeanLocalization.CurrentLanguage");
+ }
+
+ /// <summary>This sets the current language using the specified string.</summary>
+ public void SetCurrentLanguage(string newLanguage)
+ {
+ CurrentLanguage = newLanguage;
+ }
+
+ /// <summary>This sets the current language using the specified index based on the Languages list, where 0 is the first language.</summary>
+ public void SetCurrentLanguage(int newLanguageIndex)
+ {
+ if (newLanguageIndex >= 0 && newLanguageIndex < Instances.Count)
+ {
+ SetCurrentLanguage(Instances[newLanguageIndex].name);
+ }
+ }
+
+ public bool LanguageExists(string languageName)
+ {
+ var language = default(LeanLanguage);
+
+ return TryGetLanguage(languageName, ref language);
+ }
+
+ public bool TryGetLanguage(string languageName, ref LeanLanguage language)
+ {
+ if (languages != null)
+ {
+ for (var i = languages.Count - 1; i >= 0; i--)
+ {
+ language = languages[i];
+
+ if (language.Name == languageName)
+ {
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ /// <summary>This adds the specified UnityEngine.Object to this LeanLocalization instance, allowing it to be registered as a prefab.</summary>
+ public void AddPrefab(Object root)
+ {
+ for (var i = Prefabs.Count - 1; i >= 0; i--) // NOTE: Property
+ {
+ if (prefabs[i].Root == root)
+ {
+ return;
+ }
+ }
+
+ var prefab = new LeanPrefab();
+
+ prefab.Root = root;
+
+ prefabs.Add(prefab);
+ }
+
+ /// <summary>This adds a new language to this LeanLocalization instance, with the specified name and cultures.</summary>
+ public LeanLanguage AddLanguage(string languageName, string[] cultures)
+ {
+ var language = default(LeanLanguage);
+
+ if (TryGetLanguage(languageName, ref language) == false)
+ {
+ language = new LeanLanguage();
+
+ language.Name = languageName;
+
+ if (languages == null)
+ {
+ languages = new List<LeanLanguage>();
+ }
+
+ languages.Add(language);
+ }
+
+ language.Cultures.Clear();
+ language.Cultures.AddRange(cultures);
+
+ return language;
+ }
+
+ /// <summary>This calls AddToken on the first active and enabled LeanLocalization instance, or creates one first.</summary>
+ public static LeanToken AddTokenToFirst(string name)
+ {
+ if (Instances.Count == 0)
+ {
+ new GameObject("LeanLocalization").AddComponent<LeanLocalization>();
+ }
+
+ return Instances[0].AddToken(name);
+ }
+
+ /// <summary>This creates a new token with the specified name, and adds it to the current GameObject.</summary>
+ public LeanToken AddToken(string name)
+ {
+ if (string.IsNullOrEmpty(name) == false)
+ {
+ var root = new GameObject(name);
+ var token = root.AddComponent<LeanToken>();
+
+ root.transform.SetParent(transform, false);
+
+ return token;
+ }
+
+ return null;
+ }
+
+ /// <summary>This allows you to set the value of the token with the specified name.
+ /// If no token exists and allowCreation is enabled, then one will be created for you.</summary>
+ public static void SetToken(string name, string value, bool allowCreation = true)
+ {
+ if (string.IsNullOrEmpty(name) == false)
+ {
+ var token = default(LeanToken);
+
+ if (CurrentTokens.TryGetValue(name, out token) == true)
+ {
+ token.Value = value;
+ }
+ else if (allowCreation == true)
+ {
+ token = AddTokenToFirst(name);
+
+ token.Value = value;
+ }
+ }
+ }
+
+ /// <summary>This allows you to get the value of the token with the specified name.
+ /// If no token exists, then the defaultValue will be returned.</summary>
+ public static string GetToken(string name, string defaultValue = null)
+ {
+ var token = default(LeanToken);
+
+ if (string.IsNullOrEmpty(name) == false)
+ {
+ if (CurrentTokens.TryGetValue(name, out token) == true)
+ {
+ return token.Value;
+ }
+ }
+
+ return defaultValue;
+ }
+
+ /// <summary>This calls AddPhrase on the first active and enabled LeanLocalization instance, or creates one first.</summary>
+ public static LeanPhrase AddPhraseToFirst(string name)
+ {
+ if (Instances.Count == 0)
+ {
+ new GameObject("LeanLocalization").AddComponent<LeanLocalization>();
+ }
+
+ return Instances[0].AddPhrase(name);
+ }
+
+ /// <summary>This creates a new phrase with the specified name, and adds it to the current GameObject.</summary>
+ public LeanPhrase AddPhrase(string name)
+ {
+ if (string.IsNullOrEmpty(name) == false)
+ {
+ var root = new GameObject(name);
+ var phrase = root.AddComponent<LeanPhrase>();
+
+ root.transform.SetParent(transform, false);
+
+ return phrase;
+ }
+
+ return null;
+ }
+
+ /// <summary>This will return the translation with the specified name, or null if none was found.</summary>
+ public static LeanTranslation GetTranslation(string name)
+ {
+ var translation = default(LeanTranslation);
+
+ if (string.IsNullOrEmpty(name) == false)
+ {
+ CurrentTranslations.TryGetValue(name, out translation);
+ }
+
+ return translation;
+ }
+
+ /// <summary>This will return the translated string with the specified name, or the fallback if none is found.</summary>
+ public static string GetTranslationText(string name, string fallback = null)
+ {
+ var translation = default(LeanTranslation);
+
+ if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == true && translation.Data is string)
+ {
+ return (string)translation.Data;
+ }
+
+ return fallback;
+ }
+
+ /// <summary>This will return the translated UnityEngine.Object with the specified name, or the fallback if none is found.</summary>
+ public static T GetTranslationObject<T>(string name, T fallback = null)
+ where T : Object
+ {
+ var translation = default(LeanTranslation);
+
+ if (string.IsNullOrEmpty(name) == false && CurrentTranslations.TryGetValue(name, out translation) == true && translation.Data is T)
+ {
+ return (T)translation.Data;
+ }
+
+ return fallback;
+ }
+
+ /// <summary>This rebuilds the dictionary used to quickly map phrase names to translations for the current language.</summary>
+ public static void UpdateTranslations()
+ {
+ pendingUpdates = false;
+
+ // Copy previous translations to temp dictionary
+ tempTranslations.Clear();
+
+ foreach (var pair in CurrentTranslations)
+ {
+ var translation = pair.Value;
+
+ translation.Clear();
+
+ tempTranslations.Add(pair.Key, translation);
+ }
+
+ // Clear currents
+ CurrentTokens.Clear();
+ CurrentLanguages.Clear();
+ CurrentTranslations.Clear();
+
+ // Rebuild all currents
+ for (var i = 0; i < Instances.Count; i++)
+ {
+ Instances[i].RegisterAndBuild();
+ }
+
+ // Notify changes?
+ if (OnLocalizationChanged != null)
+ {
+ OnLocalizationChanged();
+ }
+ }
+
+ /// <summary>If you call this method, then UpdateTranslations will be called next Update.</summary>
+ public static void DelayUpdateTranslations()
+ {
+ pendingUpdates = true;
+
+#if UNITY_EDITOR
+ // Go through all enabled phrases
+ for (var i = 0; i < Instances.Count; i++)
+ {
+ EditorUtility.SetDirty(Instances[i].gameObject);
+ }
+#endif
+ }
+
+ /// <summary>Set the instance, merge old instance, and update translations.</summary>
+ protected virtual void OnEnable()
+ {
+ Instances.Add(this);
+
+ UpdateCurrentLanguage();
+
+ UpdateTranslations();
+ }
+
+ /// <summary>Unset instance?</summary>
+ protected virtual void OnDisable()
+ {
+ Instances.Remove(this);
+
+ UpdateTranslations();
+ }
+
+ protected virtual void Update()
+ {
+ if (pendingUpdates == true)
+ {
+ UpdateTranslations();
+ }
+ }
+#if UNITY_EDITOR
+ // Inspector modified?
+ protected virtual void OnValidate()
+ {
+ UpdateTranslations();
+ }
+#endif
+ private void RegisterAndBuild()
+ {
+ if (languages != null)
+ {
+ for (var i = 0; i < languages.Count; i++)
+ {
+ var language = languages[i];
+
+ if (language != null && string.IsNullOrEmpty(language.Name) == false)
+ {
+ if (CurrentLanguages.ContainsKey(language.Name) == false)
+ {
+ CurrentLanguages.Add(language.Name, language);
+ }
+ }
+ }
+ }
+
+ if (prefabs != null)
+ {
+ for (var i = 0; i < prefabs.Count; i++)
+ {
+ var sources = prefabs[i].Sources;
+
+ for (var j = 0; j < sources.Count; j++)
+ {
+ sources[j].Compile(currentLanguage, DefaultLanguage);
+ }
+ }
+ }
+
+ var source = LeanSource.Instances.First;
+
+ for (var i = LeanSource.Instances.Count - 1; i >= 0; i--)
+ {
+ source.Value.Compile(currentLanguage, DefaultLanguage);
+
+ source = source.Next;
+ }
+ }
+
+ private void UpdateCurrentLanguage()
+ {
+ // Load saved language?
+ if (string.IsNullOrEmpty(currentLanguage) == true)
+ {
+ if (SaveLanguage == true)
+ {
+ currentLanguage = PlayerPrefs.GetString("LeanLocalization.CurrentLanguage");
+ }
+ }
+
+ // Find language by culture?
+ if (string.IsNullOrEmpty(currentLanguage) == true)
+ {
+ switch (DetectLanguage)
+ {
+ case DetectType.SystemLanguage:
+ {
+ currentLanguage = FindLanguageName(Application.systemLanguage.ToString());
+ }
+ break;
+
+ case DetectType.CurrentCulture:
+ {
+ var cultureInfo = System.Globalization.CultureInfo.CurrentCulture;
+
+ if (cultureInfo != null)
+ {
+ currentLanguage = FindLanguageName(cultureInfo.Name);
+ }
+ }
+ break;
+
+ case DetectType.CurrentUICulture:
+ {
+ var cultureInfo = System.Globalization.CultureInfo.CurrentUICulture;
+
+ if (cultureInfo != null)
+ {
+ currentLanguage = FindLanguageName(cultureInfo.Name);
+ }
+ }
+ break;
+ }
+ }
+
+ // Use default language?
+ if (string.IsNullOrEmpty(currentLanguage) == true)
+ {
+ currentLanguage = DefaultLanguage;
+ }
+ }
+
+ private string FindLanguageName(string alias)
+ {
+ for (var i = Languages.Count - 1; i >= 0; i--)
+ {
+ var language = Languages[i];
+
+ if (language.Name == alias)
+ {
+ return language.Name;
+ }
+
+ if (language.Cultures != null)
+ {
+ for (var j = language.Cultures.Count - 1; j >= 0; j--)
+ {
+ if (language.Cultures[j] == alias)
+ {
+ return language.Name;
+ }
+ }
+ }
+ }
+
+ return null;
+ }
+ }
+} \ No newline at end of file