From 85553832ead1a96f88726cd2b35cb6ff1d8b8cc8 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sat, 24 Aug 2019 15:24:57 -0400 Subject: Attempt number 2 on localization --- .../Behaviours/LeanLocalizedTextMeshFont.cs | 46 ++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs (limited to 'Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs') diff --git a/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs new file mode 100644 index 0000000..a0046a7 --- /dev/null +++ b/Assets/Packages/Lean/Localization/Scripts/Behaviours/LeanLocalizedTextMeshFont.cs @@ -0,0 +1,46 @@ +using UnityEngine; + +namespace Lean.Localization +{ + /// This component will update a TextMesh component's Font with a localized font, or use a fallback if none is found. + [ExecuteInEditMode] + [DisallowMultipleComponent] + [RequireComponent(typeof(TextMesh))] + [AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized TextMesh Font")] + public class LeanLocalizedTextMeshFont : LeanLocalizedBehaviour + { + [Tooltip("If PhraseName couldn't be found, this font asset will be used")] + public Font FallbackFont; + + // This gets called every time the translation needs updating + public override void UpdateTranslation(LeanTranslation translation) + { + // Get the TextMesh component attached to this GameObject + var text = GetComponent(); + + // 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 TextMesh component attached to this GameObject + var text = GetComponent(); + + // Copy current text to fallback + FallbackFont = text.font; + } + } + } +} \ No newline at end of file -- cgit v1.2.3