using UnityEngine;
namespace Lean.Localization
{
/// This component will update an AudioSource component with localized text, or use a fallback if none is found.
[ExecuteInEditMode]
[DisallowMultipleComponent]
[RequireComponent(typeof(AudioSource))]
[HelpURL(LeanLocalization.HelpUrlPrefix + "LeanLocalizedAudioSource")]
[AddComponentMenu(LeanLocalization.ComponentPathPrefix + "Localized AudioSource")]
public class LeanLocalizedAudioSource : LeanLocalizedBehaviour
{
[Tooltip("If PhraseName couldn't be found, this clip will be used")]
public AudioClip FallbackAudioClip;
// This gets called every time the translation needs updating
public override void UpdateTranslation(LeanTranslation translation)
{
// Get the AudioSource component attached to this GameObject
var audioSource = GetComponent();
// Use translation?
if (translation != null && translation.Data is AudioClip)
{
audioSource.clip = (AudioClip)translation.Data;
}
// Use fallback?
else
{
audioSource.clip = FallbackAudioClip;
}
}
protected virtual void Awake()
{
// Should we set FallbackAudioClip?
if (FallbackAudioClip == null)
{
// Get the AudioSource component attached to this GameObject
var audioSource = GetComponent();
// Copy current sprite to fallback
FallbackAudioClip = audioSource.clip;
}
}
}
}