using UnityEngine;
namespace Lean.Localization
{
/// This component will update a TMPro.TextMeshProUGUI component with localized text, or use a fallback if none is found.
[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();
// 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();
// Copy current text to fallback
FallbackText = text.text;
}
}
}
}