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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
namespace Lean.Localization
{
[CustomPropertyDrawer(typeof(LeanLanguageNameAttribute))]
public class LeanLanguageNameDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var rectA = position; rectA.xMax -= 37.0f;
var rectB = position; rectB.xMin = rectB.xMax - 35.0f;
EditorGUI.PropertyField(rectA, property);
if (GUI.Button(rectB, "List") == true)
{
var menu = new GenericMenu();
foreach (var languageName in LeanLocalization.CurrentLanguages.Keys)
{
menu.AddItem(new GUIContent(languageName), property.stringValue == languageName, () => { property.stringValue = languageName; property.serializedObject.ApplyModifiedProperties(); });
}
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.");
}
}
}
}
}
#endif
namespace Lean.Localization
{
/// <summary>This attribute allows you to modify a normal string field into one that has a dropdown list that allows you to pick a language.</summary>
public class LeanLanguageNameAttribute : PropertyAttribute
{
}
}
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