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|
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;
}
}
}
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