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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
namespace Lean.Localization
{
[CustomPropertyDrawer(typeof(LeanTranslationNameAttribute))]
public class LeanTranslationNameDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var left = position; left.xMax -= 40;
var right = position; right.xMin = left.xMax + 2;
var color = GUI.color;
if (LeanLocalization.CurrentTranslations.ContainsKey(property.stringValue) == false)
{
GUI.color = Color.red;
}
EditorGUI.PropertyField(left, property);
GUI.color = color;
if (GUI.Button(right, "List") == true)
{
var menu = new GenericMenu();
foreach (var translationName in LeanLocalization.CurrentTranslations.Keys)
{
menu.AddItem(new GUIContent(translationName), property.stringValue == translationName, () => { property.stringValue = translationName; property.serializedObject.ApplyModifiedProperties(); });
}
if (menu.GetItemCount() > 0)
{
menu.DropDown(right);
}
else
{
Debug.LogWarning("Your scene doesn't contain any phrases, so the phrase name list couldn't be created.");
}
}
}
}
}
#endif
namespace Lean.Localization
{
/// <summary>This attribute allows you to select a translation from all the localizations in the scene.</summary>
public class LeanTranslationNameAttribute : PropertyAttribute
{
}
}
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