LocalizeTarget_NGUI_Label.cs 4.1 KB

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  1. #if NGUI
  2. using UnityEditor;
  3. using UnityEngine;
  4. namespace I2.Loc
  5. {
  6. #if UNITY_EDITOR
  7. [InitializeOnLoad]
  8. #endif
  9. public class LocalizeTarget_NGUI_Label : LocalizeTarget<UILabel>
  10. {
  11. static LocalizeTarget_NGUI_Label() { AutoRegister(); }
  12. [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<UILabel, LocalizeTarget_NGUI_Label> { Name = "NGUI Label", Priority = 100 }); }
  13. NGUIText.Alignment mAlignment_RTL = NGUIText.Alignment.Right;
  14. NGUIText.Alignment mAlignment_LTR = NGUIText.Alignment.Left;
  15. bool mAlignmentWasRTL;
  16. bool mInitializeAlignment = true;
  17. public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; }
  18. public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.UIFont; }
  19. public override bool CanUseSecondaryTerm() { return true; }
  20. public override bool AllowMainTermToBeRTL() { return true; }
  21. public override bool AllowSecondTermToBeRTL() { return false; }
  22. public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm)
  23. {
  24. primaryTerm = mTarget ? mTarget.text : null;
  25. secondaryTerm = mTarget.ambigiousFont != null ? mTarget.ambigiousFont.name : string.Empty;
  26. }
  27. public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
  28. {
  29. //--[ Localize Font Object ]----------
  30. Font newFont = cmp.GetSecondaryTranslatedObj<Font>(ref mainTranslation, ref secondaryTranslation);
  31. if (newFont != null)
  32. {
  33. if (newFont != mTarget.ambigiousFont)
  34. mTarget.ambigiousFont = newFont;
  35. }
  36. if (newFont==null)
  37. {
  38. UIFont newUIFont = cmp.GetSecondaryTranslatedObj<UIFont>(ref mainTranslation, ref secondaryTranslation);
  39. if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
  40. mTarget.ambigiousFont = newUIFont;
  41. }
  42. if (newFont == null)
  43. {
  44. NGUIFont newUIFont = cmp.GetSecondaryTranslatedObj<NGUIFont>(ref mainTranslation, ref secondaryTranslation);
  45. if (newUIFont != null && mTarget.ambigiousFont != newUIFont)
  46. mTarget.ambigiousFont = newUIFont;
  47. }
  48. if (mInitializeAlignment)
  49. {
  50. mInitializeAlignment = false;
  51. mAlignment_LTR = mAlignment_RTL = mTarget.alignment;
  52. if (LocalizationManager.IsRight2Left && mAlignment_RTL == NGUIText.Alignment.Right)
  53. mAlignment_LTR = NGUIText.Alignment.Left;
  54. if (!LocalizationManager.IsRight2Left && mAlignment_LTR == NGUIText.Alignment.Left)
  55. mAlignment_RTL = NGUIText.Alignment.Right;
  56. }
  57. UIInput input = NGUITools.FindInParents<UIInput>(mTarget.gameObject);
  58. if (input != null && input.label == mTarget)
  59. {
  60. if (mainTranslation != null && input.defaultText != mainTranslation)
  61. {
  62. if (cmp.CorrectAlignmentForRTL && (input.label.alignment == NGUIText.Alignment.Left || input.label.alignment == NGUIText.Alignment.Right))
  63. input.label.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
  64. input.defaultText = mainTranslation;
  65. }
  66. }
  67. else
  68. {
  69. if (mainTranslation != null && mTarget.text != mainTranslation)
  70. {
  71. if (cmp.CorrectAlignmentForRTL && (mTarget.alignment == NGUIText.Alignment.Left || mTarget.alignment == NGUIText.Alignment.Right))
  72. mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
  73. mTarget.text = mainTranslation;
  74. }
  75. }
  76. }
  77. }
  78. }
  79. #endif