LocalizeTarget_TextMeshPro_UGUI.cs 4.4 KB

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  1. using System;
  2. using TMPro;
  3. using UnityEditor;
  4. using UnityEngine;
  5. #if TextMeshPro
  6. namespace I2.Loc
  7. {
  8. #if UNITY_EDITOR
  9. [InitializeOnLoad]
  10. #endif
  11. public class LocalizeTarget_TextMeshPro_UGUI : LocalizeTarget<TextMeshProUGUI>
  12. {
  13. static LocalizeTarget_TextMeshPro_UGUI() { AutoRegister(); }
  14. [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<TextMeshProUGUI, LocalizeTarget_TextMeshPro_UGUI> { Name = "TextMeshPro UGUI", Priority = 100 }); }
  15. public TextAlignmentOptions mAlignment_RTL = TextAlignmentOptions.Right;
  16. public TextAlignmentOptions mAlignment_LTR = TextAlignmentOptions.Left;
  17. public bool mAlignmentWasRTL;
  18. public bool mInitializeAlignment = true;
  19. public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; }
  20. public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.TextMeshPFont; }
  21. public override bool CanUseSecondaryTerm() { return true; }
  22. public override bool AllowMainTermToBeRTL() { return true; }
  23. public override bool AllowSecondTermToBeRTL() { return false; }
  24. public override void GetFinalTerms ( Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm)
  25. {
  26. primaryTerm = mTarget ? mTarget.text : null;
  27. secondaryTerm = mTarget.font != null ? mTarget.font.name : string.Empty;
  28. }
  29. public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
  30. {
  31. {
  32. //--[ Localize Font Object ]----------
  33. TMP_FontAsset newFont = cmp.GetSecondaryTranslatedObj<TMP_FontAsset>(ref mainTranslation, ref secondaryTranslation);
  34. if (newFont != null)
  35. {
  36. LocalizeTarget_TextMeshPro_Label.SetFont(mTarget, newFont);
  37. }
  38. else
  39. {
  40. //--[ Localize Font Material ]----------
  41. Material newMat = cmp.GetSecondaryTranslatedObj<Material>(ref mainTranslation, ref secondaryTranslation);
  42. if (newMat != null && mTarget.fontMaterial != newMat)
  43. {
  44. if (!newMat.name.StartsWith(mTarget.font.name, StringComparison.Ordinal))
  45. {
  46. newFont = LocalizeTarget_TextMeshPro_Label.GetTMPFontFromMaterial(cmp, secondaryTranslation.EndsWith(newMat.name, StringComparison.Ordinal) ? secondaryTranslation : newMat.name);
  47. if (newFont != null)
  48. LocalizeTarget_TextMeshPro_Label.SetFont(mTarget, newFont);
  49. }
  50. LocalizeTarget_TextMeshPro_Label.SetMaterial( mTarget, newMat );
  51. }
  52. }
  53. }
  54. if (mInitializeAlignment)
  55. {
  56. mInitializeAlignment = false;
  57. mAlignmentWasRTL = LocalizationManager.IsRight2Left;
  58. LocalizeTarget_TextMeshPro_Label.InitAlignment_TMPro(mAlignmentWasRTL, mTarget.alignment, out mAlignment_LTR, out mAlignment_RTL);
  59. }
  60. else
  61. {
  62. TextAlignmentOptions alignRTL, alignLTR;
  63. LocalizeTarget_TextMeshPro_Label.InitAlignment_TMPro(mAlignmentWasRTL, mTarget.alignment, out alignLTR, out alignRTL);
  64. if (mAlignmentWasRTL && mAlignment_RTL != alignRTL ||
  65. !mAlignmentWasRTL && mAlignment_LTR != alignLTR)
  66. {
  67. mAlignment_LTR = alignLTR;
  68. mAlignment_RTL = alignRTL;
  69. }
  70. mAlignmentWasRTL = LocalizationManager.IsRight2Left;
  71. }
  72. if (mainTranslation != null && mTarget.text != mainTranslation)
  73. {
  74. if (cmp.CorrectAlignmentForRTL)
  75. {
  76. mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
  77. }
  78. mTarget.isRightToLeftText = LocalizationManager.IsRight2Left;
  79. if (LocalizationManager.IsRight2Left) mainTranslation = I2Utils.ReverseText(mainTranslation);
  80. mTarget.text = mainTranslation;
  81. }
  82. }
  83. }
  84. }
  85. #endif