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- using UnityEditor;
- using UnityEngine;
- using UnityEngine.UI;
- namespace I2.Loc
- {
- #if UNITY_EDITOR
- [InitializeOnLoad]
- #endif
- public class LocalizeTarget_UnityUI_Text : LocalizeTarget<Text>
- {
- static LocalizeTarget_UnityUI_Text() { AutoRegister(); }
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<Text, LocalizeTarget_UnityUI_Text> { Name = "Text", Priority = 100 }); }
- TextAnchor mAlignment_RTL = TextAnchor.UpperRight;
- TextAnchor mAlignment_LTR = TextAnchor.UpperLeft;
- bool mAlignmentWasRTL;
- bool mInitializeAlignment = true;
- public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Text; }
- public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.Font; }
- public override bool CanUseSecondaryTerm () { return true; }
- public override bool AllowMainTermToBeRTL () { return true; }
- public override bool AllowSecondTermToBeRTL () { return false; }
- public override void GetFinalTerms ( Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm )
- {
- primaryTerm = mTarget ? mTarget.text : null;
- secondaryTerm = mTarget.font!=null ? mTarget.font.name : string.Empty;
- }
- public override void DoLocalize ( Localize cmp, string mainTranslation, string secondaryTranslation )
- {
- //--[ Localize Font Object ]----------
- Font newFont = cmp.GetSecondaryTranslatedObj<Font>( ref mainTranslation, ref secondaryTranslation );
- if (newFont!=null && newFont!=mTarget.font)
- mTarget.font = newFont;
- if (mInitializeAlignment)
- {
- mInitializeAlignment = false;
- mAlignmentWasRTL = LocalizationManager.IsRight2Left;
- InitAlignment( mAlignmentWasRTL, mTarget.alignment, out mAlignment_LTR, out mAlignment_RTL );
- }
- else
- {
- TextAnchor alignRTL, alignLTR;
- InitAlignment( mAlignmentWasRTL, mTarget.alignment, out alignLTR, out alignRTL );
- if (mAlignmentWasRTL && mAlignment_RTL!=alignRTL ||
- !mAlignmentWasRTL && mAlignment_LTR != alignLTR)
- {
- mAlignment_LTR = alignLTR;
- mAlignment_RTL = alignRTL;
- }
- mAlignmentWasRTL = LocalizationManager.IsRight2Left;
- }
- if (mainTranslation!=null && mTarget.text != mainTranslation)
- {
- if (cmp.CorrectAlignmentForRTL)
- {
- mTarget.alignment = LocalizationManager.IsRight2Left ? mAlignment_RTL : mAlignment_LTR;
- }
- mTarget.text = mainTranslation;
- mTarget.SetVerticesDirty();
- // In the editor, sometimes unity "forgets" to show the changes
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- EditorUtility.SetDirty( mTarget );
- #endif
- }
- }
- void InitAlignment ( bool isRTL, TextAnchor alignment, out TextAnchor alignLTR, out TextAnchor alignRTL )
- {
- alignLTR = alignRTL = alignment;
- if (isRTL)
- {
- switch (alignment)
- {
- case TextAnchor.UpperRight: alignLTR = TextAnchor.UpperLeft; break;
- case TextAnchor.MiddleRight: alignLTR = TextAnchor.MiddleLeft; break;
- case TextAnchor.LowerRight: alignLTR = TextAnchor.LowerLeft; break;
- case TextAnchor.UpperLeft: alignLTR = TextAnchor.UpperRight; break;
- case TextAnchor.MiddleLeft: alignLTR = TextAnchor.MiddleRight; break;
- case TextAnchor.LowerLeft: alignLTR = TextAnchor.LowerRight; break;
- }
- }
- else
- {
- switch (alignment)
- {
- case TextAnchor.UpperRight: alignRTL = TextAnchor.UpperLeft; break;
- case TextAnchor.MiddleRight: alignRTL = TextAnchor.MiddleLeft; break;
- case TextAnchor.LowerRight: alignRTL = TextAnchor.LowerLeft; break;
- case TextAnchor.UpperLeft: alignRTL = TextAnchor.UpperRight; break;
- case TextAnchor.MiddleLeft: alignRTL = TextAnchor.MiddleRight; break;
- case TextAnchor.LowerLeft: alignRTL = TextAnchor.LowerRight; break;
- }
- }
- }
- }
- }
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