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- using UnityEditor;
- using UnityEngine;
- using UnityEngine.UI;
- namespace I2.Loc
- {
- #if UNITY_EDITOR
- [InitializeOnLoad]
- #endif
- public class LocalizeTarget_UnityUI_RawImage : LocalizeTarget<RawImage>
- {
- static LocalizeTarget_UnityUI_RawImage() { AutoRegister(); }
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void AutoRegister() { LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Type<RawImage, LocalizeTarget_UnityUI_RawImage> { Name = "RawImage", Priority = 100 }); }
- public override eTermType GetPrimaryTermType(Localize cmp) { return eTermType.Texture; }
- public override eTermType GetSecondaryTermType(Localize cmp) { return eTermType.Text; }
- public override bool CanUseSecondaryTerm() { return false; }
- public override bool AllowMainTermToBeRTL() { return false; }
- public override bool AllowSecondTermToBeRTL() { return false; }
- public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm)
- {
- primaryTerm = mTarget.mainTexture ? mTarget.mainTexture.name : "";
- secondaryTerm = null;
- }
- public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
- {
- Texture Old = mTarget.texture;
- if (Old == null || Old.name != mainTranslation)
- mTarget.texture = cmp.FindTranslatedObject<Texture>(mainTranslation);
- // If the old value is not in the translatedObjects, then unload it as it most likely was loaded from Resources
- //if (!HasTranslatedObject(Old))
- // Resources.UnloadAsset(Old);
- // In the editor, sometimes unity "forgets" to show the changes
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- EditorUtility.SetDirty(mTarget);
- #endif
- }
- }
- }
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