Ejemplo n.º 1
0
        /// <summary>
        /// Convert all text items and localized strings to an easy to edit CSV format.
        /// </summary>
        public virtual string GetCSVData()
        {
            // Collect all the text items present in the scene
            Dictionary <string, TextItem> textItems = FindTextItems();

            // Update text items with localization data from CSV file
            if (localizationFile != null &&
                localizationFile.text.Length > 0)
            {
                AddCSVDataItems(textItems, localizationFile.text);
            }

            // Build CSV header row and a list of the language codes currently in use
            string csvHeader     = "Key,Description,Standard";
            var    languageCodes = new List <string>();
            var    values        = textItems.Values;

            foreach (var textItem in values)
            {
                foreach (string languageCode in textItem.localizedStrings.Keys)
                {
                    if (!languageCodes.Contains(languageCode))
                    {
                        languageCodes.Add(languageCode);
                        csvHeader += "," + languageCode;
                    }
                }
            }

            // Build the CSV file using collected text items
            int    rowCount = 0;
            string csvData  = csvHeader + "\n";
            var    keys     = textItems.Keys;

            foreach (var stringId in keys)
            {
                TextItem textItem = textItems[stringId];

                string row = CSVSupport.Escape(stringId);
                row += "," + CSVSupport.Escape(textItem.description);
                row += "," + CSVSupport.Escape(textItem.standardText);

                for (int i = 0; i < languageCodes.Count; i++)
                {
                    var languageCode = languageCodes[i];
                    if (textItem.localizedStrings.ContainsKey(languageCode))
                    {
                        row += "," + CSVSupport.Escape(textItem.localizedStrings[languageCode]);
                    }
                    else
                    {
                        row += ",";
                        // Empty field
                    }
                }

                csvData += row + "\n";
                rowCount++;
            }

            notificationText = "Exported " + rowCount + " localization text items.";

            return(csvData);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Scan a localization CSV file and copies the strings for the specified language code
        /// into the text properties of the appropriate scene objects.
        /// </summary>
        public virtual void SetActiveLanguage(string languageCode, bool forceUpdateSceneText = false)
        {
            if (!Application.isPlaying)
            {
                // This function should only ever be called when the game is playing (not in editor).
                return;
            }

            if (localizationFile == null)
            {
                // No localization file set
                return;
            }

            localizedStrings.Clear();

            CsvParser csvParser = new CsvParser();

            string[][] csvTable = csvParser.Parse(localizationFile.text);

            if (csvTable.Length <= 1)
            {
                // No data rows in file
                return;
            }

            // Parse header row
            string[] columnNames = csvTable[0];

            if (columnNames.Length < 3)
            {
                // No languages defined in CSV file
                return;
            }

            // First assume standard text column and then look for a matching language column
            int languageIndex = 2;

            for (int i = 3; i < columnNames.Length; ++i)
            {
                if (columnNames[i] == languageCode)
                {
                    languageIndex = i;
                    break;
                }
            }

            if (languageIndex == 2)
            {
                // Using standard text column
                // Add all strings to the localized strings dict, but don't replace standard text in the scene.
                // This allows string substitution to work for both standard and localized text strings.
                for (int i = 1; i < csvTable.Length; ++i)
                {
                    string[] fields = csvTable[i];
                    if (fields.Length < 3)
                    {
                        continue;
                    }

                    localizedStrings[fields[0]] = fields[languageIndex];
                }

                // Early out unless we've been told to force the scene text to update.
                // This happens when the Set Language command is used to reset back to the standard language.
                if (!forceUpdateSceneText)
                {
                    return;
                }
            }

            // Using a localized language text column
            // 1. Add all localized text to the localized strings dict
            // 2. Update all scene text properties with localized versions
            for (int i = 1; i < csvTable.Length; ++i)
            {
                string[] fields = csvTable[i];

                if (fields.Length < languageIndex + 1)
                {
                    continue;
                }

                string stringId      = fields[0];
                string languageEntry = CSVSupport.Unescape(fields[languageIndex]);

                if (languageEntry.Length > 0)
                {
                    localizedStrings[stringId] = languageEntry;
                    PopulateTextProperty(stringId, languageEntry);
                }
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Adds localized strings from CSV file data to a dictionary of text items in the scene.
        /// </summary>
        protected virtual void AddCSVDataItems(Dictionary <string, TextItem> textItems, string csvData)
        {
            CsvParser csvParser = new CsvParser();

            string[][] csvTable = csvParser.Parse(csvData);

            if (csvTable.Length <= 1)
            {
                // No data rows in file
                return;
            }

            // Parse header row
            string[] columnNames = csvTable[0];

            for (int i = 1; i < csvTable.Length; ++i)
            {
                string[] fields = csvTable[i];
                if (fields.Length < 3)
                {
                    // No standard text or localized string fields present
                    continue;
                }

                string stringId = fields[0];

                if (!textItems.ContainsKey(stringId))
                {
                    if (stringId.StartsWith("CHARACTER.") ||
                        stringId.StartsWith("SAY.") ||
                        stringId.StartsWith("MENU.") ||
                        stringId.StartsWith("WRITE.") ||
                        stringId.StartsWith("SETTEXT."))
                    {
                        // If it's a 'built-in' type this probably means that item has been deleted from its flowchart,
                        // so there's no need to add a text item for it.
                        continue;
                    }

                    // Key not found. Assume it's a custom string that we want to retain, so add a text item for it.
                    TextItem newTextItem = new TextItem();
                    newTextItem.description  = CSVSupport.Unescape(fields[1]);
                    newTextItem.standardText = CSVSupport.Unescape(fields[2]);
                    textItems[stringId]      = newTextItem;
                }

                TextItem textItem = textItems[stringId];

                for (int j = 3; j < fields.Length; ++j)
                {
                    if (j >= columnNames.Length)
                    {
                        continue;
                    }
                    string languageCode  = columnNames[j];
                    string languageEntry = CSVSupport.Unescape(fields[j]);

                    if (languageEntry.Length > 0)
                    {
                        textItem.localizedStrings[languageCode] = languageEntry;
                    }
                }
            }
        }