Example #1
0
 public static void AddQuestTagsToTextTable(string s, TextTable textTable)
 {
     if (textTable == null || !ContainsAnyTag(s))
     {
         return;
     }
     foreach (Match match in Regex.Matches(s, @"\{[^\}]+\}"))
     {
         var tag = match.Value;
         if (IsDynamicTag(tag) || IsIDTag(tag) || tag.Length < 2)
         {
             continue;
         }
         var fieldName = tag.Substring(1, tag.Length - 2);
         if (!textTable.HasField(fieldName))
         {
             textTable.AddField(fieldName);
         }
     }
 }
Example #2
0
        /// <summary>
        /// Associates tags in a tag dictionary with values from a primary text table
        /// (i.e., quest giver's text table), or failing that QuestMachine's default text
        /// table, or failing that the tag name itself. Leaves ID tags such as {QUESTERID}
        /// untouched.
        /// </summary>
        /// <param name="tagDictionary">The tag dictionary containing tags that need values assigned.</param>
        /// <param name="textTable">The primary text table from which to look up values.</param>
        public static void AddTagValuesToDictionary(TagDictionary tagDictionary, TextTable textTable)
        {
            if (tagDictionary == null)
            {
                return;
            }
            var newDict = new Dictionary <string, string>();

            foreach (var kvp in tagDictionary.dict)
            {
                var tag = kvp.Key;
                if (string.IsNullOrEmpty(tag) || tag.Length <= 2)
                {
                    continue;
                }
                if (IsIDTag(tag))
                {
                    // Leave ID tags untouched:
                    newDict.Add(tag, kvp.Value);
                    continue;
                }
                var fieldName = tag.Substring(1, tag.Length - 2).Trim();
                if (textTable != null && textTable.HasField(fieldName))
                {
                    // Check in current text table;
                    newDict.Add(tag, PrepareFieldText(textTable.GetFieldText(fieldName)));
                }
                else if (QuestMachine.textTable != null && QuestMachine.textTable.HasField(fieldName))
                {
                    // Otherwise look in QuestMachine's text table:
                    newDict.Add(tag, PrepareFieldText(QuestMachine.textTable.GetFieldText(fieldName)));
                }
                else
                {
                    // Otherwise use the tag's text:
                    newDict.Add(tag, fieldName);
                }
            }
            tagDictionary.dict = newDict;
        }
Example #3
0
        public virtual void LocalizeText()
        {
            if (!started)
            {
                return;
            }

            // Skip if no language set:
            if (string.IsNullOrEmpty(PixelCrushers.DialogueSystem.Localization.language))
            {
                return;
            }
            if (textTable == null)
            {
                textTable = DialogueManager.displaySettings.localizationSettings.textTable;
                if (textTable == null)
                {
                    if (DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(DialogueDebug.Prefix + ": No localized text table is assigned to " + name + " or the Dialogue Manager.", this);
                    }
                    return;
                }
            }

            if (!HasCurrentLanguage())
            {
                if (DialogueDebug.logWarnings)
                {
                    Debug.LogWarning(DialogueDebug.Prefix + "Localized text table '" + textTable + "' does not have a language '" + PixelCrushers.DialogueSystem.Localization.language + "'", this);
                }
                return;
            }

            // Make sure we have a Text or Dropdown:
            if (text == null && dropdown == null)
            {
                text     = GetComponent <UnityEngine.UI.Text>();
                dropdown = GetComponent <UnityEngine.UI.Dropdown>();
                if (text == null && dropdown == null)
                {
                    if (DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(DialogueDebug.Prefix + ": LocalizeUIText didn't find a Text or Dropdown component on " + name + ".", this);
                    }
                    return;
                }
            }

            // Get the original values to use as field lookups:
            if (string.IsNullOrEmpty(fieldName))
            {
                fieldName = (text != null) ? text.text : string.Empty;
            }
            if ((fieldNames.Count == 0) && (dropdown != null))
            {
                dropdown.options.ForEach(opt => fieldNames.Add(opt.text));
            }
            // Localize Text:
            if (text != null)
            {
                if (!textTable.HasField(fieldName))
                {
                    if (DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(DialogueDebug.Prefix + ": Localized text table '" + textTable.name + "' does not have a field: " + fieldName, this);
                    }
                }
                else
                {
                    text.text = textTable.GetFieldTextForLanguage(fieldName, Localization.GetCurrentLanguageID(textTable));
                }
            }

            // Localize Dropdown:
            if (dropdown != null)
            {
                for (int i = 0; i < dropdown.options.Count; i++)
                {
                    if (i < fieldNames.Count)
                    {
                        dropdown.options[i].text = textTable.GetFieldTextForLanguage(fieldNames[i], Localization.GetCurrentLanguageID(textTable));
                    }
                }
                dropdown.captionText.text = textTable.GetFieldTextForLanguage(fieldNames[dropdown.value], Localization.GetCurrentLanguageID(textTable));
            }
        }