/** * Adds localized strings from CSV file data to a dictionary of text items in the scene. */ 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; } } } }
/** * Scan a localization CSV file and copies the strings for the specified language code * into the text properties of the appropriate scene objects. */ 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); } } }
/** * Scan a localization CSV file and copies the strings for the specified language code * into the text properties of the appropriate scene objects. */ public virtual void SetActiveLanguage(string languageCode) { 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]; } 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 // Cache a lookup table of characters in the scene Dictionary <string, Character> characterDict = new Dictionary <string, Character>(); foreach (Character character in GameObject.FindObjectsOfType <Character>()) { characterDict[character.nameText] = character; } // Cache a lookup table of flowcharts in the scene Dictionary <string, Flowchart> flowchartDict = new Dictionary <string, Flowchart>(); foreach (Flowchart flowChart in GameObject.FindObjectsOfType <Flowchart>()) { flowchartDict[flowChart.localizationId] = flowChart; } 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, flowchartDict, characterDict); } } }