Esempio n. 1
0
        public void DoLocalize_uGUI_Text(string mainTranslation, string secondaryTranslation)
        {
            //--[ Localize Font Object ]----------
            Font newFont = GetSecondaryTranslatedObj <Font>(ref mainTranslation, ref secondaryTranslation);

            if (newFont != null && newFont != mTarget_uGUI_Text.font)
            {
                mTarget_uGUI_Text.font = newFont;
            }

            if (mInitializeAlignment)
            {
                mInitializeAlignment = false;
                mAlignmentUGUIwasRTL = LocalizationManager.IsRight2Left;
                InitAlignment_UGUI(mAlignmentUGUIwasRTL, mTarget_uGUI_Text.alignment, out mAlignmentUGUI_LTR, out mAlignmentUGUI_RTL);
            }
            else
            {
                TextAnchor alignRTL, alignLTR;
                InitAlignment_UGUI(mAlignmentUGUIwasRTL, mTarget_uGUI_Text.alignment, out alignLTR, out alignRTL);

                if ((mAlignmentUGUIwasRTL && mAlignmentUGUI_RTL != alignRTL) ||
                    (!mAlignmentUGUIwasRTL && mAlignmentUGUI_LTR != alignLTR))
                {
                    mAlignmentUGUI_LTR = alignLTR;
                    mAlignmentUGUI_RTL = alignRTL;
                }
                mAlignmentUGUIwasRTL = LocalizationManager.IsRight2Left;
            }

            if (mainTranslation != null && mTarget_uGUI_Text.text != mainTranslation)
            {
                if (CurrentLocalizeComponent.CorrectAlignmentForRTL)
                {
                    mTarget_uGUI_Text.alignment = LocalizationManager.IsRight2Left ? mAlignmentUGUI_RTL : mAlignmentUGUI_LTR;
                }


                mTarget_uGUI_Text.text = mainTranslation;
                mTarget_uGUI_Text.SetVerticesDirty();

                // In the editor, sometimes unity "forgets" to show the changes
#if UNITY_EDITOR
                if (!Application.isPlaying)
                {
                    UnityEditor.EditorUtility.SetDirty(mTarget_uGUI_Text);
                }
#endif
            }
        }
Esempio n. 2
0
        public void DoLocalize_uGUI_Text(string MainTranslation, string SecondaryTranslation)
        {
            //--[ Localize Font Object ]----------
            Font newFont = GetSecondaryTranslatedObj <Font>(ref MainTranslation, ref SecondaryTranslation);

            if (newFont != null && newFont != mTarget_uGUI_Text.font)
            {
                mTarget_uGUI_Text.font = newFont;
            }

            if (mInitializeAlignment)
            {
                mInitializeAlignment   = false;
                mOriginalAlignmentUGUI = mTarget_uGUI_Text.alignment;
            }

            if (!string.IsNullOrEmpty(MainTranslation) && mTarget_uGUI_Text.text != MainTranslation)
            {
                if (Localize.CurrentLocalizeComponent.CorrectAlignmentForRTL)
                {
                    if (mTarget_uGUI_Text.alignment == TextAnchor.UpperLeft || mTarget_uGUI_Text.alignment == TextAnchor.UpperRight)
                    {
                        mTarget_uGUI_Text.alignment = LocalizationManager.IsRight2Left ? TextAnchor.UpperRight : mOriginalAlignmentUGUI;
                    }
                    else
                    if (mTarget_uGUI_Text.alignment == TextAnchor.MiddleLeft || mTarget_uGUI_Text.alignment == TextAnchor.MiddleRight)
                    {
                        mTarget_uGUI_Text.alignment = LocalizationManager.IsRight2Left ? TextAnchor.MiddleRight : mOriginalAlignmentUGUI;
                    }
                    else
                    if (mTarget_uGUI_Text.alignment == TextAnchor.LowerLeft || mTarget_uGUI_Text.alignment == TextAnchor.LowerRight)
                    {
                        mTarget_uGUI_Text.alignment = LocalizationManager.IsRight2Left ? TextAnchor.LowerRight : mOriginalAlignmentUGUI;
                    }
                }


                mTarget_uGUI_Text.text = MainTranslation;
                mTarget_uGUI_Text.SetVerticesDirty();
            }
        }
Esempio n. 3
0
        public void DoLocalize_uGUI_Text(string MainTranslation, string SecondaryTranslation)
        {
            //--[ Localize Font Object ]----------
            Font newFont = GetSecondaryTranslatedObj <Font>(ref MainTranslation, ref SecondaryTranslation);

            if (newFont != null && newFont != mTarget_uGUI_Text.font)
            {
                mTarget_uGUI_Text.font = newFont;
            }

            if (mInitializeAlignment)
            {
                mInitializeAlignment = false;
                InitAlignment_UGUI(mTarget_uGUI_Text.alignment, out mAlignmentUGUI_LTR, out mAlignmentUGUI_RTL);
            }

            if (!string.IsNullOrEmpty(MainTranslation) && mTarget_uGUI_Text.text != MainTranslation)
            {
                if (Localize.CurrentLocalizeComponent.CorrectAlignmentForRTL)
                {
                    mTarget_uGUI_Text.alignment = LocalizationManager.IsRight2Left ? mAlignmentUGUI_RTL : mAlignmentUGUI_LTR;
                }


                mTarget_uGUI_Text.text = MainTranslation;
                mTarget_uGUI_Text.SetVerticesDirty();

                // In the editor, sometimes unity "forgets" to show the changes
#if UNITY_EDITOR
                if (!Application.isPlaying)
                {
                    UnityEditor.EditorUtility.SetDirty(mTarget_uGUI_Text);
                }
#endif
            }
        }