コード例 #1
0
 // OnDestroy unregisters this listener from the language controller
 private void OnDestroy()
 {
     langCtrl = Resources.Load("Localization Tool") as LanguageController;
     if (langCtrl == null)
     {
         langCtrl = BuildLanguageController.BuildAsset();
         Debug.Log("was null!");
     }
     langCtrl.UnregisterLangListener(this);
 }
コード例 #2
0
 // Start registers this listener to the language controller
 void Start()
 {
     langCtrl = Resources.Load("Localization Tool") as LanguageController;
     if (langCtrl == null)
     {
         langCtrl = BuildLanguageController.BuildAsset();
         Debug.Log("was null!");
     }
     langCtrl.RegisterLangListener(this);
     thisText = gameObject.GetComponent <Text>();
 }
コード例 #3
0
    // OnEnable loads the localization tool and registers this obj as a key-phrase listener
    private void OnEnable()
    {
        langCtrl = Resources.Load("Localization Tool") as LanguageController;
        if (langCtrl == null)
        {
            langCtrl = BuildLanguageController.BuildAsset();
        }
        keyPhrases = langCtrl.GetKeyPhrases();

        langCtrl.RegisterKeyListener(this);
    }
コード例 #4
0
    // GetKeyPhraseArray returns the corresponding array to the language controller's
    // list of key-phrases
    public string[] GetKeyPhraseArray()
    {
        langCtrl = Resources.Load("Localization Tool") as LanguageController;
        if (langCtrl == null)
        {
            langCtrl = BuildLanguageController.BuildAsset();
            Debug.Log("was null!");
        }
        List <string> keyPhrases = langCtrl.GetKeyPhrases();

        return(keyPhrases.ToArray());
    }
コード例 #5
0
 // OnLangChange is sort of an event raised by the LanguageEditor when a new language is selection
 // and will update the key-phrase chosen (THIS IS SEEN WHEN YOU FOCUS ON THE OBJ IN QUESTION BECAUSE
 // IT IS HAPPENING IN EDIT MODE)
 public void OnLangChange()
 {
     Debug.Log("in OnLangChange method");
     langCtrl = Resources.Load("Localization Tool") as LanguageController;
     if (langCtrl == null)
     {
         langCtrl = BuildLanguageController.BuildAsset();
         Debug.Log("was null!");
     }
     thisText.text = langCtrl.GetValue(currentKeyPhrase);
     UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
 }
コード例 #6
0
    // AssignControllers loads the localization and dialog tools
    private void AssignControllers()
    {
        langCtrl = Resources.Load("Localization Tool") as LanguageController;
        if (langCtrl == null)
        {
            langCtrl = BuildLanguageController.BuildAsset();
        }

        dialogCtrl = Resources.Load("Dialog Tool") as DialogController;
        if (dialogCtrl == null)
        {
            dialogCtrl = BuildDialogController.BuildAsset();
        }
    }
コード例 #7
0
 // SetKeyPhrase is called by the TextEditor when a key-phrase is chosen
 public void SetKeyPhrase(int keyPhraseIndex)
 {
     if (keyPhraseIndex >= 0)
     {
         string keyPhrase = GetKeyPhraseArray()[keyPhraseIndex];
         if (keyPhrase != currentKeyPhrase)
         {
             currentKeyPhrase = keyPhrase;
             langCtrl         = Resources.Load("Localization Tool") as LanguageController;
             if (langCtrl == null)
             {
                 langCtrl = BuildLanguageController.BuildAsset();
                 Debug.Log("was null!");
             }
             thisText.text = langCtrl.GetValue(currentKeyPhrase);
             Debug.Log("updated key phrase");
         }
     }
 }