コード例 #1
0
            public void process(GameObject go, CustomScriptProcessorState processorState)
            {
#if TRANSFLUENT_EXAMPLE
                var button = go.GetComponent <ButtonView>();
                if (button == null)
                {
                    return;
                }
                if (button.labelMesh != null)
                {
                    if (processorState.shouldIgnoreString(button.label))
                    {
                        processorState.addToBlacklist(go);
                        return;
                    }
                    string newKey = button.label;
                    button.labelData.globalizationKey = newKey;

                    processorState.addToDB(newKey, newKey);
                    processorState.addToBlacklist(go);

                    //make sure the button gets saved properly when the scene is closed
                    //custom script objects have to manually declare themselves as "dirty"
                    EditorUtility.SetDirty(button);
                }
            }
コード例 #2
0
        public void process(GameObject go, CustomScriptProcessorState processorState)
        {
            var guiText = go.GetComponent <GUIText>();

            if (guiText == null)
            {
                return;
            }

            string newKey = guiText.text;

            processorState.addToDB(newKey, newKey);
            processorState.addToBlacklist(go);

            var translatable = guiText.GetComponent <LocalizedGUIText>();

            if (processorState.shouldIgnoreString(guiText.text))
            {
                processorState.addToBlacklist(go);
                return;
            }

            if (translatable == null)
            {
                translatable = guiText.gameObject.AddComponent <LocalizedGUIText>();
                translatable.guiTextToModify = guiText;                 //just use whatever the source text is upfront, and allow the user to
            }

            translatable.localizableText.globalizationKey = guiText.text;
            //For guitext and other unity managed objects, this setDirty is not needed according to http://docs.unity3d.com/Documentation/ScriptReference/EditorUtility.SetDirty.html
            EditorUtility.SetDirty(guiText.gameObject);
            EditorUtility.SetDirty(guiText);
        }
コード例 #3
0
        public void process(GameObject go, CustomScriptProcessorState processorState)
        {
            var textMesh = go.GetComponent <TextMesh>();

            if (textMesh == null)
            {
                return;
            }

            string newKey = textMesh.text;

            processorState.addToDB(newKey, newKey);
            processorState.addToBlacklist(go);

            var translatable = textMesh.GetComponent <LocalizedTextMesh>();

            if (processorState.shouldIgnoreString(textMesh.text))
            {
                processorState.addToBlacklist(go);
                return;
            }

            if (translatable == null)
            {
                translatable          = textMesh.gameObject.AddComponent <LocalizedTextMesh>();
                translatable.textmesh = textMesh;                 //just use whatever the source text is upfront, and allow the user to
            }

            translatable.localizableText.globalizationKey = textMesh.text;
            //For textmesh specificially, this setDirty is not needed according to http://docs.unity3d.com/Documentation/ScriptReference/EditorUtility.SetDirty.html
            //EditorUtility.SetDirty(textMesh);
        }
コード例 #4
0
        public AssetScanner(List <IGameProcessor> customProcessors = null)
        {
            var stringFormatToIgnore = new List <string>()
            {
                "XXXX"
            };

            _customProcessorState = new CustomScriptProcessorState(toIgnore, TranslationUtility.getUtilityInstanceForDebugging(), stringFormatToIgnore);

            if (customProcessors != null)
            {
                _gameProcessors.AddRange(customProcessors);
            }

            //_gameProcessors.Add(new ButtonViewProcessor());

            _gameProcessors.Add(new TextMeshProcessor());
            _gameProcessors.Add(new GUITextProcessor());
        }
コード例 #5
0
		public void process(GameObject go, CustomScriptProcessorState processorState)
		{
			var guiText = go.GetComponent<GUIText>();
			if(guiText == null) return;

			string newKey = guiText.text;
			processorState.addToDB(newKey, newKey);
			processorState.addToBlacklist(go);

			var translatable = guiText.GetComponent<LocalizedGUIText>();
			if(processorState.shouldIgnoreString(guiText.text))
			{
				processorState.addToBlacklist(go);
				return;
			}

			if(translatable == null)
			{
				translatable = guiText.gameObject.AddComponent<LocalizedGUIText>();
				translatable.guiTextToModify = guiText; //just use whatever the source text is upfront, and allow the user to
			}

			translatable.localizableText.globalizationKey = guiText.text;
			//For guitext and other unity managed objects, this setDirty is not needed according to http://docs.unity3d.com/Documentation/ScriptReference/EditorUtility.SetDirty.html
			EditorUtility.SetDirty(guiText.gameObject);
			EditorUtility.SetDirty(guiText);
		}
コード例 #6
0
		public void process(GameObject go, CustomScriptProcessorState processorState)
		{
			var textMesh = go.GetComponent<TextMesh>();
			if(textMesh == null) return;

			string newKey = textMesh.text;
			processorState.addToDB(newKey, newKey);
			processorState.addToBlacklist(go);

			var translatable = textMesh.GetComponent<LocalizedTextMesh>();
			if(processorState.shouldIgnoreString(textMesh.text))
			{
				processorState.addToBlacklist(go);
				return;
			}

			if(translatable == null)
			{
				translatable = textMesh.gameObject.AddComponent<LocalizedTextMesh>();
				translatable.textmesh = textMesh; //just use whatever the source text is upfront, and allow the user to
			}

			translatable.localizableText.globalizationKey = textMesh.text;
			//For textmesh specificially, this setDirty is not needed according to http://docs.unity3d.com/Documentation/ScriptReference/EditorUtility.SetDirty.html
			//EditorUtility.SetDirty(textMesh);
		}