コード例 #1
0
 private void ThrowWarnings(TranslationScript ts)
 {
     if (ts._translation.Count < enumList.Length)
     {
         Debug.LogWarning(new Exception(ts.gameObject.transform.parent.name + " is missing a language"));
     }
     foreach (var translation in ts._translation)
     {
         if (String.IsNullOrEmpty(translation.translation))
         {
             Debug.LogWarning(new Exception(ts.transform.parent.gameObject.name + " is missing a translation"));
         }
     }
 }
コード例 #2
0
        /// <summary>
        /// Look for all the existing TMP objects and then start the assigning process for the prefabs.Then loop through
        /// them all and try and get the component Translation script if it doesn't
        /// have one already it will add it.
        /// </summary>
        /// <param name="list"></param>
        private void InsertComponent(TextMeshProUGUI[] list)
        {
            Undo.RecordObjects(list, "Assign Translation Objects");
            foreach (var item in list)
            {
                GameObject temp = item.gameObject;

                if (!temp.TryGetComponent(out TranslationScript ts))
                {
                    TranslationScript tempClass = temp.AddComponent <TranslationScript>();
                    tempClass._translation = new List <TranslationObject>();
                    for (int i = 0; i < ls.LanguageNumber(); i++)
                    {
                        tempClass._translation.Add(new TranslationObject("", (LanguageScript.Languages)i));
                    }
                    Debug.Log(temp.name + " got added");
                }
                PrefabUtility.RecordPrefabInstancePropertyModifications(item);
            }
        }