コード例 #1
0
ファイル: Localization.cs プロジェクト: Cyberbanan/fungus
        /**
         * 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;
                    }
                }
            }
        }
コード例 #2
0
ファイル: Localization.cs プロジェクト: Cyberbanan/fungus
        /**
         * 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);
                }
            }
        }
コード例 #3
0
        /**
         * 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);
                }
            }
        }