static void AddObjectPath(ref string sPath, Localize localizeCmp, Object NewObj) { if (I2Utils.RemoveResourcesPath(ref sPath)) { return; } // If its not in the Resources folder and there is no object reference already in the // Reference array, then add that to the Localization component or the Language Source if (HasObjectInReferences(NewObj, localizeCmp)) { return; } if (localizeCmp != null) { localizeCmp.AddTranslatedObject(NewObj); EditorUtility.SetDirty(localizeCmp); } else if (mLanguageSource != null) { mLanguageSource.AddAsset(NewObj); mLanguageSource.Editor_SetDirty(); } }
public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm) { if (mTarget == null) { primaryTerm = secondaryTerm = null; } else { MeshFilter filter = mTarget.GetComponent <MeshFilter>(); if (filter == null || filter.sharedMesh == null) { primaryTerm = null; } else { #if UNITY_EDITOR primaryTerm = UnityEditor.AssetDatabase.GetAssetPath(filter.sharedMesh); I2Utils.RemoveResourcesPath(ref primaryTerm); #else primaryTerm = filter.sharedMesh.name; #endif } } if (mTarget == null || mTarget.sharedMaterial == null) { secondaryTerm = null; } else { #if UNITY_EDITOR secondaryTerm = UnityEditor.AssetDatabase.GetAssetPath(mTarget.sharedMaterial); I2Utils.RemoveResourcesPath(ref secondaryTerm); #else secondaryTerm = mTarget.sharedMaterial.name; #endif } }