Пример #1
0
    /// <summary>
    /// Builds the fonts.
    /// </summary>
    /// <param name='config'>
    /// Config.
    /// </param>
    public void BuildFonts(LocalizationFontConfig config, string workDir, string toolsDir)
    {
        LocalizationCmdProcessor.GetInstance().Initialize();

        _fontConfig    = config;
        _workDirectory = workDir;
        _toolDirectory = toolsDir;
        _buildstep     = 1.0f / (_fontConfig._languages.Length * 4);

        EditorUtility.DisplayCancelableProgressBar("Fonts maker", "Start to build fonts", 0.0f);

        for (int i = 0; i < _fontConfig._languages.Length; i++)
        {
            bool ret = BuildLanguage(_fontConfig._languages[i]);
            if (!ret)
            {
                break;
            }
        }

        LocalizationCmdProcessor.GetInstance().Clean();

        EditorUtility.DisplayCancelableProgressBar("Fonts maker", "fonts building complete!", 1.0f);
        EditorUtility.ClearProgressBar();
    }
Пример #2
0
    public bool CheckLocalizationConfig(LocalizationFontConfig config)
    {
        if (config._languages.Length == 0)
        {
            EditorUtility.DisplayDialog("Fonts Maker", "There is no language to be made font !", "OK");

            Debug.LogWarning("Localization: config._languages.Length == 0");

            return(false);
        }

        return(true);
    }
Пример #3
0
    void LoadSettings()
    {
        _configPath = EditorPrefs.GetString("Localization._configPath");
        if (_configPath != "")
        {
            _configAsset = AssetDatabase.LoadMainAssetAtPath(_configPath) as LocalizationFontConfig;
        }

        _toolsPath = EditorPrefs.GetString("Localization._toolsPath");

        _resourePath = EditorPrefs.GetString("Localization._resourePath");
        if (_resourePath == "")
        {
            _resourePath = MultiLanguageAssetPostProcessor.MULTILANGUAGE_ASSETS_FOLDER;
        }

        _GUI_Plugin = (MultiLanguageAssetPostProcessor.GUI_PLUGIN_TYPE)EditorPrefs.GetInt("Localization._GUI_Plugin");
    }
    public override void CreateLanguageDataBase(string language_name, List <LanguageTextEntry> text_list)
    {
        string assetPath = MultiLanguageAssetPostProcessor.MULTILANGUAGE_COMMON_FOLDER;
        string file      = MultiLanguageAssetPostProcessor.MULTILANGUAGE_CONFIGFILE;

        assetPath = System.IO.Path.Combine(assetPath, file);

        _fontsConfig = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath, typeof(LocalizationFontConfig)) as LocalizationFontConfig;


        string path = System.IO.Path.Combine(_outputDirectory, GUISystem);

        if (!Directory.Exists(path))
        {
            Directory.CreateDirectory(path);
        }

        path = System.IO.Path.Combine(path, language_name + ".txt");

        System.IO.TextWriter tw = new StreamWriter(path);

        for (int i = 0; i < text_list.Count; i++)
        {
            string text = text_list[i].text;

            text = ReplacePatternMatch(text);

            string line = text_list[i].key + " = " + text;

            tw.WriteLine(line);
        }

        tw.Close();

        Debug.Log(language_name + " Successful!");
    }