示例#1
0
    private void OnEnable()
    {
        // Get the target reference
        locTextGroup = target as LocalizedTextsGroup;

        // Inizialize both lits it they aren't yet
        if (locTextGroup.localizedTextsList == null)
        {
            locTextGroup.localizedTextsList = new List <LocalizedText>();
        }


        if (locTextGroup.localGameLanguagesList == null)
        {
            locTextGroup.localGameLanguagesList = new GameLanguageItem[0];
        }

        // Create all the editors for the Localized texts belonging to this group
        if (localizedTextEditors == null)
        {
            CreateEditors();
        }

        // Cache the export/import option from the scriptable object
        syncOption = (SYNC_OPTIONS)locTextGroup.currentSyncOption;

        // In case AllGameLanguages has a valid Instance...
        if (AllGameLanguages.Instance == null)
        {
            return;
        }

        locTextGroup.localGameLanguagesList = AllGameLanguages.Instance.gameLanguagesList.ToArray();

        if (toggles.Length != AllGameLanguages.Instance.gameLanguagesList.Count)
        {
            Array.Resize(ref toggles, AllGameLanguages.Instance.gameLanguagesList.Count);
        }

        // Mark all language import toggles at start
        for (int i = 0; i < toggles.Length; i++)
        {
            toggles[i] = true;
        }

        // Resize the URLs array of Sync settings to match the number
        // of gamelanguages in AllGameLanguages
        if (locTextGroup.remoteCsvUrls.Length != AllGameLanguages.Instance.gameLanguagesList.Count)
        {
            Array.Resize(ref locTextGroup.remoteCsvUrls, AllGameLanguages.Instance.gameLanguagesList.Count);
        }
    }
示例#2
0
    public static LocalizedTextsGroup CreateLocalizedTextsGroup()
    {
        LocalizedTextsGroup asset = ScriptableObject.CreateInstance <LocalizedTextsGroup>();

        FileManager.createDirectory(BASE_PATH);

        if (AssetDatabase.LoadAssetAtPath <LocalizedTextsGroup>(BASE_PATH + AKAGF_PATHS.LOCALIZED_TEXTS_GROUP_NAME) == null)
        {
            AssetDatabase.CreateAsset(asset, BASE_PATH + AKAGF_PATHS.LOCALIZED_TEXTS_GROUP_NAME);
            AssetDatabase.SaveAssets();
            return(asset);
        }

        Debug.Log("There is already a LocalizedTextsGroup.asset, change the name of that LocalizedTextsGroup first, then create another one.");

        return(null);
    }