public AssetScanner(List <IGameProcessor> customProcessors = null) { var stringFormatToIgnore = new List <string>() { "XXXX" }; _customProcessorState = new CustomScriptProcessorState(toIgnore, TranslationUtility.getUtilityInstanceForDebugging(), stringFormatToIgnore); if (customProcessors != null) { _gameProcessors.AddRange(customProcessors); } //_gameProcessors.Add(new ButtonViewProcessor()); _gameProcessors.Add(new TextMeshProcessor()); _gameProcessors.Add(new GUITextProcessor()); }
public static void setKeyInDefaultLanguageDB(string key, string value, string groupid = "") { //Debug.LogWarning("Make sure to set language to game source language before saving a new translation key"); Dictionary <string, string> translationDictionary = TranslationUtility.getUtilityInstanceForDebugging().allKnownTranslations; TranslationConfigurationSO config = ResourceLoadFacade.LoadConfigGroup(groupid); GameTranslationSet gameTranslationSet = GameTranslationGetter.GetTranslaitonSetFromLanguageCode(config.sourceLanguage.code); bool exists = translationDictionary.ContainsKey(key); if (!exists) { translationDictionary.Add(key, key); } translationDictionary[key] = value; //find a way to make sure the the SO gets set dirty? gameTranslationSet.mergeInSet(groupid, translationDictionary); //EditorUtility.SetnDirty(TransfluentUtility.getUtilityInstanceForDebugging()); }