2025-05-01 01:48:08 -07:00

294 lines
9.8 KiB
C#

#if ENABLE_PROPERTY_VARIANTS
using System;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.PropertyVariants;
using UnityEngine.Localization.PropertyVariants.TrackedObjects;
using UnityEngine.Localization.PropertyVariants.TrackedProperties;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
#if PACKAGE_UGUI
using UnityEngine.UI;
#endif
#if PACKAGE_TMP
using TMPro;
#endif
#if PACKAGE_UGUI
#region setup-text
public class SetupTextAndFont : MonoBehaviour
{
public Text text;
void Start()
{
var localizer = gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedText = localizer.GetTrackedObject<TrackedUGuiGraphic>(text);
// Gets the Property Variant for the text or creates a new one
var textVariant = trackedText.GetTrackedProperty<LocalizedStringProperty>("m_Text");
// The LocalizedString can be modified directly
textVariant.LocalizedString.SetReference("My String Table", "My Entry");
textVariant.LocalizedString.Arguments = new object[] {"Argument 1", "Argument 2"};
// Set up the Font
var fontVariant = trackedText.GetTrackedProperty<LocalizedAssetProperty>("m_FontData.m_Font");
fontVariant.LocalizedObject = new LocalizedFont { TableReference = "My Assets", TableEntryReference = "My Font" };
// Set up a default Font Size and an override size for French and Japanese. All other Locales will use the default Size.
var fontSize = trackedText.GetTrackedProperty<IntTrackedProperty>("m_FontData.m_FontSize");
fontSize.SetValue(LocalizationSettings.ProjectLocale.Identifier, 10); // Default Font Size
fontSize.SetValue("ja", 12); // Japanese Font Size
fontSize.SetValue("fr", 11); // French Font Size
// Force an Update
localizer.ApplyLocaleVariant(LocalizationSettings.SelectedLocale);
}
}
#endregion
#region setup-dropdown
public class SetupDropdown : MonoBehaviour
{
public Dropdown dropdown;
void Start()
{
var localizer = gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedDropdown = localizer.GetTrackedObject<TrackedUGuiDropdown>(dropdown);
// Setup each option
for (int i = 0; i < dropdown.options.Count; ++i)
{
var optionText = trackedDropdown.GetTrackedProperty<LocalizedStringProperty>($"m_Options.m_Options.Array.data[{i}].m_Text");
optionText.LocalizedString.SetReference("My String Table", "My Option " + i);
}
// Force an Update
localizer.ApplyLocaleVariant(LocalizationSettings.SelectedLocale);
}
}
#endregion
#endif
#if PACKAGE_TMP
#region setup-tmp-text
public class SetupTmpTextAndFont : MonoBehaviour
{
public TextMeshProUGUI text;
void Start()
{
var localizer = gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedText = localizer.GetTrackedObject<TrackedUGuiGraphic>(text);
// Gets the Property Variant for the text or creates a new one
var textVariant = trackedText.GetTrackedProperty<LocalizedStringProperty>("m_text");
// The LocalizedString can be modified directly
textVariant.LocalizedString.SetReference("My String Table", "My Entry");
textVariant.LocalizedString.Arguments = new object[] { "Argument 1", "Argument 2" };
// Set up the Font
var fontVariant = trackedText.GetTrackedProperty<LocalizedAssetProperty>("m_FontData.m_Font");
fontVariant.LocalizedObject = new LocalizedAsset<TMP_FontAsset>() { TableReference = "My Assets", TableEntryReference = "My Font" };
// Set up a default Font Size and an override size for French and Japanese. All other Locales will use the default Size.
var fontSize = trackedText.GetTrackedProperty<IntTrackedProperty>("m_FontData.m_FontSize");
fontSize.SetValue(LocalizationSettings.ProjectLocale.Identifier, 10); // Default Font Size
fontSize.SetValue("ja", 12); // Japanese Font Size
fontSize.SetValue("fr", 11); // French Font Size
// Force an Update
localizer.ApplyLocaleVariant(LocalizationSettings.SelectedLocale);
}
}
#endregion
#region setup-tmp-dropdown
public class SetupTmpDropdown : MonoBehaviour
{
public TMP_Dropdown dropdown;
void Start()
{
var localizer = gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedDropdown = localizer.GetTrackedObject<TrackedTmpDropdown>(dropdown);
// Setup each option
for (int i = 0; i < dropdown.options.Count; ++i)
{
var optionText = trackedDropdown.GetTrackedProperty<LocalizedStringProperty>($"m_Options.m_Options.Array.data[{i}].m_Text");
optionText.LocalizedString.SetReference("My String Table", "My Option " + i);
}
// Force an Update
localizer.ApplyLocaleVariant(LocalizationSettings.SelectedLocale);
}
}
#endregion
#endif
#region setup-rect-transform
public class SetupRectTransform : MonoBehaviour
{
void Start()
{
var localizer = gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedText = localizer.GetTrackedObject<TrackedRectTransform>(transform);
// Gets the Property Variant for the x, y and width
var xPos = trackedText.GetTrackedProperty<FloatTrackedProperty>("m_AnchoredPosition.x");
var yPos = trackedText.GetTrackedProperty<FloatTrackedProperty>("m_AnchoredPosition.y");
var width = trackedText.GetTrackedProperty<FloatTrackedProperty>("m_SizeDelta.x");
xPos.SetValue(LocalizationSettings.ProjectLocale.Identifier, 0); // Default is 0
xPos.SetValue("ja", 5); // Override for Japanese
yPos.SetValue(LocalizationSettings.ProjectLocale.Identifier, 10); // Default is 10
yPos.SetValue("fr", 5); // Override for French
width.SetValue(LocalizationSettings.ProjectLocale.Identifier, 100); // Default is 100
width.SetValue("ja", 50); // Japanese requires less space
width.SetValue("fr", 150); // French requires more space
// Force an Update
localizer.ApplyLocaleVariant(LocalizationSettings.SelectedLocale);
}
}
#endregion
#region user-script
public class MyScript : MonoBehaviour
{
public string myText;
public Color textColor;
void OnGUI()
{
GUI.color = textColor;
GUILayout.Label(myText);
}
}
public static class MyScriptEditor
{
public static void SetupLocalization(MyScript script)
{
var localizer = script.gameObject.AddComponent<GameObjectLocalizer>();
// Gets the Tracked text or creates a new tracker
var trackedScript = localizer.GetTrackedObject<TrackedMonoBehaviourObject>(script);
// Gets the Property Variant for the text or creates a new one
var textVariant = trackedScript.GetTrackedProperty<LocalizedStringProperty>(nameof(MyScript.myText));
textVariant.LocalizedString.SetReference("My String Table Collection", "My Text");
var redVariant = trackedScript.GetTrackedProperty<FloatTrackedProperty>("textColor.r");
var greenVariant = trackedScript.GetTrackedProperty<FloatTrackedProperty>("textColor.g");
var blueVariant = trackedScript.GetTrackedProperty<FloatTrackedProperty>("textColor.b");
// Default to black text
redVariant.SetValue("en", 0);
greenVariant.SetValue("en", 0);
blueVariant.SetValue("en", 0);
// Use Red for French
redVariant.SetValue("fr", 1);
// Use Green for Japanese
greenVariant.SetValue("fr", 1);
// Use white for Arabic
redVariant.SetValue("ar", 1);
greenVariant.SetValue("ar", 1);
blueVariant.SetValue("ar", 1);
}
}
#endregion
#if MODULE_AUDIO
#region custom-audio
[Serializable]
[DisplayName("Audio Source")]
[CustomTrackedObject(typeof(AudioSource), false)]
public class TrackedAudioSource : TrackedObject
{
public override AsyncOperationHandle ApplyLocale(Locale variantLocale, Locale defaultLocale)
{
var audioClipProperty = GetTrackedProperty("m_audioClip");
if (audioClipProperty == null)
return default;
// Check if the Asset is stored in an Asset Table
if (audioClipProperty is LocalizedAssetProperty localizedAssetProperty &&
localizedAssetProperty.LocalizedObject is LocalizedAudioClip localizedAudioClip)
{
localizedAudioClip.LocaleOverride = variantLocale;
var loadHandle = localizedAudioClip.LoadAssetAsync();
if (loadHandle.IsDone)
AudioClipLoaded(loadHandle);
else
{
loadHandle.Completed += AudioClipLoaded;
return loadHandle;
}
}
// Check if the Asset is stored locally
else if (audioClipProperty is UnityObjectProperty localAssetProperty)
{
if (localAssetProperty.GetValue(variantLocale.Identifier, defaultLocale.Identifier, out var clip))
SetAudioClip(clip as AudioClip);
}
return default;
}
void AudioClipLoaded(AsyncOperationHandle<AudioClip> loadHandle)
{
SetAudioClip(loadHandle.Result);
}
void SetAudioClip(AudioClip clip)
{
var source = (AudioSource)Target;
source.Stop();
source.clip = clip;
if (clip != null)
source.Play();
}
public override bool CanTrackProperty(string propertyPath)
{
// We only care about the Audio clip
return propertyPath == "m_audioClip";
}
}
#endregion
#endif
#endif // ENABLE_PROPERTY_VARIANTS