bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/Localizer.cs

240 lines
5.7 KiB
C#
Raw Normal View History

2024-02-24 22:40:44 -05:00
using System;
using System.Collections.Generic;
using System.Xml;
using UnityEngine;
public class Localizer : MonoBehaviour
{
public class LocaleParameters
{
public string translation = string.Empty;
public float characterSizeFactor = 1f;
public float lineSpacingFactor = 1f;
}
private const string defaultFontName = "default";
private Dictionary<string, LocaleParameters> activeTranslations = new Dictionary<string, LocaleParameters>();
private Font languageSpecificFont;
private static Localizer instance;
private bool localizationDataInitalized;
private string currentLocale = string.Empty;
public static Localizer Instance
{
get
{
return instance;
}
}
public Font LanguageFont
{
get
{
return languageSpecificFont;
}
}
public static bool IsInstantiated()
{
return instance;
}
public static XmlDocument LoadLocalizationFile()
{
XmlDocument xmlDocument = new XmlDocument();
TextAsset textAsset = (TextAsset)Resources.Load("Localization/localization_data", typeof(TextAsset));
if ((bool)textAsset)
{
Debug.Log("Localization asset loaded: " + textAsset.name);
}
else
{
Assert.ErrorBreak("localization file failed to load");
}
xmlDocument.LoadXml(textAsset.text);
return xmlDocument;
}
private void Awake()
{
Assert.Check(instance == null, "Singleton " + base.name + " spawned twice");
instance = this;
UnityEngine.Object.DontDestroyOnLoad(this);
currentLocale = DetectLocale();
PopulateTranslations(currentLocale);
localizationDataInitalized = true;
}
private string DetectLocale()
{
string text = "en-EN";
switch (Application.systemLanguage)
{
case SystemLanguage.English:
text = "en-EN";
break;
case SystemLanguage.French:
text = "fr-FR";
break;
case SystemLanguage.Italian:
text = "it-IT";
break;
case SystemLanguage.German:
text = "de-DE";
break;
case SystemLanguage.Spanish:
text = "es-ES";
break;
case SystemLanguage.Chinese:
Debug.LogWarning("Chinese language dialect cannot be detected, using locale: 'zh-TW'");
text = "zh-TW";
break;
case SystemLanguage.Japanese:
text = "ja-JA";
break;
case SystemLanguage.Russian:
text = "ru-RU";
break;
case SystemLanguage.Arabic:
text = "ar-AR";
break;
case SystemLanguage.Portuguese:
Debug.LogWarning("Portugese language dialect cannot be detected, using locale: 'pt-PT'");
text = "pt-PT";
break;
case SystemLanguage.Polish:
text = "pl-PL";
break;
default:
text = "en-EN";
break;
}
Debug.Log(string.Concat("Unity system language: ", Application.systemLanguage, ", using game locale: ", text));
return text;
}
public LocaleParameters Resolve(string textId)
{
Assert.Check(localizationDataInitalized, "Tried to fetch translation:" + textId + " But localization data is not initialized");
Assert.Check(activeTranslations.Count > 0, "Could not resolve locale, localization data is empty");
if (!activeTranslations.ContainsKey(textId) || activeTranslations[textId].translation == string.Empty)
{
LocaleParameters localeParameters = new LocaleParameters();
Debug.LogWarning("LOCALIZATION KEY MISSING OR EMPTY (" + textId + ")");
localeParameters.translation = textId;
return localeParameters;
}
return activeTranslations[textId];
}
private void LoadFont(string fontName)
{
if (fontName != "default")
{
languageSpecificFont = (Font)Resources.Load("Localization/" + fontName, typeof(Font));
if ((bool)languageSpecificFont)
{
Debug.Log("language specific font loaded: " + fontName);
}
else
{
Debug.LogWarning("Failed to load language specific font: " + fontName);
}
}
}
private void PopulateTranslations(string localeId)
{
XmlDocument xmlDocument = LoadLocalizationFile();
XmlNode xmlNode = xmlDocument.SelectSingleNode("/texts/languages/" + localeId);
if (xmlNode != null)
{
LoadFont(xmlNode["font"].InnerText);
}
else
{
Debug.LogWarning("Could not find localization language settings for locale: " + localeId);
}
XmlNodeList xmlNodeList = xmlDocument.SelectNodes("/texts/text");
foreach (XmlNode item in xmlNodeList)
{
string innerText = item["text_id"].InnerText;
XmlElement xmlElement = item[localeId];
if (xmlElement == null)
{
xmlElement = item["en-EN"];
}
if (activeTranslations.ContainsKey(innerText))
{
if (Application.isEditor)
{
Assert.ErrorBreak("Localization data contains duplicate key: " + innerText);
}
}
else
{
activeTranslations.Add(innerText, FormulateTranslation(xmlElement));
}
}
}
private LocaleParameters FormulateTranslation(XmlElement xn)
{
LocaleParameters localeParameters = new LocaleParameters();
localeParameters.translation = xn.InnerText;
string attribute = xn.GetAttribute("character_size");
string attribute2 = xn.GetAttribute("line_spacing");
if (attribute != string.Empty)
{
localeParameters.characterSizeFactor = (float)Convert.ToDouble(attribute);
}
if (attribute2 != string.Empty)
{
localeParameters.lineSpacingFactor = (float)Convert.ToDouble(attribute2);
}
return localeParameters;
}
private void OnApplicationFocus(bool focus)
{
if (focus)
{
string text = DetectLocale();
if (text != currentLocale)
{
RefreshLocalization();
}
}
}
private void OnApplicationPause(bool paused)
{
if (!paused)
{
string text = DetectLocale();
if (text != currentLocale)
{
RefreshLocalization();
}
}
}
private void RefreshLocalization()
{
Debug.Log("Relocalize all texts");
activeTranslations.Clear();
languageSpecificFont = null;
currentLocale = DetectLocale();
PopulateTranslations(currentLocale);
EventManager.Send(new LocalizationReloaded(currentLocale));
}
}