/*
Yarn Spinner is licensed to you under the terms found in the file LICENSE.md.
*/
#if USE_UNITY_LOCALIZATION
using System.Linq;
using UnityEditor;
using UnityEditor.Callbacks;
#nullable enable
namespace Yarn.Unity.Editor
{
///
/// An asset post processor that updates Unity Localization string tables
/// when a Yarn Project that uses them is imported.
///
///
/// Due to a bug in Unity, objects aren't
/// able to interact with ScriptableObject instances during import, and
/// Unity string tables are scriptable objects. To work around this, we
/// update the string table after import is complete, using a
/// post-processor.
///
internal class YarnProjectUnityLocalizationUpdater : AssetPostprocessor
{
[RunAfterPackage("com.unity.localization")]
public static void OnPostprocessAllAssets(string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths,
bool didDomainReload)
{
// Get all importers for Yarn projects that were just imported
var importedYarnProjectAssets = importedAssets
.Select(path => AssetImporter.GetAtPath(path))
.OfType();
foreach (var importer in importedYarnProjectAssets)
{
// If the importer uses Unity Localization, get it to update its
// table
if (importer.UseUnityLocalisationSystem)
{
importer.AddStringsToUnityLocalization();
}
}
}
}
}
#endif