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