fix(localization): remove UnityEditor references for localization

This commit is contained in:
Fangh 2024-02-29 21:57:27 +01:00
parent f784cbf142
commit b9c1d74943
8 changed files with 164 additions and 26 deletions

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@ -0,0 +1,25 @@
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<assembly fullname="Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
<type fullname="UnityEngine.AddressableAssets.Addressables" preserve="all" />
</assembly>
<assembly fullname="Unity.Localization, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="UnityEngine.Localization.Locale" preserve="all" />
<type fullname="UnityEngine.Localization.Tables.SharedTableData" preserve="all" />
<type fullname="UnityEngine.Localization.Tables.StringTable" preserve="all" />
<type fullname="UnityEngine.Localization.LocaleIdentifier" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Metadata.MetadataCollection" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.DistributedUIDGenerator" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.SharedTableData/SharedTableEntry" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.TableEntryData" preserve="nothing" serialized="true" />
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider" preserve="all" />
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.LegacyResourcesProvider" preserve="all" />
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.SceneProvider" preserve="all" />
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<assembly fullname="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="UnityEngine.Object" preserve="all" />
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@ -1003,6 +1003,53 @@ MonoBehaviour:
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m_Name: LanguageManager
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m_Name:
m_EditorClassIdentifier:
currentStringTable:
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--- !u!1 &190388868
GameObject:
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@ -2155,7 +2202,6 @@ MonoBehaviour:
votingPage: {fileID: 1660260835}
scoringPage: {fileID: 581333955}
promptList: {fileID: 11400000, guid: 21907abc84e40403ca34c4fb9ab30b06, type: 2}
stringTableCollection: {fileID: 11400000, guid: 3d4b6573839c0274ca08f4bf9dedeca2, type: 2}
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@ -2183,6 +2229,7 @@ Transform:
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@ -198,6 +198,53 @@ CanvasRenderer:
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@ -1003,7 +1051,6 @@ MonoBehaviour:
id:
creationDate: 0
explanationTime: 4
stringTableCollection: {fileID: 11400000, guid: 3d4b6573839c0274ca08f4bf9dedeca2, type: 2}
roomCodeField: {fileID: 2023851070}
roomError: {fileID: 991600093}
playerNameField: {fileID: 1163479463}

View File

@ -7,10 +7,7 @@ using Firebase.Extensions;
using Newtonsoft.Json;
using TMPro;
using Unity.VisualScripting;
using UnityEditor.Localization;
using UnityEngine;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
using UnityEngine.UI;
/// <summary>
@ -25,7 +22,6 @@ public class GameManager : MonoBehaviour
[Header("Other component")]
public float explanationTime = 4f;
public StringTableCollection stringTableCollection;
[Header("Home Connection Component")]
public TMP_InputField roomCodeField;
@ -66,11 +62,6 @@ public class GameManager : MonoBehaviour
private DatabaseReference myOnlineRoom;
private DateTime endOfViewDate = DateTime.MinValue;
/// <summary>
/// Contains all the translated string for the UI
/// </summary>
private StringTable stringTable;
private void Awake()
{
submitNewPlayer.interactable = false;
@ -81,7 +72,6 @@ public class GameManager : MonoBehaviour
private void Start()
{
InitializeHomePage();
stringTable = stringTableCollection.GetTable(LocalizationSettings.SelectedLocale.Identifier) as StringTable;
}
private void InitializeHomePage()
@ -179,7 +169,7 @@ public class GameManager : MonoBehaviour
{
Debug.LogError("Player name is empty", this);
string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorNameLabel").LocalizedValue;
string errorText = LanguageManager.Instance.currentStringTable.GetTable().GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorNameLabel").LocalizedValue;
nameError.text = errorText;
nameError.gameObject.SetActive(true);
submitNewPlayer.interactable = true;
@ -191,7 +181,7 @@ public class GameManager : MonoBehaviour
{
Debug.LogError("Room code is empty", this);
string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/EmptyRoom").LocalizedValue;
string errorText = LanguageManager.Instance.currentStringTable.GetTable().GetEntry("PhoneView/Canvas/Background/HomeState/NameField/EmptyRoom").LocalizedValue;
roomError.text = errorText;
roomError.gameObject.SetActive(true);
submitNewPlayer.interactable = true;
@ -209,7 +199,7 @@ public class GameManager : MonoBehaviour
if (room == null)
{
Debug.LogError("The room doesn't exists");
string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorRoom").LocalizedValue;
string errorText = LanguageManager.Instance.currentStringTable.GetTable().GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorRoom").LocalizedValue;
roomError.text = errorText;
roomError.gameObject.SetActive(true);
submitNewPlayer.interactable = true;

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
public class LanguageManager : MonoBehaviour
{
public static LanguageManager Instance;
/// <summary>
/// Contains all the translated string for the UI
/// </summary>
public LocalizedStringTable currentStringTable;
private void Awake()
{
Instance = this;
}
}

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@ -0,0 +1,11 @@
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@ -7,11 +7,8 @@ using UnityEngine;
using Newtonsoft.Json;
using System.Linq;
using System.Collections;
using UnityEditor.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization;
using UnityEngine.Localization.Tables;
using Google.MiniJSON;
/// <summary>
/// This is the game state manager on the PC side
@ -47,12 +44,6 @@ public class RoomManager : MonoBehaviour
[Header("Other")]
public PromptList promptList;
public StringTableCollection stringTableCollection;
/// <summary>
/// Contains all the translated string for the UI
/// </summary>
private StringTable stringTable;
public Room myRoom { get; private set; } = null;
@ -66,7 +57,6 @@ public class RoomManager : MonoBehaviour
{
Instance = this;
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
stringTable = stringTableCollection.GetTable(LocalizationSettings.SelectedLocale.Identifier) as StringTable;
}
private void Start()
@ -213,7 +203,7 @@ public class RoomManager : MonoBehaviour
private void ResetAllPlayerLabels()
{
string label = stringTable.GetEntry("ComputerView/Canvas/WaitingForPlayersPage/WaitingForP").LocalizedValue;
string label = LanguageManager.Instance.currentStringTable.GetTable().GetEntry("ComputerView/Canvas/WaitingForPlayersPage/WaitingForP").LocalizedValue;
for (int i = 0; i < playerStickers.Count; i++)
{
playerStickers[i].Initialize($"{label}{i + 1}", i);