同步
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/*
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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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using System.Collections.Generic;
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using UnityEngine;
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using System;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.Linq;
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#endif
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#nullable enable
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namespace Yarn.Unity
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{
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[CreateAssetMenu(fileName = "NewLocalization", menuName = "Yarn Spinner/Built-In Localization/Localization", order = 105)]
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public class Localization : ScriptableObject
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{
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/// <summary>
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/// Returns the address that should be used to fetch an asset suitable
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/// for a specific line in a specific language.
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/// </summary>
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/// <remarks>
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/// This method is useful for creating an address for use with the
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/// Addressable Assets system.
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/// </remarks>
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/// <param name="lineID">The line ID to use when generating the
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/// address.</param>
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/// <param name="language">The language to use when generating the
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/// address.</param>
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/// <returns>The address to use.</returns>
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internal static string GetAddressForLine(string lineID, string language)
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{
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return $"line_{language}_{lineID.Replace("line:", "")}";
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}
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[System.Serializable]
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public sealed class LocalizationTableEntry
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{
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public string? localizedString;
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public UnityEngine.Object? localizedAsset;
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#if USE_ADDRESSABLES
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public UnityEngine.AddressableAssets.AssetReference? localizedAssetReference;
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#endif
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}
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[SerializeField] internal SerializableDictionary<string, LocalizationTableEntry> entries = new();
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private Dictionary<string, string> _runtimeStringTable = new Dictionary<string, string>();
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/// <summary>
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/// Gets a value indicating whether this <see cref="Localization"/>
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/// makes use of Addressable Assets (<see langword="true"/>), or if it
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/// stores its assets as direct references (<see langword="false"/>).
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/// </summary>
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/// <remarks>
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/// If this property is <see langword="true"/>, <see
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/// cref="GetLocalizedObjectAsync"/> and <see
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/// cref="ContainsLocalizedObject"/> should not be used to retrieve
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/// localised objects. Instead, the Addressable Assets API should be
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/// used.
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/// </remarks>
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public bool UsesAddressableAssets { get => _usesAddressableAssets; internal set => _usesAddressableAssets = value; }
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[SerializeField]
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private bool _containsLocalizedAssets;
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[SerializeField]
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internal bool _usesAddressableAssets;
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#region Localized Strings
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public string? GetLocalizedString(string key)
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{
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if (_runtimeStringTable.TryGetValue(key, out string result))
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{
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return result;
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}
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if (entries.TryGetValue(key, out var entry))
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{
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return entry.localizedString;
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}
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return null;
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}
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/// <summary>
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/// Returns a boolean value indicating whether this <see
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/// cref="Localization"/> contains a string with the given key.
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/// </summary>
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/// <param name="key">The key to search for.</param>
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/// <returns><see langword="true"/> if this Localization has a string
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/// for the given key; <see langword="false"/> otherwise.</returns>
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public bool ContainsLocalizedString(string key) => _runtimeStringTable.ContainsKey(key) || entries.ContainsKey(key);
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#if UNITY_EDITOR
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/// <summary>
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/// Adds a new string to the string table.
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/// </summary>
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/// <remarks>
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/// <para>This method updates the localisation asset on disk. It is not
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/// recommended to call this method during play mode, because changes
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/// will persist after you leave and may cause conflicts. </para>
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/// <para>This method is only available in the Editor.</para>
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/// </remarks>
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/// <param name="key">The key for this string (generally, the line
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/// ID.)</param>
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/// <param name="value">The user-facing text for this string, in the
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/// language specified by <see cref="LocaleCode"/>.</param>
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internal void AddLocalisedStringToAsset(string key, string value)
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{
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GetOrCreateEntry(key).localizedString = value;
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}
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#endif
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/// <summary>
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/// Adds a new string to the runtime string table.
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/// </summary>
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/// <remarks>
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/// This method updates the localisation's runtime string table, which
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/// is useful for adding or changing the localisation during gameplay or
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/// in a built player. It doesn't modify the asset on disk, and any
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/// changes made will be lost when gameplay ends.
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/// </remarks>
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/// <param name="key">The key for this string (generally, the line
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/// ID.)</param>
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/// <param name="value">The user-facing text for this string, in the
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/// language specified by <see cref="LocaleCode"/>.</param>
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public void AddLocalizedString(string key, string value)
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{
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_runtimeStringTable.Add(key, value);
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}
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/// <summary>
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/// Adds a collection of strings to the runtime string table.
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/// </summary>
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/// <inheritdoc cref="AddLocalizedString(string, string)"
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/// path="/remarks"/>
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/// <param name="strings">The collection of keys and strings to
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/// add.</param>
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public void AddLocalizedStrings(IEnumerable<KeyValuePair<string, string>> strings)
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{
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foreach (var entry in strings)
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{
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AddLocalizedString(entry.Key, entry.Value);
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}
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}
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/// <summary>
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/// Adds a collection of strings to the runtime string table.
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/// </summary>
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/// <inheritdoc cref="AddLocalizedString(string, string)"
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/// path="/remarks"/>
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/// <param name="strings">The collection of <see
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/// cref="StringTableEntry"/> objects to add.</param>
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public void AddLocalizedStrings(IEnumerable<StringTableEntry> stringTableEntries)
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{
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foreach (var entry in stringTableEntries)
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{
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if (entry.Text != null)
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{
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AddLocalizedString(entry.ID, entry.Text);
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}
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}
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}
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#endregion
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#region Localised Objects
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#if USE_ADDRESSABLES
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public async YarnTask<T?> GetLocalizedObjectAsync<T>(string key) where T : UnityEngine.Object
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{
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if (!entries.TryGetValue(key, out var entry))
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{
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return null;
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}
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if (_usesAddressableAssets)
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{
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if (entry.localizedAssetReference == null || entry.localizedAssetReference.RuntimeKeyIsValid() == false) { return null; }
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// Try to fetch the referenced asset
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return await UnityEngine.AddressableAssets.Addressables.LoadAssetAsync<T>(entry.localizedAssetReference).Task;
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}
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if (entry.localizedAsset is T resultAsTargetObject)
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{
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return resultAsTargetObject;
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}
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return null;
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}
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#else
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public YarnTask<T?> GetLocalizedObjectAsync<T>(string key) where T : UnityEngine.Object
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{
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if (!entries.TryGetValue(key, out var entry))
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{
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return YarnTask<T?>.FromResult(null);
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}
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if (entry.localizedAsset is T resultAsTargetObject)
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{
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return YarnTask.FromResult<T?>(resultAsTargetObject);
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}
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return YarnTask<T?>.FromResult(null);
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}
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#endif
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#if UNITY_EDITOR
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internal T? GetLocalizedObjectSync<T>(string key) where T : UnityEngine.Object
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{
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if (!entries.TryGetValue(key, out var entry))
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{
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return null;
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}
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#if USE_ADDRESSABLES
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if (_usesAddressableAssets)
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{
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if (entry.localizedAssetReference == null || entry.localizedAssetReference.RuntimeKeyIsValid() == false) { return null; }
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// Try to fetch the referenced asset
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return entry.localizedAssetReference.editorAsset as T;
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}
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#endif
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if (entry.localizedAsset is T resultAsTargetObject)
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{
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return resultAsTargetObject;
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}
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return null;
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}
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#endif
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private LocalizationTableEntry GetOrCreateEntry(string key)
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{
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if (entries.TryGetValue(key, out var entry))
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{
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return entry;
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}
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entry = new LocalizationTableEntry();
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entries.Add(key, entry);
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return entry;
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}
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public bool ContainsLocalizedObject<T>(string key) where T : UnityEngine.Object => entries.TryGetValue(key, out var asset) && asset is T;
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#if UNITY_EDITOR
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public void AddLocalizedObjectToAsset<T>(string key, T value) where T : UnityEngine.Object
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{
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var entry = GetOrCreateEntry(key);
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#if USE_ADDRESSABLES
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if (this.UsesAddressableAssets)
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{
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// This Localization uses Addressables, so rather than storing a
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// direct reference to the asset, we'll use an indirect
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// AssetReference.
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entry.localizedAssetReference = new UnityEngine.AddressableAssets.AssetReference();
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entry.localizedAssetReference.SetEditorAsset(value);
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entry.localizedAsset = null;
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return;
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}
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else
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{
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// Addressables are available, but we're not using addressable
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// assets, so clear out any asset references.
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entry.localizedAssetReference = null;
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}
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#endif
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entry.localizedAsset = value;
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}
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#endif
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#endregion
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public virtual void Clear()
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{
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entries.Clear();
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_runtimeStringTable.Clear();
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}
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/// <summary>
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/// Gets the line IDs present in this localization.
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/// </summary>
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/// <remarks>
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/// The line IDs can be used to access the localized text or asset
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/// associated with a line.
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/// </remarks>
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/// <returns>The line IDs.</returns>
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public IEnumerable<string> GetLineIDs()
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{
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var allKeys = new List<string>();
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var runtimeKeys = _runtimeStringTable.Keys;
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var compileTimeKeys = entries.Keys;
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allKeys.AddRange(runtimeKeys);
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allKeys.AddRange(compileTimeKeys);
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return allKeys;
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}
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}
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}
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#if UNITY_EDITOR
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namespace Yarn.Unity
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{
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/// <summary>
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/// Provides methods for finding voice over <see cref="AudioClip"/>s in the
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/// project matching a Yarn linetag/string ID and a language ID.
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/// </summary>
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public static class FindVoiceOver
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{
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/// <summary>
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/// Finds all voice over <see cref="AudioClip"/>s in the project with a
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/// filename matching a Yarn linetag and a language ID.
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/// </summary>
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/// <param name="linetag">The linetag/string ID the voice over filename
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/// should match.</param>
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/// <param name="language">The language ID the voice over filename
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/// should match.</param>
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/// <returns>A string array with GUIDs of all matching <see
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/// cref="AudioClip"/>s.</returns>
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public static string[] GetMatchingVoiceOverAudioClip(string linetag, string language)
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{
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var lineTagContents = linetag.Replace("line:", "");
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string[] result = Array.Empty<String>();
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string[] searchPatterns = new string[] {
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$"t:AudioClip {lineTagContents} ({language})",
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$"t:AudioClip {lineTagContents} {language}",
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$"t:AudioClip {lineTagContents}"
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};
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foreach (var searchPattern in searchPatterns)
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{
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result = SearchAssetDatabase(searchPattern, language);
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if (result.Length > 0)
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{
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return result;
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}
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}
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return result;
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}
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public static string[] SearchAssetDatabase(string searchPattern, string language)
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{
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var result = AssetDatabase.FindAssets(searchPattern);
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// Check if result is ambiguous and try to improve the situation
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if (result.Length > 1)
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{
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var assetsInMatchingLanguageDirectory = GetAsseetsInMatchingLanguageDirectory(result, language);
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// Check if this improved the situation
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if (assetsInMatchingLanguageDirectory.Length == 1 || (assetsInMatchingLanguageDirectory.Length != 0 && assetsInMatchingLanguageDirectory.Length < result.Length))
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{
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result = assetsInMatchingLanguageDirectory;
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}
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}
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return result;
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}
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public static string[] GetAsseetsInMatchingLanguageDirectory(string[] result, string language)
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{
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var list = new List<string>();
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foreach (var assetId in result)
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{
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var testPath = AssetDatabase.GUIDToAssetPath(assetId);
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if (AssetDatabase.GUIDToAssetPath(assetId).Contains($"/{language}/"))
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{
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list.Add(assetId);
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}
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}
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return list.ToArray();
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}
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}
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}
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#endif
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