Kleiner Anfang für Dialog system
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47
Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs
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47
Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditorInternal;
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namespace RPGTALK.Localization
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{
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[CustomEditor(typeof(RPGTalkLocalization))]
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public class RPGTalkLocalizationEditor : Editor
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{
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override public void OnInspectorGUI()
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{
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serializedObject.Update();
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//Instance of our RPGTalkLocalization class
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RPGTalkLocalization localization = (RPGTalkLocalization)target;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.HelpBox("Put into the array below every language that you have. To create a new Language, simply go to your project, click with the right button, go to Create/Rpgtalk/Language ", MessageType.Info, true);
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EditorGUILayout.PropertyField(serializedObject.FindProperty("languages"), true);
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EditorGUILayout.Space();
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if (EditorApplication.isPlaying)
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{
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EditorGUILayout.LabelField("Default Language: " + LanguageSettings.defaultLanguage);
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EditorGUILayout.LabelField("Actual Language: " + LanguageSettings.actualLanguage);
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}
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else
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{
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EditorGUILayout.LabelField("Debug only available on Play Mode.");
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}
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EditorGUILayout.HelpBox("You can change the actual language by script calling LanguageSettings.actualLanguage", MessageType.Info, true);
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if (EditorGUI.EndChangeCheck())
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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