forellenforderung3/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs
2023-05-28 11:44:55 +02:00

47 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
namespace RPGTALK.Localization
{
[CustomEditor(typeof(RPGTalkLocalization))]
public class RPGTalkLocalizationEditor : Editor
{
override public void OnInspectorGUI()
{
serializedObject.Update();
//Instance of our RPGTalkLocalization class
RPGTalkLocalization localization = (RPGTalkLocalization)target;
EditorGUI.BeginChangeCheck();
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);
EditorGUILayout.PropertyField(serializedObject.FindProperty("languages"), true);
EditorGUILayout.Space();
if (EditorApplication.isPlaying)
{
EditorGUILayout.LabelField("Default Language: " + LanguageSettings.defaultLanguage);
EditorGUILayout.LabelField("Actual Language: " + LanguageSettings.actualLanguage);
}
else
{
EditorGUILayout.LabelField("Debug only available on Play Mode.");
}
EditorGUILayout.HelpBox("You can change the actual language by script calling LanguageSettings.actualLanguage", MessageType.Info, true);
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
}
}