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UILocalize.cs
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using UnityEngine;
[AddComponentMenu("NGUI/UI/Localize")]
[ExecuteInEditMode]
[RequireComponent(typeof(UIWidget))]
public class UILocalize : MonoBehaviour
{
public string key;
private bool mStarted;
public string value
{
set
{
if (!string.IsNullOrEmpty(value))
{
UIWidget component = GetComponent<UIWidget>();
UILabel uILabel = component as UILabel;
UISprite uISprite = component as UISprite;
if (uILabel != null)
{
UIInput uIInput = NGUITools.FindInParents<UIInput>(uILabel.gameObject);
if (uIInput != null && uIInput.label == uILabel)
{
uIInput.defaultText = value;
}
else
{
uILabel.text = value;
}
}
else if (uISprite != null)
{
UIButton uIButton = NGUITools.FindInParents<UIButton>(uISprite.gameObject);
if (uIButton != null && uIButton.tweenTarget == uISprite.gameObject)
{
uIButton.normalSprite = value;
}
uISprite.spriteName = value;
uISprite.MakePixelPerfect();
}
}
}
}
private void OnEnable()
{
if (mStarted)
{
OnLocalize();
}
}
private void Start()
{
mStarted = true;
OnLocalize();
}
private void OnLocalize()
{
if (string.IsNullOrEmpty(key))
{
UILabel component = GetComponent<UILabel>();
if (component != null)
{
key = component.text;
}
}
if (!string.IsNullOrEmpty(key))
{
value = Localization.Get(key);
}
}
}