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using UnityEngine;
namespace I2.Loc;
public class LocalizeTarget_UnityStandard_Child : LocalizeTarget<GameObject>
{
static LocalizeTarget_UnityStandard_Child()
{
AutoRegister();
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void AutoRegister()
{
LocalizationManager.RegisterTarget(new LocalizeTargetDesc_Child
{
Name = "Child",
Priority = 200
});
}
public override bool IsValid(Localize cmp)
{
return cmp.transform.childCount > 1;
}
public override eTermType GetPrimaryTermType(Localize cmp)
{
return eTermType.GameObject;
}
public override eTermType GetSecondaryTermType(Localize cmp)
{
return eTermType.Text;
}
public override bool CanUseSecondaryTerm()
{
return false;
}
public override bool AllowMainTermToBeRTL()
{
return false;
}
public override bool AllowSecondTermToBeRTL()
{
return false;
}
public override void GetFinalTerms(Localize cmp, string Main, string Secondary, out string primaryTerm, out string secondaryTerm)
{
primaryTerm = cmp.name;
secondaryTerm = null;
}
public override void DoLocalize(Localize cmp, string mainTranslation, string secondaryTranslation)
{
if (!string.IsNullOrEmpty(mainTranslation))
{
Transform transform = cmp.transform;
string text = mainTranslation;
int num = mainTranslation.LastIndexOfAny(LanguageSourceData.CategorySeparators);
if (num >= 0)
{
text = text.Substring(num + 1);
}
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
child.gameObject.SetActive(child.name == text);
}
}
}
}
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