DynamicTranslator.cs 3.4 KB

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  1. using BepInEx;
  2. using BepInEx.Common;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.IO;
  6. using System.Linq;
  7. using System.Text.RegularExpressions;
  8. using TMPro;
  9. using UnityEngine;
  10. using UnityEngine.SceneManagement;
  11. namespace DynamicTranslationLoader
  12. {
  13. public class DynamicTranslator : BaseUnityPlugin
  14. {
  15. public override string ID => "com.bepis.bepinex.dynamictranslator";
  16. public override string Name => "Dynamic Translator";
  17. public override Version Version => new Version("1.2");
  18. private static Dictionary<string, string> translations = new Dictionary<string, string>();
  19. private static List<string> untranslated = new List<string>();
  20. void Awake()
  21. {
  22. string[] translation = File.ReadAllLines(Utility.CombinePaths(Utility.PluginsDirectory, "translation", "translation.txt"));
  23. for (int i = 0; i < translation.Length; i++)
  24. {
  25. string line = translation[i];
  26. if (!line.Contains('='))
  27. continue;
  28. string[] split = line.Split('=');
  29. translations[split[0]] = split[1];
  30. }
  31. Hooks.InstallHooks();
  32. TranslateAll();
  33. }
  34. void LevelFinishedLoading(Scene scene, LoadSceneMode mode)
  35. {
  36. TranslateScene(scene);
  37. }
  38. public static string Translate(string input)
  39. {
  40. if (translations.ContainsKey(input))
  41. return translations[input];
  42. if (!untranslated.Contains(input) &&
  43. !translations.ContainsValue(input.Trim()))
  44. {
  45. untranslated.Add(input);
  46. }
  47. return input;
  48. }
  49. void TranslateAll()
  50. {
  51. foreach (TextMeshProUGUI gameObject in Resources.FindObjectsOfTypeAll<TextMeshProUGUI>())
  52. {
  53. //gameObject.text = "Harsh is shit";
  54. gameObject.text = Translate(gameObject.text);
  55. }
  56. }
  57. void TranslateScene(Scene scene)
  58. {
  59. foreach (GameObject obj in scene.GetRootGameObjects())
  60. foreach (TextMeshProUGUI gameObject in obj.GetComponentsInChildren<TextMeshProUGUI>(true))
  61. {
  62. //gameObject.text = "Harsh is shit";
  63. gameObject.text = Translate(gameObject.text);
  64. }
  65. }
  66. void Dump()
  67. {
  68. string output = "";
  69. foreach (var kv in translations)
  70. output += $"{kv.Key.Trim()}={kv.Value.Trim()}\r\n";
  71. foreach (var text in untranslated)
  72. if(!Regex.Replace(text, @"[\d-]", string.Empty).IsNullOrWhiteSpace()
  73. && !text.Contains("Reset"))
  74. output += $"{text.Trim()}=\r\n";
  75. File.WriteAllText("dumped-tl.txt", output);
  76. }
  77. #region MonoBehaviour
  78. void OnEnable()
  79. {
  80. SceneManager.sceneLoaded += LevelFinishedLoading;
  81. }
  82. void OnDisable()
  83. {
  84. SceneManager.sceneLoaded -= LevelFinishedLoading;
  85. }
  86. void Update()
  87. {
  88. if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.F10))
  89. {
  90. Dump();
  91. BepInLogger.Log($"Text dumped to \"{Path.GetFullPath("dumped-tl.txt")}\"", true);
  92. }
  93. }
  94. #endregion
  95. }
  96. }