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Copy pathLocalizationDatabase.bindings.cs
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43 lines (33 loc) · 1.6 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine.Bindings;
using UnityEngine;
using System;
namespace UnityEditor
{
[NativeHeader("Runtime/Mono/MonoUtility.h")]
[NativeHeader("Modules/LocalizationEditor/LocalizationDatabase.h")]
[NativeHeader("Runtime/Scripting/ScriptingUtility.h")]
[NativeHeader("Runtime/Scripting/ScriptingExportUtility.h")]
internal class LocalizationDatabase
{
extern public static SystemLanguage GetDefaultEditorLanguage();
extern public static SystemLanguage currentEditorLanguage { get; set; }
[NativeMethod("GetAvailableEditorLanguagesIF")]
extern public static SystemLanguage[] GetAvailableEditorLanguages();
[NativeMethod(Name = "GetLocalizedStringIF", IsThreadSafe = true)]
extern public static string GetLocalizedString(string original);
[NativeMethod(Name = "GetLocalizedStringInLangIF", IsThreadSafe = true)]
extern public static string GetLocalizedStringInLang(SystemLanguage lang, string original);
[NativeMethod("GetLocalizationResourceFolderIF")]
extern public static string GetLocalizationResourceFolder();
extern public static bool enableEditorLocalization { get; set; }
// The "MarkForTranslation" method is used as a marker for xgettext and similar tools.
// It shouldn't perform translation, just returns the value.
public static string MarkForTranslation(string value)
{
return value;
}
}
}