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LateUpdateHandler.cs
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119 lines (104 loc) · 4.75 KB
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using MSCLoader;
using UnityEngine;
using System.Collections.Generic;
namespace MWC_Localization_Core
{
/// <summary>
/// MonoBehaviour component for ALL continuous translation monitoring
/// Must run in LateUpdate() to translate AFTER game's Update() regenerates text
/// DIRECT COPY from Plugin.cs LateUpdate - all monitoring logic moved here
/// Same pattern as legacy LanguageFramework's MainObject for My Summer Car
/// </summary>
public class LateUpdateHandler : MonoBehaviour
{
// Dependencies
private TextMeshTranslator translator;
private UnifiedTextMeshMonitor textMeshMonitor;
private TeletextHandler teletextHandler;
private ArrayListProxyHandler arrayListHandler;
private HashTableProxyHandler hashTableHandler;
private SceneTranslationManager sceneManager;
// Cached references for critical UI (EveryFrame monitoring)
private class CriticalUIReference
{
public string Path;
public TextMesh TextMesh;
public int RetryCount;
public float NextRetryTime;
public bool IsRegistered;
}
private bool isInitialized = false;
// Throttling timers (MOVED from MWC_Localization_Core.cs)
private float lastArrayCheckTime = 0f;
public void Initialize(
TextMeshTranslator translatorInstance,
UnifiedTextMeshMonitor textMeshMonitorInstance,
TeletextHandler teletextHandlerInstance,
ArrayListProxyHandler arrayListHandlerInstance,
HashTableProxyHandler hashTableHandlerInstance,
SceneTranslationManager sceneManagerInstance)
{
translator = translatorInstance;
textMeshMonitor = textMeshMonitorInstance;
teletextHandler = teletextHandlerInstance;
arrayListHandler = arrayListHandlerInstance;
hashTableHandler = hashTableHandlerInstance;
sceneManager = sceneManagerInstance;
isInitialized = true;
}
/// <summary>
/// LateUpdate runs AFTER all Update() calls (including MSCLoader and game's Update)
/// This ensures we translate AFTER the game regenerates the text
/// </summary>
private void LateUpdate()
{
if (!isInitialized)
return;
string currentScene = Application.loadedLevelName;
// GAME scene monitoring - EXACT COPY from Mod_Update
if (currentScene == "GAME" && sceneManager.HasSceneBeenTranslated("GAME"))
{
// Throttled monitoring for regular TextMesh elements
textMeshMonitor.Update(Time.deltaTime);
// Throttled array monitoring (teletext, PlayMaker ArrayLists)
if (Time.time - lastArrayCheckTime >= LocalizationConstants.ARRAY_MONITOR_INTERVAL)
{
// Monitor teletext arrays for lazy-loaded content
int translated = teletextHandler.MonitorAndTranslateArrays();
if (translated > 0)
{
CoreConsole.Print($"[LateUpdateHandler] Translated {translated} newly-loaded teletext items");
}
// Monitor generic arrays for lazy-loaded content
int arrayTranslated = arrayListHandler.MonitorAndTranslateArrays();
if (arrayTranslated > 0)
{
CoreConsole.Print($"[LateUpdateHandler] Translated {arrayTranslated} newly-loaded array items");
}
int hashTableTranslated = hashTableHandler.MonitorAndTranslateHashTables();
if (hashTableTranslated > 0)
{
CoreConsole.Print($"[LateUpdateHandler] Translated {hashTableTranslated} newly-loaded hash table items");
}
// Monitor and apply fonts to late-initialized TextMesh components
arrayListHandler.ApplyFontsToArrayElements();
lastArrayCheckTime = Time.time;
}
}
// Main menu monitoring - EXACT COPY from Mod_Update
else if (currentScene == "MainMenu" && sceneManager.HasSceneBeenTranslated("MainMenu"))
{
// Monitor for dynamic changes in main menu
textMeshMonitor.Update(Time.deltaTime);
}
}
/// <summary>
/// Clear cache when scene changes
/// </summary>
public void ClearCache()
{
lastArrayCheckTime = 0f;
isInitialized = false;
}
}
}