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SceneTranslationManager.cs
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169 lines (144 loc) · 4.77 KB
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using MSCLoader;
namespace MWC_Localization_Core
{
/// <summary>
/// Manages scene transitions and translation flags
/// Consolidates hasTranslatedSplashScreen, hasTranslatedMainMenu, hasTranslatedGameScene logic
/// </summary>
public class SceneTranslationManager
{
// Scene translation states
private bool hasTranslatedSplashScreen = false;
private bool hasTranslatedMainMenu = false;
private bool hasTranslatedGameScene = false;
// Current scene tracking
private string currentScene = "";
private string previousScene = "";
public SceneTranslationManager()
{
}
/// <summary>
/// Check if a scene needs translation
/// </summary>
public bool ShouldTranslateScene(string sceneName)
{
switch (sceneName)
{
case "SplashScreen":
return !hasTranslatedSplashScreen;
case "MainMenu":
return !hasTranslatedMainMenu;
case "GAME":
return !hasTranslatedGameScene;
default:
return false;
}
}
/// <summary>
/// Mark a scene as translated
/// </summary>
public void MarkSceneTranslated(string sceneName)
{
switch (sceneName)
{
case "SplashScreen":
hasTranslatedSplashScreen = true;
CoreConsole.Print("[SceneTranslationManager] Splash Screen marked as translated");
break;
case "MainMenu":
hasTranslatedMainMenu = true;
CoreConsole.Print("[SceneTranslationManager] Main Menu marked as translated");
break;
case "GAME":
hasTranslatedGameScene = true;
CoreConsole.Print("[SceneTranslationManager] Game scene marked as translated");
break;
}
}
/// <summary>
/// Update scene tracking and handle scene changes
/// Returns true if scene changed
/// </summary>
public bool UpdateScene(string newScene)
{
if (currentScene != newScene)
{
previousScene = currentScene;
currentScene = newScene;
HandleSceneChange(previousScene, currentScene);
return true;
}
return false;
}
/// <summary>
/// Handle scene-specific cleanup/reset logic
/// </summary>
private void HandleSceneChange(string from, string to)
{
if (to == "MainMenu")
{
// Reset game scene when returning to menu
hasTranslatedGameScene = false;
}
else if (to == "GAME")
{
// Reset main menu when entering game
hasTranslatedMainMenu = false;
}
}
/// <summary>
/// Reset all translation flags (for F8 reload)
/// </summary>
public void ResetAll()
{
hasTranslatedSplashScreen = false;
hasTranslatedMainMenu = false;
hasTranslatedGameScene = false;
}
/// <summary>
/// Get current scene name
/// </summary>
public string GetCurrentScene()
{
return currentScene;
}
/// <summary>
/// Get previous scene name
/// </summary>
public string GetPreviousScene()
{
return previousScene;
}
/// <summary>
/// Check if currently in main menu
/// </summary>
public bool IsInMainMenu()
{
return currentScene == "MainMenu";
}
/// <summary>
/// Check if currently in game
/// </summary>
public bool IsInGame()
{
return currentScene == "GAME";
}
/// <summary>
/// Check if scene has been translated
/// </summary>
public bool HasSceneBeenTranslated(string sceneName)
{
switch (sceneName)
{
case "SplashScreen":
return hasTranslatedSplashScreen;
case "MainMenu":
return hasTranslatedMainMenu;
case "GAME":
return hasTranslatedGameScene;
default:
return false;
}
}
}
}