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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;
namespace UnityEditor.Build.Profile
{
/// <summary>
/// Helper class for build profile window localization.
/// </summary>
internal class TrText
{
public static readonly string forceSkipDataBuild = L10n.Tr("Force skip data build");
public static readonly string cleanBuild = L10n.Tr("Clean Build...");
public static readonly string learnMoreUnityDevOps = L10n.Tr("Learn about Unity Dev Ops");
public static readonly string assetImportOverrides = L10n.Tr("Asset Import Overrides");
public static readonly string playerSettings = L10n.Tr("Player Settings");
public static readonly string buildProfileWelcome = L10n.Tr("Welcome to Build Profiles."
+ "\n\nAdd a Build Profile to configure as many builds as you need for any supported platform. "
+ "Build profiles are stored as assets you can share with your team");
public static readonly string all = L10n.Tr("All");
public static readonly string addBuildProfile = L10n.Tr("Add Build Profile");
public static readonly string buildProfilesName = L10n.Tr("Build Profiles");
public static readonly string platforms = L10n.Tr("Platforms");
public static readonly string build = L10n.Tr("Build");
public static readonly string buildAndRun = L10n.Tr("Build And Run");
public static readonly string platformSettings = L10n.Tr("Platform Settings");
public static readonly string buildData = L10n.Tr("Build Data");
public static readonly string sharedSettingsInfo =
L10n.Tr("Platform builds use the shared scene list. To change the scene list or other settings independently, create a Build Profile for this platform.");
public static readonly string sharedSettingsSectionInfo =
L10n.Tr("Platforms use this shared scene list. To change the scene list or other settings independently, create a Build Profile.");
public static readonly string activate = L10n.Tr("Switch Profile");
public static readonly string sceneList = L10n.Tr("Scene List");
public static readonly string openSceneList = L10n.Tr("Open Scene List");
public static readonly string compilingMessage = L10n.Tr("Cannot build player while editor is importing assets or compiling scripts.");
public static readonly string invalidVirtualTexturingSettingMessage = L10n.Tr("Cannot build player because Virtual Texturing is enabled, but the target platform or graphics API does not support Virtual Texturing. Go to Player Settings to resolve the incompatibility.");
public static readonly string scriptingDefines = L10n.Tr("Scripting Defines");
public static readonly string scriptingDefinesTooltip = L10n.Tr("Preprocessor defines passed to the C# script compiler");
public static readonly string scriptingDefinesModified = L10n.Tr("Build Profile Scripting Defines Have Been Modified");
public static readonly string scriptingDefinesModifiedBody = L10n.Tr("Do you want to apply changes now?");
public static readonly string scriptingDefinesWarningHelpbox = L10n.Tr("Additional scripting defines are specified in Player Settings.");
public static readonly string apply = L10n.Tr("Apply");
public static readonly string revert = L10n.Tr("Revert");
// Build Profile Player Settings
public static readonly string playerSettingsLabelText = L10n.Tr("Player Settings Overrides");
public static readonly string playerSettingsInfo =
L10n.Tr("Build Profiles can have custom player settings");
public static readonly string playerSettingsClassicInfo =
L10n.Tr("Platforms use the global player settings. To customize player settings, create a Build Profile for this platform.");
public static readonly string customizePlayerSettingsButton = "Customize player settings";
public static readonly string playerSettingsCancel = L10n.Tr("Cancel");
public static readonly string playerSettingsContinue = L10n.Tr("Continue");
public static readonly string removePlayerSettingsDialogTitle = L10n.Tr("Remove Player Settings Overrides");
public static readonly string removePlayerSettingsDialogMessage = L10n.Tr("This will remove all Player Settings overrides");
public static readonly string resetPlayerSettingsDialogTitle = L10n.Tr("Reset Player Settings to Globals");
public static readonly string resetPlayerSettingsDialogMessage = L10n.Tr("This will reset all Player Settings overrides and restore all global Player Settings.");
public static readonly GUIContent playerSettingsReset = EditorGUIUtility.TrTextContent("Reset to Globals");
public static readonly GUIContent playerSetttingsRemove = EditorGUIUtility.TrTextContent("Remove Overrides");
// Platform Discovery Window
public static readonly string platformDiscoveryTitle = L10n.Tr("Platform Browser");
public static readonly string noModuleFoundWarning = L10n.Tr("No module found for the selected profile.");
public static readonly string notSupportedWarning = L10n.Tr("Target platform does not currently support build profiles.");
public static readonly string active = L10n.Tr("Active");
// Asset Import Overrides Window
public static readonly string assetImportOverrideTitle = L10n.Tr("Asset Import Overrides");
public static readonly string assetImportOverrideTooltip = L10n.Tr("Asset Import Overrides are enabled");
public static readonly string maxTextureSizeLabel = L10n.Tr("Max Texture Size");
public static readonly string textureCompressionLabel = L10n.Tr("Texture Compression");
public static readonly string assetImportOverrideDescription =
L10n.Tr("These settings allow you to override the compression\nand max resolution for textures in your project. This is\nuseful for local development, to speed up texture\nimporting or build target switching.");
}
}