メッセージの記述方法を変更。enum に Attribute つける

This commit is contained in:
ousttrue 2020-08-26 13:03:02 +09:00
parent da5406aefa
commit 22733bc2b1
4 changed files with 268 additions and 107 deletions

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@ -0,0 +1,154 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace VRM.M17N
{
/// <summary>
/// 多言語対応
/// </summary>
public enum Languages
{
ja,
en,
}
[System.AttributeUsage(System.AttributeTargets.Field, AllowMultiple = true, Inherited = false)]
public class LangMsgAttribute : System.Attribute
{
public Languages Language;
public string Message;
public LangMsgAttribute(Languages language, string msg)
{
Language = language;
Message = msg;
}
}
public enum VRMExporterWizardMessages
{
[LangMsg(Languages.ja, "ExportRootをセットしてください")]
[LangMsg(Languages.en, "Please set up a ExportRoot for model export")]
ROOT_EXISTS,
[LangMsg(Languages.ja, "ExportRootに親はオブジェクトは持てません")]
[LangMsg(Languages.en, "ExportRoot must be topmost parent")]
NO_PARENT,
[LangMsg(Languages.ja, "ExportRootに回転・拡大縮小は持てません。子階層で回転・拡大縮小してください")]
[LangMsg(Languages.en, "ExportRoot's rotation and scaling are not allowed to change. Please set up rotation and scaling in child node")]
ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED,
[LangMsg(Languages.ja, "シーンに出していない Prefab はエクスポートできません(細かい挙動が違い、想定外の動作をところがあるため)。シーンに展開してからエクスポートしてください")]
[LangMsg(Languages.en, "Prefab Asset cannot be exported. Prefab Asset has different behaviour with Scene GameObject. Please put the prefab into the scene")]
PREFAB_CANNOT_EXPORT,
[LangMsg(Languages.ja, "回転・拡大縮小を持つードが含まれています。正規化が必用です。Setting の PoseFreeze を有効にしてください")]
[LangMsg(Languages.en, " Normalization is required. There are nodes (child GameObject) where rotation and scaling are not default. Please enable PoseFreeze")]
ROTATION_OR_SCALEING_INCLUDED_IN_NODE,
[LangMsg(Languages.ja, "正規化済みです。Setting の PoseFreeze は不要です")]
[LangMsg(Languages.en, "Normalization has been done. PoseFreeze is not required")]
IS_POSE_FREEZE_DONE,
[LangMsg(Languages.ja, "ExportRootに Animator がありません")]
[LangMsg(Languages.en, "No Animator in ExportRoot")]
NO_ANIMATOR,
[LangMsg(Languages.ja, "Z+ 向きにしてください")]
[LangMsg(Languages.en, "The model needs to face the positive Z-axis")]
FACE_Z_POSITIVE_DIRECTION,
[LangMsg(Languages.ja, "ExportRootの Animator に Avatar がありません")]
[LangMsg(Languages.en, "No Avatar in ExportRoot's Animator")]
NO_AVATAR_IN_ANIMATOR,
[LangMsg(Languages.ja, "ExportRootの Animator.Avatar が不正です")]
[LangMsg(Languages.en, "Animator.avatar in ExportRoot is not valid")]
AVATAR_IS_NOT_VALID,
[LangMsg(Languages.ja, "ExportRootの Animator.Avatar がヒューマイドではありません。FBX importer の Rig で設定してください")]
[LangMsg(Languages.en, "Animator.avatar is not humanoid. Please change model's AnimationType to humanoid")]
AVATAR_IS_NOT_HUMANOID,
[LangMsg(Languages.ja, "humanoid設定に顎が含まれている。FBX importer の rig 設定に戻って設定を解除することをおすすめします")]
[LangMsg(Languages.en, "Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen")]
JAW_BONE_IS_INCLUDED,
[LangMsg(Languages.ja, "ヒエラルキーの中に同じ名前のGameObjectが含まれている。 エクスポートした場合に自動でリネームする")]
[LangMsg(Languages.en, "There are bones with the same name in the hierarchy. They will be automatically renamed after export")]
DUPLICATE_BONE_NAME_EXISTS,
[LangMsg(Languages.ja, "VRMBlendShapeProxyが必要です。先にVRMフォーマットに変換してください")]
[LangMsg(Languages.en, "VRMBlendShapeProxy is required. Please convert to VRM format first")]
NEEDS_VRM_BLENDSHAPE_PROXY,
[LangMsg(Languages.en, "This model contains vertex color")]
[LangMsg(Languages.ja, "ヒエラルキーに含まれる mesh に頂点カラーが含まれている")]
VERTEX_COLOR_IS_INCLUDED,
[LangMsg(Languages.ja, "ヒエラルキーに active なメッシュが含まれていない")]
[LangMsg(Languages.en, "No active mesh")]
NO_ACTIVE_MESH,
[LangMsg(Languages.ja, "Standard, Unlit, MToon 以外のマテリアルは、Standard になります")]
[LangMsg(Languages.en, "It will export as `Standard` fallback")]
UNKNOWN_SHADER,
[LangMsg(Languages.ja, "名前が長すぎる。リネームしてください: ")]
[LangMsg(Languages.en, "FileName is too long: ")]
FILENAME_TOO_LONG,
}
static class MsgCache<T> where T : Enum
{
static Dictionary<Languages, Dictionary<T, string>> s_cache = new Dictionary<Languages, Dictionary<T, string>>();
static LangMsgAttribute GetAttribute(T value, Languages language)
{
var t = typeof(T);
var memberInfos = t.GetMember(value.ToString());
var enumValueMemberInfo = memberInfos.FirstOrDefault(m => m.DeclaringType == t);
var attr = enumValueMemberInfo.GetCustomAttributes(typeof(LangMsgAttribute), false).Select(x => (LangMsgAttribute)x).ToArray();
if (attr == null || attr.Length == 0)
{
return null;
}
var match = attr.FirstOrDefault(x => x.Language == language);
if (match != null)
{
return match;
}
return attr.First();
}
public static string Get(Languages language, T key)
{
if (!s_cache.TryGetValue(language, out Dictionary<T, string> map))
{
map = new Dictionary<T, string>();
var t = typeof(T);
foreach (T value in Enum.GetValues(t))
{
var match = GetAttribute(value, language);
map.Add(value, match != null ? match.Message : "");
}
s_cache.Add(language, map);
}
return map[key];
}
}
public static class Getter
{
public static M17N.Languages Lang;
public static string Msg<T>(T key) where T : Enum
{
return M17N.MsgCache<T>.Get(Lang, key);
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7829d135d35830f4bb9235eb10b3de1f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -153,6 +153,11 @@ namespace VRM
return true;
}
static string Msg(VRMExporterWizardMessages key)
{
return M17N.Getter.Msg(key);
}
/// <summary>
/// エクスポート可能か検証する
/// </summary>
@ -166,18 +171,18 @@ namespace VRM
if (DuplicateBoneNameExists())
{
yield return Validation.Warning(Msg.DUPLICATE_BONE_NAME_EXISTS);
yield return Validation.Warning(Msg(VRMExporterWizardMessages.DUPLICATE_BONE_NAME_EXISTS));
}
if (m_settings.ReduceBlendshape && ExportRoot.GetComponent<VRMBlendShapeProxy>() == null)
{
yield return Validation.Error(Msg.NEEDS_VRM_BLENDSHAPE_PROXY);
yield return Validation.Error(Msg(VRMExporterWizardMessages.NEEDS_VRM_BLENDSHAPE_PROXY));
}
var vertexColor = ExportRoot.GetComponentsInChildren<SkinnedMeshRenderer>().Any(x => x.sharedMesh.colors.Length > 0);
if (vertexColor)
{
yield return Validation.Warning(Msg.VERTEX_COLOR_IS_INCLUDED);
yield return Validation.Warning(Msg(VRMExporterWizardMessages.VERTEX_COLOR_IS_INCLUDED));
}
var renderers = ExportRoot.GetComponentsInChildren<Renderer>();
@ -202,13 +207,13 @@ namespace VRM
continue;
}
yield return Validation.Warning($"Material: {material.name}. Unknown Shader: \"{material.shader.name}\" is used. {Msg.UNKNOWN_SHADER}");
yield return Validation.Warning($"Material: {material.name}. Unknown Shader: \"{material.shader.name}\" is used. {Msg(VRMExporterWizardMessages.UNKNOWN_SHADER)}");
}
foreach (var material in materials)
{
if (IsFileNameLengthTooLong(material.name))
yield return Validation.Error(Msg.FILENAME_TOO_LONG + material.name);
yield return Validation.Error(Msg(VRMExporterWizardMessages.FILENAME_TOO_LONG) + material.name);
}
var textureNameList = new List<string>();
@ -233,7 +238,7 @@ namespace VRM
foreach (var textureName in textureNameList)
{
if (IsFileNameLengthTooLong(textureName))
yield return Validation.Error(Msg.FILENAME_TOO_LONG + textureName);
yield return Validation.Error(Msg(VRMExporterWizardMessages.FILENAME_TOO_LONG) + textureName);
}
var vrmMeta = ExportRoot.GetComponent<VRMMeta>();
@ -241,7 +246,7 @@ namespace VRM
{
var thumbnailName = vrmMeta.Meta.Thumbnail.name;
if (IsFileNameLengthTooLong(thumbnailName))
yield return Validation.Error(Msg.FILENAME_TOO_LONG + thumbnailName);
yield return Validation.Error(Msg(VRMExporterWizardMessages.FILENAME_TOO_LONG) + thumbnailName);
}
var meshFilters = ExportRoot.GetComponentsInChildren<MeshFilter>();
@ -249,7 +254,7 @@ namespace VRM
foreach (var meshName in meshesName)
{
if (IsFileNameLengthTooLong(meshName))
yield return Validation.Error(Msg.FILENAME_TOO_LONG + meshName);
yield return Validation.Error(Msg(VRMExporterWizardMessages.FILENAME_TOO_LONG) + meshName);
}
var skinnedmeshRenderers = ExportRoot.GetComponentsInChildren<SkinnedMeshRenderer>();
@ -257,7 +262,7 @@ namespace VRM
foreach (var skinnedmeshName in skinnedmeshesName)
{
if (IsFileNameLengthTooLong(skinnedmeshName))
yield return Validation.Error(Msg.FILENAME_TOO_LONG + skinnedmeshName);
yield return Validation.Error(Msg(VRMExporterWizardMessages.FILENAME_TOO_LONG) + skinnedmeshName);
}
}
@ -291,7 +296,7 @@ namespace VRM
m_Inspector = Editor.CreateEditor(m_settings);
}
m_lang = EnumUtil.TryParseOrDefault<VRMExporterWizardMessages.Languages>(EditorPrefs.GetString(LANG_KEY, default(VRMExporterWizardMessages.Languages).ToString()));
M17N.Getter.Lang = EnumUtil.TryParseOrDefault<M17N.Languages>(EditorPrefs.GetString(LANG_KEY, default(M17N.Languages).ToString()));
}
const string LANG_KEY = "VRM_LANG";
@ -344,11 +349,6 @@ namespace VRM
}
}
VRMExporterWizardMessages.Languages m_lang;
VRMExporterWizardMessages.LangMessages Msg => VRMExporterWizardMessages.M17N[m_lang];
//@TODO: Force repaint if scripts recompile
private void OnGUI()
{
if (m_tmpMeta == null)
@ -360,11 +360,11 @@ namespace VRM
EditorGUIUtility.labelWidth = 150;
// lang
var lang = (VRMExporterWizardMessages.Languages)EditorGUILayout.EnumPopup("lang", m_lang);
if (lang != m_lang)
var lang = (M17N.Languages)EditorGUILayout.EnumPopup("lang", M17N.Getter.Lang);
if (lang != M17N.Getter.Lang)
{
m_lang = lang;
EditorPrefs.SetString(LANG_KEY, m_lang.ToString());
M17N.Getter.Lang = lang;
EditorPrefs.SetString(LANG_KEY, M17N.Getter.Lang.ToString());
}
EditorGUILayout.LabelField("ExportRoot");
@ -382,24 +382,24 @@ namespace VRM
//
if (ExportRoot == null)
{
Validation.Error(Msg.ROOT_EXISTS).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.ROOT_EXISTS)).DrawGUI();
return;
}
if (ExportRoot.transform.parent != null)
{
Validation.Error(Msg.NO_PARENT).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.NO_PARENT)).DrawGUI();
return;
}
if (ExportRoot.transform.localRotation != Quaternion.identity || ExportRoot.transform.localScale != Vector3.one)
{
Validation.Error(Msg.ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED)).DrawGUI();
return;
}
var renderers = ExportRoot.GetComponentsInChildren<Renderer>();
if (renderers.All(x => !EnableRenderer(x)))
{
Validation.Error(Msg.NO_ACTIVE_MESH).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.NO_ACTIVE_MESH)).DrawGUI();
return;
}
@ -411,14 +411,14 @@ namespace VRM
}
else
{
Validation.Warning(Msg.ROTATION_OR_SCALEING_INCLUDED_IN_NODE).DrawGUI();
Validation.Warning(Msg(VRMExporterWizardMessages.ROTATION_OR_SCALEING_INCLUDED_IN_NODE)).DrawGUI();
}
}
else
{
if (m_settings.PoseFreeze)
{
Validation.Warning(Msg.IS_POSE_FREEZE_DONE).DrawGUI();
Validation.Warning(Msg(VRMExporterWizardMessages.IS_POSE_FREEZE_DONE)).DrawGUI();
}
else
{
@ -432,7 +432,7 @@ namespace VRM
var animator = ExportRoot.GetComponent<Animator>();
if (animator == null)
{
Validation.Error(Msg.NO_ANIMATOR).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.NO_ANIMATOR)).DrawGUI();
return;
}
@ -441,30 +441,30 @@ namespace VRM
var f = GetForward(l, r);
if (Vector3.Dot(f, Vector3.forward) < 0.8f)
{
Validation.Error(Msg.FACE_Z_POSITIVE_DIRECTION).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.FACE_Z_POSITIVE_DIRECTION)).DrawGUI();
return;
}
var avatar = animator.avatar;
if (avatar == null)
{
Validation.Error(Msg.NO_AVATAR_IN_ANIMATOR).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.NO_AVATAR_IN_ANIMATOR)).DrawGUI();
return;
}
if (!avatar.isValid)
{
Validation.Error(Msg.AVATAR_IS_NOT_VALID).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.AVATAR_IS_NOT_VALID)).DrawGUI();
return;
}
if (!avatar.isHuman)
{
Validation.Error(Msg.AVATAR_IS_NOT_HUMANOID).DrawGUI();
Validation.Error(Msg(VRMExporterWizardMessages.AVATAR_IS_NOT_HUMANOID)).DrawGUI();
return;
}
var jaw = animator.GetBoneTransform(HumanBodyBones.Jaw);
if (jaw != null)
{
Validation.Warning(Msg.JAW_BONE_IS_INCLUDED).DrawGUI();
Validation.Warning(Msg(VRMExporterWizardMessages.JAW_BONE_IS_INCLUDED)).DrawGUI();
}
else
{

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@ -1,84 +1,80 @@
using System.Collections.Generic;
using VRM.M17N;
namespace VRM
{
/// <summary>
/// エクスポートダイアログ用の簡易なメッセージカタログ
/// </summary>
public static class VRMExporterWizardMessages
public enum VRMExporterWizardMessages
{
public enum Languages
{
ja,
en,
}
[LangMsg(Languages.ja, "ExportRootをセットしてください")]
[LangMsg(Languages.en, "Please set up a ExportRoot for model export")]
ROOT_EXISTS,
public struct LangMessages
{
public string ROOT_EXISTS;
public string NO_PARENT;
public string ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED;
public string PREFAB_CANNOT_EXPORT;
public string ROTATION_OR_SCALEING_INCLUDED_IN_NODE;
public string IS_POSE_FREEZE_DONE;
public string NO_ANIMATOR;
public string FACE_Z_POSITIVE_DIRECTION;
public string NO_AVATAR_IN_ANIMATOR;
public string AVATAR_IS_NOT_VALID;
public string AVATAR_IS_NOT_HUMANOID;
public string JAW_BONE_IS_INCLUDED;
public string DUPLICATE_BONE_NAME_EXISTS;
public string NEEDS_VRM_BLENDSHAPE_PROXY;
public string VERTEX_COLOR_IS_INCLUDED;
public string NO_ACTIVE_MESH;
public string UNKNOWN_SHADER;
public string FILENAME_TOO_LONG;
}
public static readonly Dictionary<Languages, LangMessages> M17N = new Dictionary<Languages, LangMessages>
{
{Languages.ja, new LangMessages{
ROOT_EXISTS ="ExportRootをセットしてください",
NO_PARENT = "ExportRootに親はオブジェクトは持てません",
ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED = "ExportRootに回転・拡大縮小は持てません。子階層で回転・拡大縮小してください",
PREFAB_CANNOT_EXPORT = "シーンに出していない Prefab はエクスポートできません(細かい挙動が違い、想定外の動作をところがあるため)。シーンに展開してからエクスポートしてください",
ROTATION_OR_SCALEING_INCLUDED_IN_NODE = "回転・拡大縮小を持つードが含まれています。正規化が必用です。Setting の PoseFreeze を有効にしてください",
IS_POSE_FREEZE_DONE = "正規化済みです。Setting の PoseFreeze は不要です",
NO_ANIMATOR = "ExportRootに Animator がありません",
FACE_Z_POSITIVE_DIRECTION = "Z+ 向きにしてください",
NO_AVATAR_IN_ANIMATOR = "ExportRootの Animator に Avatar がありません",
AVATAR_IS_NOT_VALID = "ExportRootの Animator.Avatar が不正です",
AVATAR_IS_NOT_HUMANOID = "ExportRootの Animator.Avatar がヒューマイドではありません。FBX importer の Rig で設定してください",
JAW_BONE_IS_INCLUDED = "humanoid設定に顎が含まれている。FBX importer の rig 設定に戻って設定を解除することをおすすめします",
DUPLICATE_BONE_NAME_EXISTS = "ヒエラルキーの中に同じ名前のGameObjectが含まれている。 エクスポートした場合に自動でリネームする",
NEEDS_VRM_BLENDSHAPE_PROXY = "VRMBlendShapeProxyが必要です。先にVRMフォーマットに変換してください",
VERTEX_COLOR_IS_INCLUDED = "ヒエラルキーに含まれる mesh に頂点カラーが含まれている",
NO_ACTIVE_MESH = "ヒエラルキーに active なメッシュが含まれていない",
UNKNOWN_SHADER = "Standard, Unlit, MToon 以外のマテリアルは、Standard になります",
FILENAME_TOO_LONG = "名前が長すぎる。リネームしてください: ",
}
},
{Languages.en, new LangMessages{
ROOT_EXISTS = "Please set up a ExportRoot for model export",
NO_PARENT = "ExportRoot must be topmost parent",
ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED = "ExportRoot's rotation and scaling are not allowed to change. Please set up rotation and scaling in child node",
PREFAB_CANNOT_EXPORT = "Prefab Asset cannot be exported. Prefab Asset has different behaviour with Scene GameObject. Please put the prefab into the scene",
ROTATION_OR_SCALEING_INCLUDED_IN_NODE = " Normalization is required. There are nodes (child GameObject) where rotation and scaling are not default. Please enable PoseFreeze",
IS_POSE_FREEZE_DONE = "Normalization has been done. PoseFreeze is not required",
NO_ANIMATOR = "No Animator in ExportRoot",
FACE_Z_POSITIVE_DIRECTION = "The model needs to face the positive Z-axis",
NO_AVATAR_IN_ANIMATOR = "No Avatar in ExportRoot's Animator",
AVATAR_IS_NOT_VALID = "Animator.avatar in ExportRoot is not valid",
AVATAR_IS_NOT_HUMANOID = "Animator.avatar is not humanoid. Please change model's AnimationType to humanoid",
JAW_BONE_IS_INCLUDED = "Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen",
DUPLICATE_BONE_NAME_EXISTS = "There are bones with the same name in the hierarchy. They will be automatically renamed after export",
NEEDS_VRM_BLENDSHAPE_PROXY = "VRMBlendShapeProxy is required. Please convert to VRM format first",
VERTEX_COLOR_IS_INCLUDED = "This model contains vertex color",
NO_ACTIVE_MESH = "No active mesh",
UNKNOWN_SHADER = "It will export as `Standard` fallback",
FILENAME_TOO_LONG = "FileName is too long: ",
}
},
};
[LangMsg(Languages.ja, "ExportRootに親はオブジェクトは持てません")]
[LangMsg(Languages.en, "ExportRoot must be topmost parent")]
NO_PARENT,
[LangMsg(Languages.ja, "ExportRootに回転・拡大縮小は持てません。子階層で回転・拡大縮小してください")]
[LangMsg(Languages.en, "ExportRoot's rotation and scaling are not allowed to change. Please set up rotation and scaling in child node")]
ROOT_WITHOUT_ROTATION_AND_SCALING_CHANGED,
[LangMsg(Languages.ja, "シーンに出していない Prefab はエクスポートできません(細かい挙動が違い、想定外の動作をところがあるため)。シーンに展開してからエクスポートしてください")]
[LangMsg(Languages.en, "Prefab Asset cannot be exported. Prefab Asset has different behaviour with Scene GameObject. Please put the prefab into the scene")]
PREFAB_CANNOT_EXPORT,
[LangMsg(Languages.ja, "回転・拡大縮小を持つードが含まれています。正規化が必用です。Setting の PoseFreeze を有効にしてください")]
[LangMsg(Languages.en, " Normalization is required. There are nodes (child GameObject) where rotation and scaling are not default. Please enable PoseFreeze")]
ROTATION_OR_SCALEING_INCLUDED_IN_NODE,
[LangMsg(Languages.ja, "正規化済みです。Setting の PoseFreeze は不要です")]
[LangMsg(Languages.en, "Normalization has been done. PoseFreeze is not required")]
IS_POSE_FREEZE_DONE,
[LangMsg(Languages.ja, "ExportRootに Animator がありません")]
[LangMsg(Languages.en, "No Animator in ExportRoot")]
NO_ANIMATOR,
[LangMsg(Languages.ja, "Z+ 向きにしてください")]
[LangMsg(Languages.en, "The model needs to face the positive Z-axis")]
FACE_Z_POSITIVE_DIRECTION,
[LangMsg(Languages.ja, "ExportRootの Animator に Avatar がありません")]
[LangMsg(Languages.en, "No Avatar in ExportRoot's Animator")]
NO_AVATAR_IN_ANIMATOR,
[LangMsg(Languages.ja, "ExportRootの Animator.Avatar が不正です")]
[LangMsg(Languages.en, "Animator.avatar in ExportRoot is not valid")]
AVATAR_IS_NOT_VALID,
[LangMsg(Languages.ja, "ExportRootの Animator.Avatar がヒューマイドではありません。FBX importer の Rig で設定してください")]
[LangMsg(Languages.en, "Animator.avatar is not humanoid. Please change model's AnimationType to humanoid")]
AVATAR_IS_NOT_HUMANOID,
[LangMsg(Languages.ja, "humanoid設定に顎が含まれている。FBX importer の rig 設定に戻って設定を解除することをおすすめします")]
[LangMsg(Languages.en, "Jaw bone is included. It may not what you intended. Please check the humanoid avatar setting screen")]
JAW_BONE_IS_INCLUDED,
[LangMsg(Languages.ja, "ヒエラルキーの中に同じ名前のGameObjectが含まれている。 エクスポートした場合に自動でリネームする")]
[LangMsg(Languages.en, "There are bones with the same name in the hierarchy. They will be automatically renamed after export")]
DUPLICATE_BONE_NAME_EXISTS,
[LangMsg(Languages.ja, "VRMBlendShapeProxyが必要です。先にVRMフォーマットに変換してください")]
[LangMsg(Languages.en, "VRMBlendShapeProxy is required. Please convert to VRM format first")]
NEEDS_VRM_BLENDSHAPE_PROXY,
[LangMsg(Languages.en, "This model contains vertex color")]
[LangMsg(Languages.ja, "ヒエラルキーに含まれる mesh に頂点カラーが含まれている")]
VERTEX_COLOR_IS_INCLUDED,
[LangMsg(Languages.ja, "ヒエラルキーに active なメッシュが含まれていない")]
[LangMsg(Languages.en, "No active mesh")]
NO_ACTIVE_MESH,
[LangMsg(Languages.ja, "Standard, Unlit, MToon 以外のマテリアルは、Standard になります")]
[LangMsg(Languages.en, "It will export as `Standard` fallback")]
UNKNOWN_SHADER,
[LangMsg(Languages.ja, "名前が長すぎる。リネームしてください: ")]
[LangMsg(Languages.en, "FileName is too long: ")]
FILENAME_TOO_LONG,
}
}