patch over new migration code from strange rocks port.

You create a IGameProcessor that takes a game object and processor state (a list of game objects to ignore, strings to ignore, and the current translation instance util that we are interfacing with — to make it easier to set translations)
Reduces translation related code down quite a bit, and makes it so the custom script does not have to care if it is a scene or a prefab, further reducing boilerplate custom code