63 lines
2.4 KiB
C#
63 lines
2.4 KiB
C#
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using UnityEngine;
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namespace I2.Loc
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{
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public class Example_LocalizedString : MonoBehaviour
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{
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public LocalizedString _MyLocalizedString; // This string sets a Term in the inspector, but returns its translation
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public string _NormalString; // This is regular string to see that the LocalizedString has a custom inspector, but this shows only a textField
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[TermsPopup]
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public string _StringWithTermPopup; // Example of making a normal string that show as a popup with all the terms in the inspector
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public void Start()
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{
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// LocalizedString are strings that can be set to a Term, and when getting its value, return the Term's translation
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// Basic Example of using LocalizedString in the Inspector
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// Just change the Term in the inspector, and use this to access the term translation
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Debug.Log(_MyLocalizedString);
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Debug.Log(LocalizationManager.GetTranslation(_NormalString)); // regular strings need to manually call GetTranslation()
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Debug.Log(LocalizationManager.GetTranslation(_StringWithTermPopup)); // same here, given that this string just have a custom inspector
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// Example of setting the term in code to get its translation
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LocalizedString locString = "Term2";
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string translation = locString; // returns the translation of Term2 to the current language
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Debug.Log(translation);
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// Assigning a LocalizedString to another LocalizedString, copies the reference to its term
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LocalizedString locString1 = _MyLocalizedString;
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Debug.Log(locString1);
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// LocalizedString have settings to customize the result
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LocalizedString customString = "Term3";
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Debug.Log(customString);
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LocalizedString customNoRTL = "Term3";
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customNoRTL.mRTL_IgnoreArabicFix = true;
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Debug.Log(customNoRTL);
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LocalizedString customString1 = "Term3";
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customString1.mRTL_ConvertNumbers = true;
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customString1.mRTL_MaxLineLength = 20;
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Debug.Log(customString1);
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// Copying a LocalizedString also copies its settings
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LocalizedString customStringCopy = customString1;
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Debug.Log(customStringCopy);
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}
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}
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}
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