Class LocalizedTextAsset
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
A ready-made ITextProvider: translation tables per language. The authored text counts as AuthoredLanguage; keys a language does not list fall back to it. Assign to TextSource or Text.
[CreateAssetMenu(menuName = "Survivor Roguelite Maker/Localized Text", fileName = "LocalizedText", order = 22)]
public sealed class LocalizedTextAsset : ScriptableObject, ITextProvider
- Inheritance
-
ObjectScriptableObjectLocalizedTextAsset
- Implements
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
LocalizedTextAsset()
public LocalizedTextAsset()
Fields
AuthoredLanguage
[Tooltip("Code of the language the UI string table and the content assets are written in. Empty = not offered.")]
public string AuthoredLanguage
Field Value
DefaultLanguage
[Tooltip("Offered first when the player has not chosen. Empty = the authored language.")]
public string DefaultLanguage
Field Value
Translations
public List<LocalizedLanguage> Translations
Field Value
Methods
Get(string, string)
The translation of key, or null (authored text).
public string Get(string key, string language)
Parameters
Returns
Invalidate()
Call after editing Translations from code.
public void Invalidate()
Set(string, string, string)
Adds or replaces one translation from code (the lookup is rebuilt; no Invalidate() call needed).
public void Set(string language, string key, string value)