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