This script localizes the content of the TextMesh element on this GameObject. More...
Public Member Functions | |
override void | LocalizeText () |
override void | UpdateFieldName (string newFieldName="") |
Sets the field name, which is the key to use in the localized text table. More... | |
Public Member Functions inherited from PixelCrushers.DialogueSystem.LocalizeUIText | |
virtual void | UpdateOptions () |
If changing the Dropdown options, call this afterward to update the localization. More... | |
Protected Attributes | |
TextMesh | m_textMesh |
Protected Attributes inherited from PixelCrushers.DialogueSystem.LocalizeUIText | |
UnityEngine.UI.Text | text = null |
List< string > | fieldNames = new List<string>() |
bool | started = false |
UnityEngine.UI.Dropdown | dropdown = null |
Additional Inherited Members | |
Public Attributes inherited from PixelCrushers.DialogueSystem.LocalizeUIText | |
LocalizedTextTable | localizedTextTable |
string | fieldName = string.Empty |
Protected Member Functions inherited from PixelCrushers.DialogueSystem.LocalizeUIText | |
virtual void | Start () |
virtual void | OnEnable () |
virtual bool | HasCurrentLanguage () |
This script localizes the content of the TextMesh element on this GameObject.
You can assign the localized text table to this script or the Dialogue Manager. The element's starting text value serves as the field name to look up in the table.
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virtual |
Reimplemented from PixelCrushers.DialogueSystem.LocalizeUIText.
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virtual |
Sets the field name, which is the key to use in the localized text table.
By default, the field name is the initial value of the Text component.
fieldName |
Reimplemented from PixelCrushers.DialogueSystem.LocalizeUIText.
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protected |