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