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    Class LocalizeSpriteEvent

    Component that can be used to Localize a Sprite asset. Provides an update event OnUpdateAsset that can be used to automatically update the Sprite whenever the SelectedLocale or AssetReference changes.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizedAssetBehaviour<Sprite, LocalizedSprite>
    LocalizedAssetEvent<Sprite, LocalizedSprite, UnityEventSprite>
    LocalizeSpriteEvent
    Inherited Members
    LocalizedAssetEvent<Sprite, LocalizedSprite, UnityEventSprite>.OnUpdateAsset
    LocalizedAssetEvent<Sprite, LocalizedSprite, UnityEventSprite>.UpdateAsset(Sprite)
    LocalizedAssetBehaviour<Sprite, LocalizedSprite>.AssetReference
    LocalizedAssetBehaviour<Sprite, LocalizedSprite>.UpdateAsset(Sprite)
    LocalizedMonoBehaviour.Editor_RegisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_UnregisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_RefreshEventObjects(UnityEventBase)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.name
    Object.hideFlags
    Namespace: UnityEngine.Localization.Components
    Assembly: Unity.Localization.dll
    Syntax
    [AddComponentMenu("Localization/Asset/Localize Sprite Event")]
    public class LocalizeSpriteEvent : LocalizedAssetEvent<Sprite, LocalizedSprite, UnityEventSprite>
    Remarks

    This component can also be added through the Localize menu item in the Image context menu. Adding it this way will also automatically configure the Update Asset events to update the Image.

    Examples

    The example show how it is possible to switch between different Localized Sprites.

    #if PACKAGE_UGUI
    
    #region example-code
    
    using UnityEngine;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    using UnityEngine.UI;
    
    public class LocalizedSpriteChanger : MonoBehaviour
    {
        public LocalizeSpriteEvent localizeSpriteEvent;
        public LocalizedSprite[] sprites;
        public Image image;
        int currentSprite = 0;
    
        private void Start()
        {
            ChangeSprite(sprites[currentSprite]);
        }
    
        private void OnGUI()
        {
            GUILayout.BeginHorizontal();
    
            if (GUILayout.Button("Previous"))
            {
                if (currentSprite == 0)
                    currentSprite = sprites.Length - 1;
                else
                    currentSprite--;
                ChangeSprite(sprites[currentSprite]);
            }
    
            // Show the current sprite that is visible
            GUILayout.Label(image.sprite?.name);
    
            if (GUILayout.Button("Next"))
            {
                if (currentSprite == sprites.Length - 1)
                    currentSprite = 0;
                else
                    currentSprite++;
                ChangeSprite(sprites[currentSprite]);
            }
    
            GUILayout.EndHorizontal();
        }
    
        void ChangeSprite(LocalizedSprite sprite)
        {
            // When we assign a new AssetReference the system will automatically load the new Sprite asset then call the AssetChanged event.
            localizeSpriteEvent.AssetReference = sprite;
        }
    }
    
    #endregion
    
    #endif
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