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    Class LocalizeStringEvent

    Component that can be used to Localize a string. Provides an update event UpdateString(string) that can be used to automatically update the string when the SelectedLocale or StringReference changes. Allows for configuring optional arguments that will be used by Smart Format or String.Format.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizeStringEvent
    Inherited Members
    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)
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    Component.GetComponentsInParent<T>(bool, List<T>)
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    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
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    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)
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    Object.Destroy(Object, float)
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    Object.DestroyImmediate(Object)
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    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
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    Object.FindObjectsOfTypeAll(Type)
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    Object.name
    Object.hideFlags
    Namespace: UnityEngine.Localization.Components
    Assembly: Unity.Localization.dll
    Syntax
    [AddComponentMenu("Localization/Localize String Event")]
    public class LocalizeStringEvent : LocalizedMonoBehaviour
    Examples

    This example shows how a Localized String Event can be dynamically updated with a different localized string or new formatting data.

    using System;
    using UnityEngine;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    
    public class LocalizeStringEventExample : MonoBehaviour
    {
        [Serializable]
        public class CharacterData
        {
            public string name;
            public string surname;
            public int age;
        }
    
        public CharacterData characterInfo = new CharacterData { name = "Guy", surname = "Threepwood", age = 17 };
    
        public LocalizeStringEvent localizedStringEvent;
        LocalizedString originalLocalizedString;
    
        // Various ways to address a string table entry
        public LocalizedString localizedString = new LocalizedString { TableReference = "My String Table Collection", TableEntryReference = "My Text 1" };
        public string tableName = "My String Table Collection";
        public string keyName = "My Text 2";
        public long keyId = 123;
    
        void Start()
        {
            // Keep track of the original so we dont change localizedString by mistake
            originalLocalizedString = localizedStringEvent.StringReference;
    
            // Assuming the Localizing String is using Smart Format:
            // The string
            // "{name} {surname} is {age} years old"
            // would produce:
            // "Guy Threepwood is 17 years old"
            localizedStringEvent.StringReference.Arguments = new[] { characterInfo };
    
            // We can add a listener if we are interested in the Localized String.
            localizedStringEvent.OnUpdateString.AddListener(OnStringChanged);
        }
    
        void OnStringChanged(string s)
        {
            Debug.Log($"String changed to `{s}`");
        }
    
        void OnGUI()
        {
            if (GUILayout.Button("Change using LocalizedString"))
            {
                // We are assigning a new LocalizedString so will need to copy the arguments across
                localizedString.Arguments = localizedStringEvent.StringReference.Arguments;
    
                // Assign the new LocalizedString, this will trigger an update
                localizedStringEvent.StringReference = localizedString;
            }
    
            if (GUILayout.Button("Change using key name"))
            {
                // Restore the original LocalizedString in case we changed it previously.
                localizedStringEvent.StringReference = originalLocalizedString;
    
                // Assign a new Table and Entry. This will trigger an update.
                localizedStringEvent.StringReference.SetReference(tableName, keyName);
    
                // We could do this if we only wanted to change the entry but use the same table
                // localizedStringEvent.StringReference.TableEntryReference = keyName;
            }
    
            if (GUILayout.Button("Change using key id"))
            {
                // Restore the original LocalizedString in case we changed it previously.
                localizedStringEvent.StringReference = originalLocalizedString;
    
                // Assign a new Table and Entry. This will trigger an update.
                localizedStringEvent.StringReference.SetReference(tableName, keyId);
    
                // We could do this if we only wanted to change the entry but use the same table
                // localizedStringEvent.StringReference.TableEntryReference = keyId;
            }
    
            if (GUILayout.Button("Increase Age"))
            {
                characterInfo.age++;
    
                // Force the string to refresh
                localizedStringEvent.RefreshString();
            }
    
            if (GUILayout.Button("Decrease Age"))
            {
                characterInfo.age--;
    
                // Force the string to refresh
                localizedStringEvent.RefreshString();
            }
        }
    }

    Example of String Table Contents

    Example of String Table Contents

    Example results in Game

    Example results in Game

    Properties

    Name Description
    OnUpdateString

    Event that will be sent when the localized string is available.

    StringReference

    References the StringTable and StringTableEntry of the localized string.

    Methods

    Name Description
    RefreshString()

    Forces the string to be regenerated, such as when the string formatting argument values have changed.

    SetEntry(string)

    Changes the TableEntry value of a LocalizeString.

    SetTable(string)

    Changes the TableReference value of a LocalizeString.

    UpdateString(string)

    Invokes the OnUpdateString event.

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