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    Class LocalizedAssetBehaviour<TObject, TReference>

    Abstract class that can be inherited from to create a general purpose Localized Asset Component. This Component handles the Localization of the asset and calls UpdateAsset(TObject) whenever a new Localized Asset is ready.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizedAssetBehaviour<TObject, TReference>
    LocalizedAssetEvent<TObject, TReference, TEvent>
    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)
    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
    [ExecuteAlways]
    public abstract class LocalizedAssetBehaviour<TObject, TReference> : LocalizedMonoBehaviour where TObject : Object where TReference : LocalizedAsset<TObject>, new()
    Type Parameters
    Name Description
    TObject

    The type of Asset to be Localized. Must inherit from UnityEngine.Object

    TReference

    The Serializable LocalizedAsset class. This will be used for the AssetReference property.

    Examples

    This example shows how the Font asset of a UGUI Text Component could be localized.

    using System;
    using UnityEngine;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    using UnityEngine.UI;
    
    [Serializable]
    public class LocalizedFont : LocalizedAsset<Font> {}
    
    public class LocalizedFontComponent : LocalizedAssetBehaviour<Font, LocalizedFont>
    {
        public Text text;
    
        protected override void UpdateAsset(Font localizedFont)
        {
            text.font = localizedFont;
        }
    }

    Properties

    Name Description
    AssetReference

    Reference to the Table and Entry which will be used to identify the asset being localized.

    Methods

    Name Description
    UpdateAsset(TObject)

    Called when AssetReference has been loaded. This will occur when the game first starts after InitializationOperation has completed and whenever the SelectedLocale is changed.

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