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    Class LocalizedAssetEvent<TObject, TReference, TEvent>

    A version of LocalizedAssetBehaviour<TObject, TReference> which also includes a UnityEvent with the localized asset. Using the OnUpdateAsset event it is possible to Localize Components without writing scripts specific to the Component that can be configured in the Inspector.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizedAssetBehaviour<TObject, TReference>
    LocalizedAssetEvent<TObject, TReference, TEvent>
    LocalizeAudioClipEvent
    LocalizeSpriteEvent
    LocalizeTextureEvent
    LocalizedGameObjectEvent
    Inherited Members
    LocalizedAssetBehaviour<TObject, TReference>.AssetReference
    LocalizedAssetBehaviour<TObject, TReference>.UpdateAsset(TObject)
    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
    public class LocalizedAssetEvent<TObject, TReference, TEvent> : LocalizedAssetBehaviour<TObject, TReference> where TObject : Object where TReference : LocalizedAsset<TObject>, new() where TEvent : UnityEvent<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.

    TEvent

    The Serializable UnityEvent that should be called when the asset is loaded.

    Examples

    This example shows how a Font asset could be localized.

    using System;
    using UnityEngine;
    using UnityEngine.Events;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    
    [Serializable]
    public class LocalizedFont : LocalizedAsset<Font> {}
    
    [Serializable]
    public class FontEvent : UnityEvent<Font> {}
    
    public class LocalizedFontEventComponent : LocalizedAssetEvent<Font, LocalizedFont, FontEvent> {}

    Properties

    Name Description
    OnUpdateAsset

    Unity Event that is invoked when the localized asset is updated.

    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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