public void Setup() { m_LocaleProvider = new TestLocaleProvider(); m_LocaleProvider.AddLocale(m_English = Locale.CreateLocale("en")); m_LocaleProvider.AddLocale(m_EnglishGB = Locale.CreateLocale("en-GB")); m_LocaleProvider.AddLocale(m_Japanese = Locale.CreateLocale("ja")); }
void Start() { var localizationSettings = LocalizationSettings.GetInstanceDontCreateDefault(); // Use included settings if one is available. if (useActiveLocalizationSettings && localizationSettings != null) { Debug.Log("Using included localization data"); return; } Debug.Log("Creating default localization data"); // Create our localization settings. If a LocalizationSettings asset has been created and configured in the editor then we can leave this step out. localizationSettings = LocalizationSettings.CreateDefault(); // Replace the default Locales Provider with something we can manage locally for the example var simpleLocalesProvider = ScriptableObject.CreateInstance <SimpleLocalesProvider>(); localizationSettings.SetAvailableLocales(simpleLocalesProvider); // Add the locales we support simpleLocalesProvider.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Arabic))); simpleLocalesProvider.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.English))); simpleLocalesProvider.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.French))); simpleLocalesProvider.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.German))); simpleLocalesProvider.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Japanese))); simpleLocalesProvider.AddLocale(Locale.CreateLocale(CultureInfo.InvariantCulture)); // Set English to be our default localizationSettings.OnSelectedLocaleChanged += OnSelectedLocaleChanged; LocalizationSettings.Instance = localizationSettings; }
public IEnumerator ListViewUpdatesWhenLocaleIsAdded() { WrapperWindow window = GetWindow((wnd) => { // Perform an update var height = m_PropertyDrawer.GetPropertyHeight(m_Property, GUIContent.none); m_PropertyDrawer.OnGUI(new Rect(wnd.position.x, wnd.position.y, wnd.position.width, height), m_Property, GUIContent.none); // Add a new Locale var newLocale = Locale.CreateLocale(SystemLanguage.Hebrew); LocalizationEditorSettings.AddLocale(newLocale); // Update again, it should not contain the new element height = m_PropertyDrawer.GetPropertyHeight(m_Property, GUIContent.none); m_PropertyDrawer.OnGUI(new Rect(wnd.position.x, wnd.position.y, wnd.position.width, height), m_Property, GUIContent.none); Assert.That(m_FakeLocaleProvider.TestLocales, Does.Contain(newLocale)); CheckListViewContainsProjectLocales(); return(true); }); yield return(null); Assert.That(window.TestCompleted, Is.True); }
public IEnumerator ListViewUpdatesWhenLocaleIsAdded() { bool localeAdded = false; WrapperWindow window = GetWindow((wnd) => { // Add a new Locale if (!localeAdded) { var newLocale = Locale.CreateLocale(SystemLanguage.Hebrew); LocalizationEditorSettings.AddLocale(newLocale); Assert.That(m_FakeLocaleProvider.TestLocales, Does.Contain(newLocale)); localeAdded = true; return(false); } else { CheckListContainsProjectLocales(wnd); return(true); } }); var root = m_PropertyDrawer.CreatePropertyGUI(m_ScriptableObject.FindProperty("provider")); window.rootVisualElement.Add(root); yield return(null); Assert.That(window.TestCompleted, Is.True); }
public void Setup() { m_Arabic = Locale.CreateLocale(SystemLanguage.Arabic); m_Basque = Locale.CreateLocale(SystemLanguage.Basque); m_Catalan = Locale.CreateLocale(SystemLanguage.Catalan); m_French = Locale.CreateLocale(SystemLanguage.French); m_Pseudo = PseudoLocale.CreatePseudoLocale(); }
void Start() { // Create a locale to represent Japanese. var localeId = new LocaleIdentifier(SystemLanguage.Japanese); var locale = Locale.CreateLocale(localeId); // Customize the name. locale.name = "Japanese(日本)"; }
public void CreateTestLocalizationSettings() { m_Settings = LocalizationSettingsHelper.CreateEmpty(); m_LocalesProvider = m_Settings.GetAvailableLocales(); m_LocalesProvider.AddLocale(Locale.CreateLocale(SystemLanguage.Arabic)); m_LocalesProvider.AddLocale(Locale.CreateLocale(SystemLanguage.English)); m_LocalesProvider.AddLocale(Locale.CreateLocale(SystemLanguage.French)); m_LocalesProvider.AddLocale(Locale.CreateLocale(SystemLanguage.German)); m_LocalesProvider.AddLocale(Locale.CreateLocale(SystemLanguage.Japanese)); }
protected static List <Locale> GenerateSampleLocales() { return(new List <Locale>() { Locale.CreateLocale(SystemLanguage.English), Locale.CreateLocale(SystemLanguage.French), Locale.CreateLocale(SystemLanguage.Arabic), Locale.CreateLocale(SystemLanguage.Japanese), Locale.CreateLocale(SystemLanguage.Chinese) }); }
private void Start() { CMInputCallbackInstaller.PersistentObject(transform); LocalizationSettings.SelectedLocale = Locale.CreateLocale(Settings.Instance.Language); UpdateDSPBufferSize(); AudioListener.volume = Settings.Instance.Volume; centerDisplay.host = this; bottomDisplay.host = this; }
public void ExpectedFormatterIsUsed(string code, bool useCustom, string formatCode, string expectedOutput) { var locale = Locale.CreateLocale(code); locale.CustomFormatterCode = formatCode; locale.UseCustomFormatter = useCustom; var formattedText = string.Format(locale.Formatter, "{0:C} {1:N} {2}", 123.45f, 1234567.345, new DateTime(2020, 12, 29)); Assert.AreEqual(expectedOutput, formattedText); Object.DestroyImmediate(locale); }
void Start() { // Create a locale to represent English. var localeId = new LocaleIdentifier(SystemLanguage.English); var locale = Locale.CreateLocale(localeId); Debug.Log("English locale: " + locale); // Create a regional locale to represent English UK. var regionalLocaleId = new LocaleIdentifier("en-GB"); var regionalLocale = Locale.CreateLocale(regionalLocaleId); Debug.Log("English(en-GB) locale: " + regionalLocale); }
static void CreateCustomLocale() { // Create a locale to represent a Custom language var locale = Locale.CreateLocale(new LocaleIdentifier("my language code")); // Customize the name. locale.name = "My Custom Language"; var path = EditorUtility.SaveFilePanelInProject("Save Custom Locale Asset", locale.name, "asset", null); if (!string.IsNullOrEmpty(path)) { AssetDatabase.CreateAsset(locale, path); } }
static void CreateJapanese() { // Create a locale to represent Japanese. var locale = Locale.CreateLocale(SystemLanguage.Japanese); // Customize the name. locale.name = "Japanese(日本)"; var path = EditorUtility.SaveFilePanelInProject("Save Japanese Locale Asset", locale.name, "asset", null); if (!string.IsNullOrEmpty(path)) { AssetDatabase.CreateAsset(locale, path); } }
void Start() { // Create a locale to represent English. var localeId = new LocaleIdentifier(SystemLanguage.English); var locale = Locale.CreateLocale(localeId); // Create a regional locale to represent English UK. var regionalLocaleId = new LocaleIdentifier("en-GB"); var regionalLocale = Locale.CreateLocale(regionalLocaleId); // Fallback from English(UK) to the non-regional English version. regionalLocale.FallbackLocale = locale; Debug.Log("English(en-GB) will fallback to " + regionalLocale.FallbackLocale); }
public void Setup() { m_Instance = ScriptableObject.CreateInstance <Fixture>(); m_ScriptableObject = new SerializedObject(m_Instance); m_Property = m_ScriptableObject.FindProperty("provider"); Assert.That(m_ScriptableObject, Is.Not.Null); Assert.That(m_Property, Is.Not.Null); m_FakeLocaleProvider = new FakeLocaleProvider(); LocalizationEditorSettings.Instance = m_FakeLocaleProvider; LocalizationEditorSettings.AddLocale(Locale.CreateLocale(SystemLanguage.English)); LocalizationEditorSettings.AddLocale(Locale.CreateLocale(SystemLanguage.French)); LocalizationEditorSettings.AddLocale(Locale.CreateLocale(SystemLanguage.Korean)); m_PropertyDrawer = new LocalesProviderPropertyDrawer(); }
public void CreateTestLocalizationSettings() { m_Settings = LocalizationSettings.CreateDefault(); LocalizationSettings.Instance = m_Settings; var simpleLocalesProvider = ScriptableObject.CreateInstance <SimpleLocalesProvider>(); m_Settings.SetAvailableLocales(simpleLocalesProvider); var sl = LocalizationSettings.AvailableLocales; sl.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Arabic))); sl.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.English))); sl.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.French))); sl.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.German))); sl.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Japanese))); }
public void Init() { m_OriginalSettings = LocalizationSettings.Instance; m_TestSettings = LocalizationSettingsHelper.CreateEmpty(); LocalizationSettings.Instance = m_TestSettings; // Add the test locales var localeProvider = m_TestSettings.GetAvailableLocales(); testLanguages.ForEach(o => localeProvider.AddLocale(Locale.CreateLocale(o))); PlayerPrefs.DeleteKey(k_PlayerPrefKey); m_PlayerPrefLocaleSelector = new PlayerPrefLocaleSelector { PlayerPreferenceKey = k_PlayerPrefKey }; m_TestSettings.GetStartupLocaleSelectors().Add(m_PlayerPrefLocaleSelector); }
void Start() { // Create our localization settings var localizationSettings = LocalizationSettings.CreateDefault(); // Add the locales we support var supportedLocales = localizationSettings.GetAvailableLocales(); supportedLocales.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Arabic))); supportedLocales.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.English))); supportedLocales.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.French))); supportedLocales.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.German))); supportedLocales.AddLocale(Locale.CreateLocale(new LocaleIdentifier(SystemLanguage.Japanese))); // Set English to be our default LocalizationSettings.Instance = localizationSettings; }
public void ProjectLocalesIsUpdatedWhenRemoveLocaleIsUndone() { const string localeAssetPath = "Assets/HebrewRemove.asset"; var locale = Locale.CreateLocale(SystemLanguage.Hebrew); AssetDatabase.CreateAsset(locale, localeAssetPath); LocalizationEditorSettings.AddLocale(locale, false); Assert.That(LocalizationEditorSettings.GetLocales(), Does.Contain(locale), "Expected new locale asset to be added to Project Locales."); LocalizationEditorSettings.RemoveLocale(locale, true); Assert.That(LocalizationEditorSettings.GetLocales(), Does.Not.Contains(locale), "Expected locale to not be in project locales after calling RemoveLocale."); Undo.PerformUndo(); Assert.That(LocalizationEditorSettings.GetLocales(), Does.Contain(locale), "Expected locale asset to be in project locale after calling Undo."); AssetDatabase.DeleteAsset(localeAssetPath); }
public void Setup() { LocalizationSettingsHelper.SaveCurrentSettings(); LocalizationSettings.Instance = ScriptableObject.CreateInstance <LocalizationSettings>(); var localeProvider = new TestLocaleProvider(); m_Selected = Locale.CreateLocale("en"); localeProvider.AddLocale(m_Selected); LocalizationSettings.Instance.SetAvailableLocales(localeProvider); m_FixtureStringDatabase = new FixtureStringDatabase(); LocalizationSettings.StringDatabase = m_FixtureStringDatabase; m_FixtureStringDatabase.NoTranslationFoundMessage = "No translation found for '{key}'"; m_GameObject = new GameObject(nameof(ChangingLocalizedStringUpdatesValues)); m_LocalizeStringEvent = m_GameObject.AddComponent <LocalizeStringEvent>(); // Setup with a default value so we do not start with an empty StringReference. m_LocalizeStringEvent.StringReference.SetReference(kDefaultTableCollectionName, kDefaultEntryName); ClearLastGetTableEntryValues(); }
public void Setup() { m_Locale = Locale.CreateLocale("my locale"); AssetDatabase.CreateAsset(m_Locale, kPath); }