public void Setup() { m_OldSettings = LocalizationSettings.Instance; LocalizationSettings.Instance = ScriptableObject.CreateInstance <LocalizationSettings>(); m_FixtureStringDatabase = new FixtureStringDatabase(); LocalizationSettings.StringDatabase = m_FixtureStringDatabase; 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() { 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(); }