/// <summary> /// Método UpdateTexts, que actualiza los textos localizados /// </summary> public void UpdateTexts() { if (!LocalizationSystem.isInit) { LocalizationSystem.Init(); } LocalizedText[] localizedTexts = Resources.FindObjectsOfTypeAll <LocalizedText>(); foreach (LocalizedText localizedText in localizedTexts) { localizedText.UpdateText(); } // Si es un nivel if (SceneManager.GetActiveScene().name.Contains("Level")) { GameManager.instance.UpdateRobberiesTranslate(); } // Si es el tutorial if (SceneManager.GetActiveScene().name.Equals("Tutorial")) { TutorialGameManager.instance.UpdateRobberiesTranslate(); TutorialManager.instance.UpdateTutorialTranslate(); } // Si es el menú principal if (SceneManager.GetActiveScene().name.Equals("MainMenu")) { MenuManager.instance.UpdateStartTranslate(); } }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EditorGUI.BeginProperty(position, label, property); position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); position.width -= 34; position.height = 18; Rect valueRect = new Rect(position); valueRect.x += 15; valueRect.width -= 15; Rect foldButtonRect = new Rect(position); foldButtonRect.width = 15; dropdown = EditorGUI.Foldout(foldButtonRect, dropdown, ""); position.x += 15; position.width -= 15; SerializedProperty key = property.FindPropertyRelative("key"); key.stringValue = EditorGUI.TextField(position, key.stringValue); position.x += position.width + 2; position.width = 17; position.height = 17; Texture searchIcon = (Texture)Resources.Load("search"); GUIContent searchContent = new GUIContent(searchIcon, "Search"); if (GUI.Button(position, searchContent)) { TextLocalizerSearchWindow.Open(); } position.x += position.width + 2; Texture storeIcon = (Texture)Resources.Load("store"); GUIContent storeContent = new GUIContent(storeIcon); if (GUI.Button(position, storeContent)) { TextLocalizerEditWindow.Open(key.stringValue); } if (dropdown) { var value = LocalizationSystem.GetLocalizedValue(key.stringValue); GUIStyle style = GUI.skin.box; height = style.CalcHeight(new GUIContent(value), valueRect.width); valueRect.height = height; valueRect.y += 21; EditorGUI.LabelField(valueRect, value, EditorStyles.wordWrappedLabel); } EditorGUI.EndProperty(); }
void Start() { text = GetComponent <TextMeshProUGUI>(); lang = FindObjectOfType <LocalizationSystem>(); lang.UpdateDict(); text.text = lang.GetKey(key); }
public void OnGUI() { key = EditorGUILayout.TextField("Key :", key); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Value:", GUILayout.MaxWidth(50)); EditorStyles.textArea.wordWrap = true; value = EditorGUILayout.TextArea(value, EditorStyles.textArea, GUILayout.Height(100), GUILayout.Width(400)); EditorGUILayout.EndHorizontal(); if (GUILayout.Button("Add")) { if (LocalizationSystem.GetLocalizedValue(key) != string.Empty) { LocalizationSystem.Replace(key, value); } else { LocalizationSystem.Add(key, value); } } minSize = new Vector2(460, 250); maxSize = minSize; }
/// <summary> /// Método UpdateTutorialTranslate, que actualiza el texto correspondiente al tutorial /// </summary> public void UpdateTutorialTranslate() { string textSt = LocalizationSystem.GetLocalizedValue("TUTORIAL_TEXT_" + actualText); textSt = textSt.Replace("\\n", "\n"); tutorialText.text = textSt; }
public static void ForgotPasswordReturn(Packet _packet) { string _returnStatus = _packet.ReadString(); int _myId = _packet.ReadInt(); switch (_returnStatus) { case "FORGOT_PASSWORD_CONFIRMED": Debug.Log("Votre nouveau mot de passe a bien été mis a jours."); ForgotPasswordScript.ForgotPwd.UpdateSuccessSceneMessage(LocalizationSystem.GetLocalizedValue(Constants.forgot_password_success_lbl)); ForgotPasswordScript.ForgotPwd.UpdateMyFinalForm(); break; case "FORGOT_PASSWORD_CODE_EXPIRED_KO": ForgotPasswordScript.ForgotPwd.UpdateErrorSceneMessage(LocalizationSystem.GetLocalizedValue(Constants.forgot_password_code_expire_lbl)); break; case "FORGOT_PASSWORD_CODE_MISMATCH_KO": ForgotPasswordScript.ForgotPwd.UpdateErrorSceneMessage(LocalizationSystem.GetLocalizedValue(Constants.forgot_password_code_mismatch_lbl)); break; case "NEW_CODE_SEND_EMAIL": ForgotPasswordScript.ForgotPwd.UpdateMyForm(); ForgotPasswordScript.ForgotPwd.UpdateSuccessSceneMessage(LocalizationSystem.GetLocalizedValue(Constants.code_send_success_lbl)); break; default: Debug.Log("Une erreur technique est survenue, merci de réessayer ultérieurement."); break; } }
public override void Refresh() { if (LocalizationSystem.TryGetLocalisedValue(beforeText, out string value)) { text.text = value; } }
private void Awake() { Debug.Assert(_localizationData != null); var key = "text"; var value = _localizationData.GetString(key, English); Debug.LogFormat("English: {0}", value); value = _localizationData.GetString(key, Russian); Debug.LogFormat("Russian: {0}", value); value = _localizationData.GetString(key, German); Debug.LogFormat("German: {0}", value); _localizationSystem = new LocalizationSystem(_localizationData) { DefaultLanguage = English }; Localizer.LocalizationSystem = _localizationSystem; _localizationSystem.CurrentLanguage = English; }
public void Cancel() { if (ValueChanged()) { UISystem.instance.CreatePopup(LocalizationSystem.GetEntry("settings.valuechanged"), "menu.yes", "menu.no", () => { Apply(); UISystem.instance.CloseCurrentWindow(); UISystem.instance.CloseWindow(gameObject); }, () => { if (m_TMPPref.CurrentLanguage != Core.instance.PlayerPrefs.CurrentLanguage) { LocalizationSystem.ChangeLanguage(Core.instance.PlayerPrefs.CurrentLanguage); } UISystem.instance.CloseCurrentWindow(); UISystem.instance.CloseWindow(gameObject); AudioMgr.PlayUISound("Cancel"); }); } else { UISystem.instance.CloseCurrentWindow(); AudioMgr.PlayUISound("Cancel"); } }
public static void SignUpReturn(Packet _packet) { string _returnStatus = _packet.ReadString(); int _myId = _packet.ReadInt(); Debug.Log($"Return Sign Up Status : {_returnStatus}"); switch (_returnStatus) { case "ADHESION_ALREADY_EXIST": SignUpScript.SignUpInst.UpdateSceneSignUpErrorMessage(LocalizationSystem.GetLocalizedValue(Constants.sign_up_user_already_exist)); break; case "ADHESION_OK": Debug.Log("Creation de Compte Finalisée."); SignUpScript.SignUpInst.UpdateSceneSignUpSuccessMessage(LocalizationSystem.GetLocalizedValue(Constants.signup_validation_email_lbl)); break; case "ADHESION_KO": Debug.Log("Votre création de compte a échoué, merci de réessayer ultérieurement."); break; default: Debug.Log("Une erreur technique est survenue, merci de réessayer ultérieurement."); break; } }
public override void OnInspectorGUI() { this.DrawServices <LocalizationServiceItem>(); CustomGUI.Splitter(); GUILayout.Label("Languages", EditorStyles.boldLabel); EditorGUI.BeginDisabledGroup(true); var currentLangs = LocalizationSystem.GetLanguagesList(); var langs = System.Enum.GetValues(typeof(UnityEngine.SystemLanguage)); foreach (var lang in langs) { var lng = (UnityEngine.SystemLanguage)lang; if (currentLangs.Contains(lng) == true) { GUILayout.Toggle(true, lng.ToString()); } else { GUILayout.Toggle(false, lng.ToString()); } } EditorGUI.EndDisabledGroup(); }
// Start is called before the first frame update void Start() { textField = GetComponent <TextMeshProUGUI>(); string value = LocalizationSystem.GetLocalisedValue(key); textField.text = value; }
// Start is called before the first frame update void Start() { textBtn = GetComponent <InputField>().GetComponentInChildren <Text>(); string value = LocalizationSystem.GetLocalizedValue(key); textBtn.text = value; }
/// <summary> /// Sets the popup to have the desired values. Use localization keys to get the text. /// </summary> /// <param name="titleKey"> Localization key of the title. </param> /// <param name="messageKey"> Localization key of the message. </param> /// <param name="additionalMessageKey"> Extra localization key for a second line message.</param> /// <param name="buttonSettings"> Buttons of the popup. Max of 5 buttons. /// Should follow order: Confirm, extras and then cancel.</param> /// <param name="popupExecutionState"> Does the game need to be paused? </param> /// <param name="callback"> Function to call when a button is pressed. </param> public void SetUpPopup(string titleKey, string messageKey, string additionalMessageKey, List <ButtonSettings> buttonSettings, ExecutionState popupExecutionState, Action <int> callback) { popupOpen = true; titleText.UpdateKey(titleKey); messageText.TextMeshComponent.text = $"{LocalizationSystem.GetLocalizedValue(messageKey)} " + $"{Environment.NewLine} " + $"{(string.IsNullOrWhiteSpace(additionalMessageKey) ? string.Empty : LocalizationSystem.GetLocalizedValue(additionalMessageKey))}"; buttons.Clear(); foreach (var settings in buttonSettings) { var button = Instantiate(popupButtonPrefabs[(int)settings.highlightLevel], buttonParent).GetComponent <Button>(); button.onClick.AddListener(() => callback(settings.id)); button.onClick.AddListener(() => popupOpen = false); button.GetComponentInChildren <TextMeshLocalizer>().UpdateKey(settings.key); buttons.Add(button); } GameMaster.Instance.GameState = popupExecutionState; AnimateIn(); StartCoroutine(nameof(PopupPauseRoutine)); }
public void ChangeLanguage(int language) //Public method to change the language to a specified one (e.g On Button Clicks) { if (System.Enum.IsDefined(typeof(LocalizationSystem.Language), language)) { LocalizationSystem.SetLanguage((LocalizationSystem.Language)language, true); } }
public void Pull() { this.screen.AddLine("Pulling..."); LocalizationSystem.InitializeAsync(() => { this.screen.AddLine("Pull completed."); this.Version(); }); }
public void SignUpShowError(string _message) { if (!errorImageBG.gameObject.activeSelf) { errorImageBG.gameObject.SetActive(true); } errorMessage.text = LocalizationSystem.GetLocalizedValue(_message); }
private void Start() { m_RealText = LocalizationSystem.GetEntry("intro.welcome") + " " + System.Environment.UserName; m_TextMesh = GetComponent <TextMeshPro>(); m_TextMesh.text = m_RealText; m_TextMesh.text = new string(m_RealText.ToCharArray().OrderBy(x => Random.value).ToArray()); m_TextMat = GetComponent <Renderer>().material; }
/// <summary> /// Método UpdateEndGameScreen, que actualiza la UI de la pantalla final /// </summary> public void UpdateEndGameScreen() { // Texto de arriba endGameText.text = LocalizationSystem.GetLocalizedValue("ENDGAME_WIN"); // Efecto de victoria GameObject victoryVFX = Instantiate(TutorialGameManager.instance.victoryVFX, endGameVFX.transform); }
/*public override string text { * * get { * * return base.text; * * } * * set { * * base.text = LocalizationSystem.Get(this.localizationKey); * * } * * }*/ public void OnLocalizationChanged() { if (this.localizationKey.IsNone() == false) { //this.text = base.text; this.text = LocalizationSystem.Get(this.localizationKey); } }
// Start is called before the first frame update protected override void Start() { base.Start(); if (hud) { hud.ShowDialogUI(LocalizationSystem.GetLocalisedValue("text_commander1"), LocalizationSystem.GetLocalisedValue("text_tutstart")); } }
protected override void OnCreate() { base.OnCreate(); statusEffectManager = World.GetExistingSystem <StatusEffectManager>(); localizationSystem = World.GetExistingSystem <LocalizationSystem>(); statusEffectsLocal = localizationSystem.LoadLocal("status_effects"); unitStatusEffectList = new List <UnitReadStatusEffectSettings>(); }
public static string LowestCardBeatsAce() { if (Cards == MaxCards) { return(LocalizationSystem.GetLocalizedValue("two_beats_ace")); } else { return(LocalizationSystem.GetLocalizedValue("six_beats_ace")); } }
IEnumerator End() { UISystem.instance.SetMenuPresence(true); InterfaceUtilities.FadeToBlack(false, 2.0f); yield return(new WaitForSeconds(3.0f)); InterfaceUtilities.AddCaption(LocalizationSystem.GetEntry("end.thanks"), new Vector2(400.0f, 100.0f), 40.0f, Color.white, true, false, 2.0f); yield return(new WaitForSeconds(5.0f)); SceneManager.LoadScene(0); }
private void Start() { // add component of localization localizationSystem = FindObjectOfType <LocalizationSystem>(); // add text component of dialog dialogText = GameObject.Find("DialogText").GetComponent <TextMeshProUGUI>(); // add text component of button btnText = GameObject.Find("StartDialogText").GetComponent <TextMeshProUGUI>(); // add animator component of dialog dialogAnimator = GameObject.Find("Dialog").GetComponent <Animator>(); // add component of pause button, to activate it when need pauseBTN = GameObject.Find("PausedButton").GetComponent <Button>(); }
/// <summary> /// Método UpdateStartTranslate, que actualiza traducido el texto del inicio /// </summary> public void UpdateStartTranslate() { if (Application.isMobilePlatform) { iconImage.sprite = iconSprites[1]; startText.text = LocalizationSystem.GetLocalizedValue("START_MOBILE"); } else { iconImage.sprite = iconSprites[0]; startText.text = LocalizationSystem.GetLocalizedValue("START_DESKTOP"); } }
private void Load(string path, out Dictionary <string, int> languages, out Dictionary <string, string[]> valueTable) { languages = new Dictionary <string, int>(); valueTable = new Dictionary <string, string[]>(); string text = File.ReadAllText(path, Encoding.UTF8); dataFormat = path.EndsWith("json") ? DataFormat.Json : DataFormat.CSV; LocalizationData data = LocalizationSystem.Load(text, dataFormat); languages = data.Languages; valueTable = data.DataTable; this.filePath = path; }
public bool CheckConfirmedNewPasswordPattern(string _text) { if (_text == newPassword.text) { return(true); } else { errorImageBG.gameObject.SetActive(true); errorMessage.text = LocalizationSystem.GetLocalizedValue(Constants.error_confirmed_password_format_lbl); //Debug.LogWarning("Le format du Mot de passe est incorrect."); return(false); } }
public void BackToMainMenu() { UISystem.instance.CreatePopup(LocalizationSystem.GetEntry("menu.confirmmain"), "menu.yes", "menu.no", () => { UISystem.instance.ClearAll(); UISystem.instance.LockUnlockPauseAction(false); SceneManager.LoadScene(0); }, () => { UISystem.instance.CloseCurrentWindow(); }); }
private void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { LocalizationSystem.SetLanguage(LocalizationSystem.Language.English, true); Debug.Log("Set Language to English"); } if (Input.GetKeyDown(KeyCode.Alpha2)) { LocalizationSystem.SetLanguage(LocalizationSystem.Language.French, true); Debug.Log("Set Language to French"); } }