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 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)));
        }
        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;
        }
Пример #4
0
        public static LocalizationSettings CreateLocalizationAsset()
        {
            var path = EditorUtility.SaveFilePanelInProject("Save Localization Settings", "Localization Settings", "asset", "Please enter a filename to save the projects localization settings to.");

            if (string.IsNullOrEmpty(path))
            {
                return(null);
            }

            var dependencies = new List <ScriptableObject>();
            var ls           = LocalizationSettings.CreateDefault(dependencies);

            AssetDatabase.CreateAsset(ls, path);
            foreach (var scriptableObject in dependencies)
            {
                AssetDatabase.AddObjectToAsset(scriptableObject, ls);
            }
            AssetDatabase.SaveAssets();
            Selection.activeObject = ls;
            return(ls);
        }