public void Teardown() { // Delete GameObject first as it will call into LocalizationSettings during cleanup. Object.DestroyImmediate(m_GameObject); Object.DestroyImmediate(LocalizationSettings.Instance); LocalizationSettingsHelper.RestoreSettings(); }
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)); }
public void CreateTestLocalizationSettings() { LocalizationSettingsHelper.SaveCurrentSettings(); m_Settings = ScriptableObject.CreateInstance <LocalizationSettings>(); m_TempAssetDatabase = new LocalizedAssetDatabase(); m_TempStringDatabase = new LocalizedStringDatabase(); LocalizationSettings.Instance = m_Settings; LocalizationSettings.AssetDatabase = m_TempAssetDatabase; LocalizationSettings.StringDatabase = m_TempStringDatabase; }
public void Setup() { LocalizationSettingsHelper.SaveCurrentSettings(); LocalizationSettings.Instance = ScriptableObject.CreateInstance <LocalizationSettings>(); m_FixtureAssetDatabase = new FixtureAssetDatabase(); LocalizationSettings.AssetDatabase = m_FixtureAssetDatabase; m_GameObject = new GameObject(nameof(ChangingLocalizedAssetEventUpdatesValues)); m_LocalizeTextureEvent = m_GameObject.AddComponent <LocalizeTextureEvent>(); // Setup with a default value so we do not start with an empty StringReference. m_LocalizeTextureEvent.AssetReference.SetReference(kDefaultTableCollectionName, kDefaultEntryName); ClearLastGetTableEntryValues(); }
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); }
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 Teardown() { Object.DestroyImmediate(m_Settings); LocalizationSettingsHelper.RestoreSettings(); }