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Class in Yarn.Unity
Inherits from UnityEngine.ScriptableObject
public class Localization : ScriptableObjectAdds a new string to the runtime string table.
Adds a collection of strings to the runtime string table.
Adds a collection of strings to the runtime string table.
Gets a value indicating whether this makes use of Addressable Assets ( true ), or if it stores its assets as direct references ( false ).
Returns a boolean value indicating whether this contains a string with the given key.
Gets the line IDs present in this localization.
Method in Localization
public string? GetLocalizedString(string key)string key
Field in LocalizationTableEntry
public UnityEngine.AddressableAssets.AssetReference? localizedAssetReference;Method in Localization
Adds a collection of strings to the runtime string table.
public void AddLocalizedStrings(IEnumerable<StringTableEntry> stringTableEntries)This method updates the localisation's runtime string table, which is useful for adding or changing the localisation during gameplay or in a built player. It doesn't modify the asset on disk, and any changes made will be lost when gameplay ends.
strings
Method in
Gets the line IDs present in this localization.
The line IDs can be used to access the localized text or asset associated with a line.
The line IDs.
Class in
Inherits from System.Object
Method in
Method in
Returns a boolean value indicating whether this contains a string with the given key.
true
public IEnumerable<string> GetLineIDs()public virtual void Clear()falsestring key
The key to search for.
public bool ContainsLocalizedString(string key);public sealed class LocalizationTableEntryThe collection of objects to add.
IEnumerable<Yarn.Unity.StringTableEntry> stringTableEntries
Field in
public UnityEngine.Object? localizedAsset;Property in
Gets a value indicating whether this makes use of Addressable Assets ( true ), or if it stores its assets as direct references ( false ).
If this property is true , Yarn.Unity.Localization.GetLocalizedObjectAsync1(System.String)</code> and <code>Yarn.Unity.Localization.ContainsLocalizedObject1(System.String) should not be used to retrieve localised objects. Instead, the Addressable Assets API should be used.
public bool UsesAddressableAssets { get; internal set; }Method in Localization
public bool ContainsLocalizedObject<T>(string key)
where T : UnityEngine.Object;string key
Method in Localization
Adds a new string to the runtime string table.
public void AddLocalizedString(string key, string value)This method updates the localisation's runtime string table, which is useful for adding or changing the localisation during gameplay or in a built player. It doesn't modify the asset on disk, and any changes made will be lost when gameplay ends.
string key
Field in
The key for this string (generally, the line ID.)
string value
The user-facing text for this string, in the language specified by LocaleCode .
public string? localizedString;Method in
public async YarnTask<T?> GetLocalizedObjectAsync<T>(string key)
where T : UnityEngine.Objectstring key
Method in Localization
Adds a collection of strings to the runtime string table.
public void AddLocalizedStrings(IEnumerable<KeyValuePair<string, string>> strings)This method updates the localisation's runtime string table, which is useful for adding or changing the localisation during gameplay or in a built player. It doesn't modify the asset on disk, and any changes made will be lost when gameplay ends.
IEnumerable<KeyValuePair<string, string>> strings
The collection of keys and strings to add.