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Method in Localization
Gets the line IDs present in this localization.
public IEnumerable<string> GetLineIDs()The line IDs can be used to access the localized text or asset associated with a line.
The line IDs.
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
Class in
Inherits from System.Object
Method in
Returns a boolean value indicating whether this contains a string with the given key.
true
Method in
Method in
Adds a new string to the runtime string table.
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.
The collection of StringTableEntry objects to add.
IEnumerable<Yarn.Unity.StringTableEntry> stringTableEntries
falsestring key
The key to search for.
public virtual void Clear()string value
The user-facing text for this string, in the language specified by LocaleCode .
string key
The key for this string (generally, the line ID.)
public bool ContainsLocalizedString(string key);public void AddLocalizedString(string key, string value)public sealed class LocalizationTableEntryClass in Yarn.Unity
Inherits from UnityEngine.ScriptableObject
public class Localization : ScriptableObjectMethod in
Adds a collection of strings to the runtime string table.
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.
Adds 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 ).
public void AddLocalizedStrings(IEnumerable<KeyValuePair<string, string>> strings)IEnumerable<KeyValuePair<string, string>> strings
Field in
The collection of keys and strings to add.
public UnityEngine.AddressableAssets.AssetReference? localizedAssetReference;Returns a boolean value indicating whether this contains a string with the given key.
Gets the line IDs present in this localization.
Field in
Method in
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 string? localizedString;public string? GetLocalizedString(string key)string key
public bool UsesAddressableAssets { get; internal set; }Method in
public async YarnTask<T?> GetLocalizedObjectAsync<T>(string key)
where T : UnityEngine.Objectstring key
Method in
public bool ContainsLocalizedObject<T>(string key)
where T : UnityEngine.Object;string key