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using UnityEngine;
public class LocalizationUpdateComponentText : MonoBehaviour{
//At the start gets the actuall Language
private string _language = LocalizationText.GetLanguage();
//GameObjects with managed Text
//Add as many of these as you have 3d Text Meshes
private GameObject WelcomeText;
private GameObject lblCastle;
private GameObject CarName;
void Start()
{
//You dont need to change anything here
SetAllObjects();
SetAllText();
}
// Update is called once per frame
void Update ()
{
//You dont need to change anything here
//if the language should have been changed it will set all texts referred in SetAllText to the new one.
if (LocalizationText.GetLanguage() != _language)
{
_language = LocalizationText.GetLanguage();
SetAllText();
}
}
private void SetAllObjects()
{
//This should be equal long to your GameObject list above, because here we get our reference for later operation.
WelcomeText = GameObject.Find("Welcome");
lblCastle = GameObject.Find("lblCastle");
CarName = GameObject.Find("carName");
}
private void SetAllText()
{
//Here wechange the Text of all referenced 3D Text Meshes.
// ALWAYS Check if the GameObject reference is null, when you dont do it and one should be null then no one will work.
// but if you do the check. Only the one with the gameobject null wont work.
if(WelcomeText!=null)
WelcomeText.GetComponent<TextMesh>().text = LocalizationText.GetText("lblDoor111");
if(lblCastle!=null)
lblCastle.GetComponent<TextMesh>().text = LocalizationText.GetText("lblCastle");
if(CarName!=null)
CarName.GetComponent<TextMesh>().text = LocalizationText.GetText("CarName");
}
}