MyLocalization Decument
  • v1.3
    • MyLocalization English Document
      • MyLocalization Data Flow Diagram
      • Quick Start
        • Run the Demo Correctly
        • Preparation
        • Localize Text
        • Localize Texture
        • Localization of Other Types of Resources
      • Load Assets
        • Only Load Resources Corresponding to the Current Language
        • Implement IResLoader interface
        • Enable IResLoader Subclass
        • Convert Resource References Associations to Paths
        • Text Localization Items Do Not Need to Be Loaded with Language Type
      • Edit Text for Localization
        • Basic Operation
        • Automatic Translation
        • Find and Replace
        • Speech Binding Text
        • CSV Table Export and Import
        • Essay on the Importance of Text Table (StringTable)
      • Display and Setter Components
        • Correspondence between Setter Components and Display Components
        • RTL (Right To Left) Related Settings
        • Dynamic Splicing of Localized Text
        • Quickly create and modify localized field text using properties of MyString
    • MyLocalization 中文文档
      • MyLocalization 数据流程图
      • 快速开始
        • 正确运行 Demo
        • 准备工作
        • 文本本地化
        • 图片本地化
        • 其他资源的本地化
      • 加载当前语言资源
        • 只加载当前语言对应的资源
        • 实现 IResLoader 接口
        • 启用 IResLoader 子类
        • 将资源引用关联转为路径
        • 文本的本地化项不能随语言类型加载
      • 编辑文本表
        • 基本操作
        • 自动翻译
        • 搜索与替换
        • 语音绑定文字
        • CSV表格导出与导入
        • 使用 MyString 的属性快速创建和修改本地化字段文本
      • 一切准备都为了Setter组件实现本地化
        • Setter 组件与显示组件的对应关系
        • RTL (Right To Left)相关设置
        • 动态拼接本地化文本
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  1. v1.3
  2. MyLocalization English Document
  3. Quick Start

Preparation

PreviousRun the Demo CorrectlyNextLocalize Text

Last updated 2 years ago

1. Create LanguageTypeCData

Create a new LanguageTypeCData resource to define the language type that suits your project needs. Assets (or right-click menu in the Project) > Create > fuliu > Localization > LanguageType

Language name: Choose a name that represents the language type and that you can understand.

Language ID: is generated automatically, never change it.

Open or not: This attribute determines whether the language is open to the public. The player cannot choose which language is not open to the public.

System language: This property needs to select the correct value for the language type. Used to determine what type of language the system language corresponds to in MyLocalization.

Ali Cloud language: When calling the automatic translation API, you need to know which language corresponds to Ali Cloud API. Set this property can be the first project in the AliLanguageType resource file into the Ali cloud language this property association, you can use the drop-down menu to select a language, so you do not need to type input (typing input can also be, as long as the input is correct).

Right-to-left: A type of language that is or is not right-to-left, such as Arabic, which is right-to-left.

Associated TMP font: This property determines the default font to be used when TextMeshPro UI displays text in this language.

(this property only after import and open TextMeshPro will appear, in ProjectSettings. Player. Add Using_TextMeshPro ScriptDefineSymbols said enabled TextMeshPro.)

Associated font: This property determines the default font used when Ugui text displays text in this language.

2. Create LocalizationSetting

Add a gameobject named LocalizationSetting to the current scene, Hang the LocalizationSetting component, and set the LanguageTypeCData resource created in the previous step to the LocalizationSetting component languageType property.

Keep the default and current language values.

The MyStringPack component is automatically mounted to handle localized text in code or used in tables such as Excel.

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