Overview and Goals

Checked with version: 5.5

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Difficulty: Beginner

In this live training example we will look at a common need for many games: localizing text into other languages. We will create a LocalizationManager class that loads a file with localized text, and a component that can be attached to a text field in order to populate it with the localized text at runtime. We will also look at loading and parsing JSON files, dictionaries and some data driven best practices.

Overview and Goals

Beginner Scripting

Download the assets for this training here

LocalizationData

Code snippet

[System.Serializable]
public class LocalizationData 
{
    public LocalizationItem[] items;
}

[System.Serializable]
public class LocalizationItem
{
    public string key;
    public string value;
}

LocalizationManager

Code snippet

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;

public class LocalizationManager : MonoBehaviour {

    public static LocalizationManager instance;

    private Dictionary<string, string> localizedText;
    private bool isReady = false;
    private string missingTextString = "Localized text not found";

    // Use this for initialization
    void Awake () 
    {
        if (instance == null) {
            instance = this;
        } else if (instance != this)
        {
            Destroy (gameObject);
        }

        DontDestroyOnLoad (gameObject);
    }
    
    public void LoadLocalizedText(string fileName)
    {
        localizedText = new Dictionary<string, string> ();
        string filePath = Path.Combine (Application.streamingAssetsPath, fileName);

        if (File.Exists (filePath)) {
            string dataAsJson = File.ReadAllText (filePath);
            LocalizationData loadedData = JsonUtility.FromJson<LocalizationData> (dataAsJson);

            for (int i = 0; i < loadedData.items.Length; i++) 
            {
                localizedText.Add (loadedData.items [i].key, loadedData.items [i].value);   
            }

            Debug.Log ("Data loaded, dictionary contains: " + localizedText.Count + " entries");
        } else 
        {
            Debug.LogError ("Cannot find file!");
        }

        isReady = true;
    }

    public string GetLocalizedValue(string key)
    {
        string result = missingTextString;
        if (localizedText.ContainsKey (key)) 
        {
            result = localizedText [key];
        }

        return result;

    }

    public bool GetIsReady()
    {
        return isReady;
    }

}

StartupManager

Code snippet

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class StartupManager : MonoBehaviour {

    // Use this for initialization
    private IEnumerator Start () 
    {
        while (!LocalizationManager.instance.GetIsReady ()) 
        {
            yield return null;
        }

        SceneManager.LoadScene ("MenuScreen");
    }

}

LocalizedText

Code snippet

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class LocalizedText : MonoBehaviour {

    public string key;

    // Use this for initialization
    void Start () 
    {
        Text text = GetComponent<Text> ();
        text.text = LocalizationManager.instance.GetLocalizedValue (key);
    }

}

LocalizedTextEditor

Code snippet

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;

public class LocalizedTextEditor : EditorWindow
{
    public LocalizationData localizationData;

    [MenuItem ("Window/Localized Text Editor")]
    static void Init()
    {
        EditorWindow.GetWindow (typeof(LocalizedTextEditor)).Show ();
    }

    private void OnGUI()
    {
        if (localizationData != null) 
        {
            SerializedObject serializedObject = new SerializedObject (this);
            SerializedProperty serializedProperty = serializedObject.FindProperty ("localizationData");
            EditorGUILayout.PropertyField (serializedProperty, true);
            serializedObject.ApplyModifiedProperties ();

            if (GUILayout.Button ("Save data")) 
            {
                SaveGameData ();
            }
        }

        if (GUILayout.Button ("Load data")) 
        {
            LoadGameData ();
        }

        if (GUILayout.Button ("Create new data")) 
        {
            CreateNewData ();
        }
    }

    private void LoadGameData()
    {
        string filePath = EditorUtility.OpenFilePanel ("Select localization data file", Application.streamingAssetsPath, "json");

        if (!string.IsNullOrEmpty (filePath)) 
        {
            string dataAsJson = File.ReadAllText (filePath);

            localizationData = JsonUtility.FromJson<LocalizationData> (dataAsJson);
        }
    }

    private void SaveGameData()
    {
        string filePath = EditorUtility.SaveFilePanel ("Save localization data file", Application.streamingAssetsPath, "", "json");

        if (!string.IsNullOrEmpty(filePath))
            {
                string dataAsJson = JsonUtility.ToJson(localizationData);
                File.WriteAllText (filePath, dataAsJson);
            }
    }

    private void CreateNewData()
    {
        localizationData = new LocalizationData ();
    }

}

Scripting

  1. Scripts as Behaviour Components
  2. Variables and Functions
  3. Conventions and Syntax
  4. C# vs JS syntax
  5. IF Statements
  6. Loops
  7. Scope and Access Modifiers
  8. Awake and Start
  9. Update and FixedUpdate
  10. Vector Maths
  11. Enabling and Disabling Components
  12. Activating GameObjects
  13. Translate and Rotate
  14. Look At
  15. Linear Interpolation
  16. Destroy
  17. GetButton and GetKey
  18. GetAxis
  19. OnMouseDown
  20. GetComponent
  21. Delta Time
  22. Data Types
  23. Classes
  24. Instantiate
  25. Arrays
  26. Invoke
  27. Enumerations
  28. Switch Statements
  1. Properties
  2. Ternary Operator
  3. Statics
  4. Method Overloading
  5. Generics
  6. Inheritance
  7. Polymorphism
  8. Member Hiding
  9. Overriding
  10. Interfaces
  11. Extension Methods
  12. Namespaces
  13. Lists and Dictionaries
  14. Coroutines
  15. Quaternions
  16. Delegates
  17. Attributes
  18. Events
  1. Building a Custom Inspector
  2. The DrawDefaultInspector Function
  3. Adding Buttons to a Custom Inspector
  4. Creating Basic Editor Tools
  1. MonoDevelop's Debugger
  2. Good Coding Practices in Unity
  3. Unity Editor Extensions – Menu Items
  4. Creating Meshes
  1. AssetBundles and the AssetBundle Manager
  2. Mastering Unity Project Folder Structure - Version Control Systems
  1. Installing Tools for Unity Development
  2. Building your first Unity Game with Visual Studio
  3. Editing Unity games in Visual Studio
  4. Debugging Unity games in Visual Studio
  5. Graphics debugging Unity games in Visual Studio
  6. Taking Unity games to Universal Windows Platform
  7. Testing Unity games on Android in Visual Studio
  1. Scripting Primer and Q&A
  2. Scripting Primer and Q&A - Continued
  3. Scripting Primer and Q&A - Continued (Again)
  4. Persistence - Saving and Loading Data
  5. Object Pooling
  6. Introduction to Scriptable Objects
  7. How to communicate between Scripts and GameObjects
  8. Coding in Unity for the Absolute Beginner
  9. Sound Effects & Scripting
  10. Editor Scripting Intro
  11. Writing Plugins
  12. Property Drawers & Custom Inspectors
  13. Events: Creating a simple messaging system
  14. Using Interfaces to Make a State Machine for AI
  15. Ability System with Scriptable Objects
  16. Character Select System with Scriptable Objects
  1. Intro and Setup
  2. Data Classes
  3. Menu Screen
  4. Game UI
  5. Answer Button
  6. Displaying Questions
  7. Click To Answer
  8. Ending The Game and Q&A
  1. Intro To Part Two
  2. High Score with PlayerPrefs
  3. Serialization and Game Data
  4. Loading Game Data via JSON
  5. Loading and Saving via Editor Script
  6. Game Data Editor GUI
  7. Question and Answer
  1. Overview and Goals
  2. Localization Data
  3. Dictionary, JSON and Streaming Assets
  4. Localization Manager
  5. Startup Manager
  6. Localized Text Component
  7. Localized Text Editor Script
  8. Localization Q&A