Adding localize component on runtime

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9 years 3 months ago #402 by intacto
For some reason I have to add the localize component to some gameobjects on runtime.
I'm adding the component with addcomponent and use the setterm method to set the key.

But it throws out some errors like:

ArgumentNullException: Argument cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[System.String,I2.Loc.TermData].TryGetValue (System.String key, I2.Loc.TermData& value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:588)
I2.Loc.LanguageSource.GetTermData (System.String term) (at Assets/I2/Localization/Scripts/LanguageSource.cs:246)
I2.Loc.LocalizeInspector.OnGUI_SelectKey (System.String& Term, Boolean Inherited) (at Assets/I2/Localization/Editor/Inspectors/LocalizeInspector.cs:258)
I2.Loc.LocalizeInspector.OnGUI_SecondaryTerm (Boolean OnOpen) (at Assets/I2/Localization/Editor/Inspectors/LocalizeInspector.cs:205)
I2.Loc.LocalizeInspector.OnGUI_Terms () (at Assets/I2/Localization/Editor/Inspectors/LocalizeInspector.cs:148)
I2.Loc.LocalizeInspector.OnInspectorGUI () (at Assets/I2/Localization/Editor/Inspectors/LocalizeInspector.cs:82)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/Inspector/InspectorWindow.cs:1094)
UnityEditor.DockArea:OnGUI()

Is there some sort of initialization that should be done before using it?

Thanks in advance.

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9 years 3 months ago #403 by intacto
I found the bug I think, even if I call SetTerm it has a empty string control and the secondary key is kept null:

public void SetTerm (string primary, string secondary)
{
if (!string.IsNullOrEmpty(primary))
Term = primary;
if (!string.IsNullOrEmpty(secondary))
SecondaryTerm = secondary;

OnLocalize ();
}

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9 years 3 months ago #409 by Frank
Hi,
You are right! Normally when a localized object is created at RunTime it is created from a Prefab and so all values are initialized.
But when adding the Localize component directly, it doesn't set all values.

I corrected that in the new version by modifying line 23-27 in Localize.cs to initialize the terms:
		public string mTerm = string.Empty,  		  // if Target is a Label, this will be the text,  if sprite, this will be the spriteName, etc
					  mTermSecondary =  string.Empty; // if Target is a Label, this will be the font Name,  if sprite, this will be the Atlas name, etc

		public string FinalTerm = string.Empty, 
					  FinalSecondaryTerm = string.Empty;

Thanks,
Frank

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