How to localize secondary sprite swap images?

  • pedrevans
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8 years 7 months ago - 8 years 7 months ago #1004 by pedrevans
I've been using separate localized images for many of my buttons. I use the sprite swap mechanism to swap between images when a button is tapped. The primary image is easily localized. But I haven't been able to figure out how to localize the secondary "pressed" image. The attached image shows which component is affected.

How does one do this with I2L?


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Last edit: 8 years 7 months ago by pedrevans.

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8 years 7 months ago - 8 years 7 months ago #1005 by Frank
Hi,
Out of the box, the plugin doesn't support localizing Button states. This is because a button has several images, while the Localize component only handles localization for 1 target.
Nonetheless, the support for multiple targets is coming to I2 Localization v3 (although it will be still a couple releases before switching to an stable v3)

However, to solve your issue with the current plugin features, you could use localization callbacks to modify the sprites.

Just create a script using this code and attach it to your button, next to the Localize component:
using UnityEngine;
using UnityEngine.UI;
using I2.Loc;

public class CallbackNotification : MonoBehaviour 
{
    public void OnModifyLocalization( Localize loc )
    {
		Button button = GetComponent<Button>();
		
		Sprite sp = (Sprite)ScriptLocalization.Get (Localize.CallBackTerm);
		if (sp!=null) GetComponent<Image>().sprite 	= sp;
		
		sp = (Sprite)ScriptLocalization.Get (Localize.CallBackTerm + "HIGHLIGHTED");
		if (sp!=null) button.spriteState.highlightedSprite = sp;
		
		sp = (Sprite)ScriptLocalization.Get (Localize.CallBackTerm + "PRESSED");
		if (sp!=null) button.spriteState.pressedSprite 	   = sp;
		
		sp = (Sprite)ScriptLocalization.Get (Localize.CallBackTerm + "DISABLED");
		if (sp!=null) button.spriteState.disabledSprite      = sp
	}
}

Then, in the localize component, at the bottom, there is a field that allows you adding a callback. Call the OnModifyLocalization function. That way, whenever the plugin localizes, it will also call that function.

If you check the script, it just takes the term that its been used and asks the localization source for variants of it ("PRESSED", "DISABLED", etc).

So, if you create a term "BUTTON_PLAY" to localize that button, you will also need to create "BUTTON_PLAY_PRESSED", "BUTTON_PLAY_DISABLED", etc.

Hope that helps, and don't hesitate in letting me know if you need more details about how to use this.

Thanks,
Frank

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Last edit: 8 years 7 months ago by Frank.

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  • pedrevans
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8 years 6 months ago #1006 by pedrevans
Replied by pedrevans on topic How to localize secondary sprite swap images?
Thanks, that's an excellent tip. It means a fair amount of work so maybe it would be better to use the color tint mechanism instead and just stick to the one image per element, especially as my app is already starting to suffer from asset bloat. I will think about that.

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  • pedrevans
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8 years 5 months ago #1103 by pedrevans
Replied by pedrevans on topic How to localize secondary sprite swap images?
After rigorously enforcing a naming convention, I was able to implement this. It was a little more complex than Frank's suggestion, but the approach was his. This is the code (UnityScript) for pressed button only, I didn't need the other kinds. It works perfectly.
class LocalizationCallback extends MonoBehaviour {
	function OnModifyLocalization(loc: Localize){
		Debug.Log('LocalizationCallback.CallBackTerm: '+Localize.CallBackTerm);
		var translation: String = ScriptLocalization.Get(Localize.CallBackTerm + " p", false) as String;
		if (translation == null)
			return;
		var pressedSpritePath: String = Regex.Replace(translation, '\\[.*', '');
		var pressedSprite: Sprite = Resources.Load.<Sprite>(pressedSpritePath);

		var spriteState: SpriteState = new SpriteState();
		spriteState.pressedSprite = pressedSprite;
		var button: Button = GetComponent.<Button>();
		button.spriteState = spriteState;
	}
}
Thanks Frank!

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