Pluralisation support
- EvilRabbit
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9 years 3 months ago #953
by EvilRabbit
Pluralisation support was created by EvilRabbit
I don't see any mention of support for dealing with plurals - is this coming? How are people getting around this at the moment?
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9 years 3 months ago #961
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Pluralisation support
Hi,
The plugin doesn't have support for plurals yet.
I started working on that and added part of the inspector for supporting editing plurals. It will work as the Normal/Touch modes, where you set the translation variant for each of the plural forms: (not all forms are needed on every language)
See on the following image that there are tabs for "Zero", "One", "Few", "Many", etc (but currently they are not fully functional)
I'm releasing 2.6.0 tomorrow, so Plurals will not be included there.
However, I'm currently working on adding Parameters to the Localize component, so that they can be used as the source values for the Plurals. I will try having that finished for 2.7.0.
At the moment, whenever I need plurals I manually update the text, like in:
Hope that helps
Frank
The plugin doesn't have support for plurals yet.
I started working on that and added part of the inspector for supporting editing plurals. It will work as the Normal/Touch modes, where you set the translation variant for each of the plural forms: (not all forms are needed on every language)
See on the following image that there are tabs for "Zero", "One", "Few", "Many", etc (but currently they are not fully functional)
I'm releasing 2.6.0 tomorrow, so Plurals will not be included there.
However, I'm currently working on adding Parameters to the Localize component, so that they can be used as the source values for the Plurals. I will try having that finished for 2.7.0.
At the moment, whenever I need plurals I manually update the text, like in:
public void OnModifyLocalization() // This is set as a callback in the Localize component
{
if (string.IsNullOrEmpty(Localize.MainTranslation))
return;
int Score = GameManager.Instance.CurrentScore;
if (Score==0)
Localize.MainTranslation = ScriptLocalization.Get("Score_Zero"); // "You got no points"
else
if (Score==1)
Localize.MainTranslation = ScriptLocalization.Get("Score_One"); // "You got 1 point"
else
{
Localize.MainTranslation = ScriptLocalization.Get("Score_Many"); // "You got {SCORE} points"
Localize.MainTranslation = Localize.MainTranslation.Replace("{SCORE}", Score);
}
}
Hope that helps
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
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- SweatyChair
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7 years 7 months ago - 7 years 7 months ago #2229
by SweatyChair
Always remember you're unique, just like everyone else.
Replied by SweatyChair on topic Pluralisation support
It will be great if I2 can complete it, since
Smart Localization for Unity3D
seems already supported it year ago....
Always remember you're unique, just like everyone else.
Last edit: 7 years 7 months ago by SweatyChair.
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