SharedTableData
class in
Unity.Localization
/
Inherits from:ScriptableObject
Implements interfaces:ISerializationCallbackReceiver
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Description
The shared key table for a localization table collection: the set of string keys and their stable ids that every
per-locale table in the collection uses.
Each key maps to a stable long id that never changes for the life of the key, so renaming a key keeps its
translations intact. Ids come from the SharedTableData.KeyGenerator, a DistributedUIDGenerator by default,
so they are non-sequential and an id of 0 means "no key". Every per-locale ResourceTable in the
collection stores its values against these ids. Add and look up keys with SharedTableData.AddKey,
SharedTableData.GetId, and SharedTableData.GetKey, and rename in place with SharedTableData.RenameKey.
This type derives from ScriptableObject, so create an instance with
ScriptableObject factory methods rather than the new operator.
Additional resources: SharedTableEntry, SharedEntryFlags, IKeyGenerator, ResourceTable
<para>Create shared data, add a key, and resolve between key text and id.</para>
using Unity.Localization;
using UnityEngine;
namespace Unity.Localization.Samples
{
public class SharedTableDataOverviewExample
{
public void Run()
{
var sharedData = ScriptableObject.CreateInstance<SharedTableData>();
sharedData.TableCollectionName = "UI Text";
SharedTableData.SharedTableEntry entry = sharedData.AddKey("GREETING");
long id = entry.Id;
Debug.Log(sharedData.GetId("GREETING")); // the same id
Debug.Log(sharedData.GetKey(id)); // GREETING
}
}
}
Properties
| Property |
Description |
| Entries |
The keys in this shared data, in their current order.
|
| KeyGenerator |
The generator that assigns stable ids to new keys.
|
| Metadata |
Collection-level metadata shared across all locale tables.
|
| TableCollectionName |
The name of the table collection this shared data belongs to.
|
| TableCollectionNameGuid |
The asset guid of the table collection.
|
Public Methods
| Method |
Description |
| AddKey |
Adds a key and returns its entry.
|
| Clear |
Removes every key from the shared data.
|
| GetEntry |
Returns the entry for a key.
|
| GetId |
Returns the stable id for a key.
|
| GetKey |
Returns the key text for a stable id.
|
| IsSmart |
Returns whether a key is marked as a Smart String.
|
| RemoveKey |
Removes a key from the shared data.
|
| RenameKey |
Renames a key while keeping its id.
|
| SetKeyOrder |
Reorders the keys to match a given sequence of ids.
|
Inherited Members
Properties
| Property | Description |
| hideFlags | Controls whether the object is hidden, saved with the scene, and editable by the user. |
| name | The name of the object. |
Public Methods
| Method | Description |
| GetEntityId | Gets the EntityId of the object. |
| GetHashCode | Returns the hash code for the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type T. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object that's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects. |
| CreateInstance | Creates an instance of a scriptable object. |
Operators
| Operator | Description |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
Messages
| Message | Description |
| Awake | Called when an instance of ScriptableObject is created. |
| OnDestroy | This function is called when the scriptable object will be destroyed. |
| OnDisable | This function is called when the scriptable object goes out of scope. |
| OnEnable | This function is called when the object is loaded. |
| OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
| Reset | Reset to default values. |