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Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
string | GetTranslatableString (int index) |
Gets the text to be translated, given its index. More... | |
int | GetTranslationID (int index) |
Gets the translation ID of a given text index. More... | |
void | UpdateTranslatableString (int index, string updatedText) |
int | GetNumTranslatables () |
Gets the maximum number of possible translatable texts. More... | |
bool | CanTranslate (int index) |
Checks if a given text index can and should be translated. More... | |
bool | HasExistingTranslation (int index) |
Checks if a given text index has already been assigned a unique translation ID. More... | |
void | SetTranslationID (int index, int lineID) |
Sets the translation ID of a given text index More... | |
string | GetOwner (int index) |
Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More... | |
bool | OwnerIsPlayer (int index) |
Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More... | |
AC_TextType | GetTranslationType (int index) |
Gets the translation type of a given text index. More... | |
A collection of save strings (Save, Import, Autosave) that can be translated
bool AC.SaveLabels.CanTranslate | ( | int | index | ) |
Checks if a given text index can and should be translated.
index | The index of the translatable text |
Implements AC.ITranslatable.
int AC.SaveLabels.GetNumTranslatables | ( | ) |
Gets the maximum number of possible translatable texts.
Implements AC.ITranslatable.
string AC.SaveLabels.GetOwner | ( | int | index | ) |
Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.
index | The index of the translatable text |
Implements AC.ITranslatable.
string AC.SaveLabels.GetTranslatableString | ( | int | index | ) |
Gets the text to be translated, given its index.
index | The index of the translatable text |
Implements AC.ITranslatable.
int AC.SaveLabels.GetTranslationID | ( | int | index | ) |
Gets the translation ID of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
AC_TextType AC.SaveLabels.GetTranslationType | ( | int | index | ) |
Gets the translation type of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
bool AC.SaveLabels.HasExistingTranslation | ( | int | index | ) |
Checks if a given text index has already been assigned a unique translation ID.
index | The index of the translatable text |
Implements AC.ITranslatable.
bool AC.SaveLabels.OwnerIsPlayer | ( | int | index | ) |
Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.
index | The index of the translatable text |
Implements AC.ITranslatable.
void AC.SaveLabels.SetTranslationID | ( | int | index, |
int | lineID | ||
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Sets the translation ID of a given text index
index | The index of the translatable text |
lineID | The new translation ID to assign the translatable text |
Implements AC.ITranslatable.