Hi! After searching from this forum
I did found out that you can get localized field from actor through this:
"DialogueLua.GetLocalizedActorField(actor.Name, "VARIABLE_NAME");"
yet I was wondering if there's a way to check not just from the actor, but for all kinds of asset(locations, quest, items)?
Asset has variable name fields and I can access all of the field information
so... Is there a function that like structure below?
string DialogueLua.GetLocalizedField(Asset targetAsset, string originFieldName);
and returns with the localized field?
Search Localized Fields by Asset?
Re: Search Localized Fields by Asset?
Hi,
Here's the full API reference: DialogueLua
Also helpful; Lua in the Dialogue System
Here's the full API reference: DialogueLua
Also helpful; Lua in the Dialogue System
- Actors: DialogueLua.Get/SetLocalizedActorField()
- Locations: DialogueLua.Get/SetLocalizedLocationField()
- Quests: DialogueLua.Get/SetLocalizedQuestField() -- also useful: QuestLog class which is a higher wrapper around quest Lua operations.
- etc.
Re: Search Localized Fields by Asset?
Hi Tony
first of all, thank you for the quick reply which make me feel relieved while develping project.
but I think you might misunderstand my question
which I think I did't express my question clearly enough this time.
(sorry for my poor English)
I did check the DialogueLua API and knew that there are functions like GetLocalizedActorField, GetLocalizedQuestField...etc
but to use these function, I need to make sure whether the asset is actor, item or quest...
I make myself a static function which will return the localized field if you provide asset and origin field name
like this:
public static string GetDialogueLocalizedField(Asset asset, string originFieldName)
{
var dialogueLanguage = PixelCrushers.DialogueSystem.Localization.language
var localizedKey = originFieldName + "_" + dialogueLanguage;
var search = asset.fields.Where(field => field.title == localizedKey && field.type == FieldType.Localization);
return search.Count() > 0 ? search.ToList()[0].value : string.Empty;
}
this way, I can get localized field through asset without knowing whether it is actor or item...
but I'm just wondering if dialogue system has this kind of utility?
would there be a concern to use utility like this?
first of all, thank you for the quick reply which make me feel relieved while develping project.
but I think you might misunderstand my question
which I think I did't express my question clearly enough this time.
(sorry for my poor English)
I did check the DialogueLua API and knew that there are functions like GetLocalizedActorField, GetLocalizedQuestField...etc
but to use these function, I need to make sure whether the asset is actor, item or quest...
I make myself a static function which will return the localized field if you provide asset and origin field name
like this:
public static string GetDialogueLocalizedField(Asset asset, string originFieldName)
{
var dialogueLanguage = PixelCrushers.DialogueSystem.Localization.language
var localizedKey = originFieldName + "_" + dialogueLanguage;
var search = asset.fields.Where(field => field.title == localizedKey && field.type == FieldType.Localization);
return search.Count() > 0 ? search.ToList()[0].value : string.Empty;
}
this way, I can get localized field through asset without knowing whether it is actor or item...
but I'm just wondering if dialogue system has this kind of utility?
would there be a concern to use utility like this?
Re: Search Localized Fields by Asset?
Hi,
There's no concern to use that. It's totally fine.
There's no concern to use that. It's totally fine.