Category: Script
/ Strings
Since engine version: 8.0 OC
GetTranslatedString
Description
Returns a string corresponding to the user's selected language. For
string_data, the expected format is { Function="Translate", DE="Hallo, Welt", US="Hello, World"}. If no matching entry is found or it is nil, then another language string is returned as a fallback.Syntax
string GetTranslatedString(any string_data);
Parameter
- string_data:
- Either a string or a proplist containing multiple translations of a string. If a string or
nilis passed, the parameter is returned directly. If a proplist is passed, the value corresponding to the selected language (or a fallback) is returned.
Examples
Log(GetTranslatedString({ Function="Translate", DE="Dies ist ein Test.", US="This is a test."}));
Logs either "Dies ist ein Test." or "This is a test." depending on the player's language setting.
local inscription = "";
// Players can read the sign via the interaction bar.
public func IsInteractable() { return true; }
// Called on player interaction.
public func Interact(object clonk)
{
if (!clonk) return false;
Dialogue->MessageBox(GetTranslatedString(inscription), clonk, this, clonk->GetController(), true);
return true;
}
public func SetInscription(to_text)
{
inscription = to_text ?? "";
return true;
}
public func Definition(def)
{
// Inscription props
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.inscription = { Name="Inscription", Type="string", Set="SetInscription", Save="Inscription", Translatable=true };
}
Code for a signpost. The string editor property with setting
Translatable=true provides a translation proplist in the correct format automatically.
See also: Translate


