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public Room myRoom; private DatabaseReference myOnlineRoom; private DateTime endOfViewDate = DateTime.MinValue; + /// + /// Contains all the translated string for the UI + /// + private StringTable stringTable; + private void Awake() { submitNewPlayer.interactable = false; @@ -68,6 +78,7 @@ private void Awake() private void Start() { InitializeHomePage(); + stringTable = stringTableCollection.GetTable(LocalizationSettings.SelectedLocale.Identifier) as StringTable; } private void InitializeHomePage() @@ -162,7 +173,8 @@ public void PlayerValidateNameAndServerRoom(string _name, string _code) { Debug.LogError("Player name is empty", this); - nameError.text = "You have to put a valid name"; + string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorNameLabel").LocalizedValue; + nameError.text = errorText; nameError.gameObject.SetActive(true); submitNewPlayer.interactable = true; @@ -172,7 +184,9 @@ public void PlayerValidateNameAndServerRoom(string _name, string _code) if (string.IsNullOrEmpty(_code)) { Debug.LogError("Room code is empty", this); - roomError.text = "You have to put a room code"; + + string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/EmptyRoom").LocalizedValue; + roomError.text = errorText; roomError.gameObject.SetActive(true); submitNewPlayer.interactable = true; @@ -189,7 +203,8 @@ public void PlayerValidateNameAndServerRoom(string _name, string _code) if (room == null) { Debug.LogError("The room doesn't exists"); - roomError.text = "Error: the room doesn't exists"; + string errorText = stringTable.GetEntry("PhoneView/Canvas/Background/HomeState/NameField/ErrorRoom").LocalizedValue; + roomError.text = errorText; roomError.gameObject.SetActive(true); submitNewPlayer.interactable = true; } diff --git a/Assets/Scripts/RoomManager.cs b/Assets/Scripts/RoomManager.cs index a1482d5..61060e4 100644 --- a/Assets/Scripts/RoomManager.cs +++ b/Assets/Scripts/RoomManager.cs @@ -6,9 +6,11 @@ using UnityEngine; using Newtonsoft.Json; using System.Linq; -using Firebase.Storage; -using System.Threading.Tasks; using System.Collections; +using UnityEditor.Localization; +using UnityEngine.Localization.Settings; +using UnityEngine.Localization; +using UnityEngine.Localization.Tables; public class RoomManager : MonoBehaviour { @@ -41,6 +43,12 @@ public class RoomManager : MonoBehaviour [Header("Other")] public PromptList promptList; + public StringTableCollection stringTableCollection; + + /// + /// Contains all the translated string for the UI + /// + private StringTable stringTable; public Room myRoom { get; private set; } = null; @@ -50,6 +58,7 @@ private void Awake() { Instance = this; FirebaseInitializer.Instance.onFirebaseReady += Initialize; + stringTable = stringTableCollection.GetTable(LocalizationSettings.SelectedLocale.Identifier) as StringTable; } private void Start() @@ -96,9 +105,10 @@ private void SendRoomState(GameState _newState) private void ResetAllPlayerLabels() { + string label = stringTable.GetEntry("ComputerView/Canvas/WaitingForPlayersPage/WaitingForP").LocalizedValue; for (int i = 0; i < playerStickers.Count; i++) { - playerStickers[i].Initialize($"Waiting for P{i + 1}", i); + playerStickers[i].Initialize($"{label}{i + 1}", i); } }