Localization Functions
A set of functions which are available to the LocalizationManager to add customized localization strings.
Directly adding translation strings
LocalizationManager:add_localized_strings(tbl)
Registers a table of keys localized strings.
tbl
A table of localized strings, where the key is the localization id, and the value is the localized string to fetch.
Example:
-- Directly adding to the localized strings table
managers.localization:add_localized_strings({
["loc_example_test_string"] = "This is our localization test string!",
["loc_example_test_string2"] = "This is our localization test string!",
["loc_example_test_stringend"] = "This is the last string no comma is needed after this string!"
})
-- Automatically adding localized strings once the LocalizationManager has loaded
Hooks:Add("LocalizationManagerPostInit", "LocalizationManagerPostInit_LocExample", function(localization_manager)
localization_manager:add_localized_strings({
["loc_example_test_string"] = "This is our localization test string!",
["loc_example_test_string2"] = "This is our localization test string!",
["loc_example_test_stringend"] = "This is the last string no comma is needed after this string!"
})
end)
Loading translation strings from a file
LocalizationManager:load_localization_file(file_path)
Loads a JSON formatted file and adds all keys and values to the localization table.
file_path
The file to be loaded, and registered in the localization manager.
Example:
JSON
{
"loc_example_json_file" : "This is a localization string being loaded from JSON",
"loc_example_json_file2" : "This is the last string no comma is needed after this string!"
}
Lua
managers.localization:load_localization_file("loc.json")
Using translation strings
To use localization strings in your mod, you can request the text from the localization manager in the same way the game does.
local text = managers.localization:text("loc_example_test_string")
log(text)
--> "This is our localization test string!"