question about smart strings

Hello, I have this code where the stings are quite composited and I need to localize them.
Is it possible to set it up with smarts strings? Or it’s better to break down the text into multiple sub text where all the text string does not need to change, because I moved the values in some other separate number only strings?

for (int i = 0; i < difficultyEntries.Length; i++)
{
difficultyEntries[i].gameChallenges.text = "Obstacles: " + difficulties[i].difficultyObstacleSpawnPerc + "% \n Speed: " + difficulties[i].speedIncrementMult + "% \n Score: " + difficulties[i].scoreMult + "% ";

difficultyEntries[i].gameBonuses.text = "Sprinkles: " + difficulties[i].difficultySpawnsDistance + "% \n Premium: " + difficulties[i].difficultyPickUpsSpawnMult + "% \n PowerUps: " + difficulties[i].difficultyPickUpsSpawnMult + "%";
}

Yes that should be fine to use with a smart string. You could either do a string for each item like you have now. Pass difficulties as the first argument and then access the values by name,.e.g {scoreMult}. You could also handle the whole list using the list source/formatter
List Formatter | Localization | 1.4.5
Reflection source | Localization | 1.4.5

I’ve tried but I still had not success. but what’s important is that was just 2 simple lines of code inside a for loop:

    public DifficultyEntry[] difficultyEntries;

    private Difficulty[] difficulties;
    private void Start()
    {
        for (int i = 0; i < difficultyEntries.Length; i++)
        {
difficultyEntries[i].gameChallenges.text = "Obstacles: " + difficulties[i].difficultyObstacleSpawnPerc + "% \n Speed: " + difficulties[i].speedIncrementMult + "% \n Score: " + difficulties[i].scoreMult + "% ";
difficultyEntries[i].gameBonuses.text = "Sprinkles: " + difficulties[i].difficultyCoinSpawnsDistance + "% \n Premium: " + difficulties[i].difficultyPickUpsSpawnMult + "% \n PowerUps: " + difficulties[i].difficultyPickUpsSpawnMult + "%";
        }
    }

has become this abomination (that is still yet to be finished):

using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Components;
using UnityEngine.Localization.SmartFormat.PersistentVariables;


public class LanguageSupportMain : MonoBehaviour
{
    public Difficulties difficulties;

    [Header("Difficulty strings")]
    public LocalizeStringEvent[] challengesLocalizedStringEvent;
    public LocalizeStringEvent[] bonusesLocalizedStringEvent;

    private LocalizedString[] challengesLocalizedString;
    private LocalizedString[] bonusesLocalizedString;

    private FloatVariable[] obstacles = null;
    private FloatVariable[] speed = null;
    private FloatVariable[] score = null;
    private FloatVariable[] sprinkles = null;
    private FloatVariable[] premium = null;
    private FloatVariable[] powerups = null;

    void Start()
    {

        var table = loadingTable.GetTable();
        int randomIndex = Random.Range(1, table.Count);
        loadingButton.StringReference.SetReference(loadingTable.TableReference, table.SharedData.Entries[randomIndex].Id);



        // difficulties
        for (int i = 0; i < difficulties.difficulties.Length; i++)
        {
            challengesLocalizedString[i] = challengesLocalizedStringEvent[i].StringReference;
            bonusesLocalizedString[i] = bonusesLocalizedStringEvent[i].StringReference;

            SetChallengesValues(i);
            SetBonusesValues(i);
        }

       
    }

    private void SetChallengesValues(int i)
    {
        if (!challengesLocalizedString[i].TryGetValue("obstacles", out var variable))
        {
            obstacles[i] = new FloatVariable();
            challengesLocalizedString[i].Add("obstacles", obstacles[i]);

        }
        else
        {
            obstacles[i] = variable as FloatVariable;
        }

        if (!challengesLocalizedString[i].TryGetValue("speed", out var variable2))
        {
            speed[i] = new FloatVariable();
            challengesLocalizedString[i].Add("speed", speed[i]);

        }
        else
        {
            speed[i] = variable2 as FloatVariable;
        }

        if (!challengesLocalizedString[i].TryGetValue("score", out var variable3))
        {
            score[i] = new FloatVariable();
            challengesLocalizedString[i].Add("score", score[i]);

        }
        else
        {
            score[i] = variable3 as FloatVariable;
        }
    }

    private void SetBonusesValues(int i)
    {
        if (!bonusesLocalizedString[i].TryGetValue("sprinkles", out var variable))
        {
            sprinkles[i] = new FloatVariable();
            bonusesLocalizedString[i].Add("sprinkles", sprinkles[i]);

        }
        else
        {
            sprinkles[i] = variable as FloatVariable;
        }

        if (!bonusesLocalizedString[i].TryGetValue("premium", out var variable2))
        {
            premium[i] = new FloatVariable();
            bonusesLocalizedString[i].Add("premium", premium[i]);

        }
        else
        {
            premium[i] = variable2 as FloatVariable;
        }

        if (!bonusesLocalizedString[i].TryGetValue("powerups", out var variable3))
        {
            powerups[i] = new FloatVariable();
            bonusesLocalizedString[i].Add("powerups", powerups[i]);

        }
        else
        {
            powerups[i] = variable3 as FloatVariable;
        }
    }


    public void SetDifficultyEntry(int i, float obs, float spe, float sco, float spr, float pre, float pwu)
    {
        obstacles[i].Value = obs;
        speed[i].Value = spe;
        score[i].Value = sco;
        sprinkles[i].Value = spr;
        premium[i].Value = pre;
        powerups[i].Value = pwu;
    }
}

is this the intended usage of the localization package?

(screenshot to help visualize what I’m trying to do: just setting the values of some variables via script)

Im a bit confused, its getting more complicated now. You seem to have added more variables. Can you provide more details on what exactly you are trying to display and provide an example of the expected output?

Sure: I have created an array of difficulties with float variables, As shown in screen1.
These ofc, will be read by my game manger for game logic.
Now, on the UI part: I’ trying to display these numbers along with localized string. I have 3 difficulties with 2 textmeshpro elements each, that require smart strings since they are showing that values. Each of these textmesh pro elements has 3 flat variables that needs to be passed, for a total of 18 float variables.

Note: I am using this approach so when the data is changed in the difficulty script in the editor, the UI will reflect the changes automatically. OFC I can do that manually with strings in the editor, but if will be tedious and prone to errors.

Ok. What you have should work, it is more code but that is to be expected, what you had to start with would never have worked, it had too much string concatenation and it would not have updated itself if the values changed.
You could go back to something closer if you want less code, just use index placeholders and pass in the arguments like you would with string.format:

OBSTACLES: {0}%
SPEED: {1}%
SCORE: {2}%

Something like this:

difficultyEntries[i].gameChallenges.text = LocalizationSettings.StringDatabase.GetLocalizedString("My Table", "Obstacles", difficulties[i].difficultyObstacleSpawnPerc, difficulties[i].speedIncrementMult, difficulties[i].scoreMult);

You may want to consider breaking the difficulties into their own class, then each class just handles a single set of values for that difficulty. It may help make the code smaller, it will also be easier to introduce new difficulties in the future.

I did not understand the last suggestion, but at least the code is working… luckily is the only part of the project that needed “smart” strings… i will stick to static strings for now.
Note: I’ve already made the difficulties their own class!

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