Game.UI.Widgets.INamed
Assembly:
Game (or Assembly-CSharp — check your build/assembly names)
Namespace:
Game.UI.Widgets
Type:
Interface
Base:
None (interface)
Summary:
Interface for UI widgets that exposes a localized display name and a localized description. Implement this interface on any widget or UI component that needs to present a human-readable, localizable name and description to the player (for tooltips, lists, inspectors, etc.). The properties use the LocalizedString type from Game.UI.Localization so values should be provided as localization keys/objects rather than hard-coded text where possible.
Fields
- None declared in this interface.
The interface only defines properties; implementations may have backing fields as needed. {{ Implementers should store LocalizedString values in private fields or auto-properties depending on usage. }}
Properties
-
LocalizedString displayName { get; set; }
Localized display name for the widget. Intended to be shown in UI lists, headers, tooltips, or any place where a short name is required. Provide a LocalizedString referencing your localization key or resource. -
LocalizedString description { get; set; }
Localized description for the widget. Intended for tooltips, detail panels, or any place where a longer explanatory text is required. Provide a LocalizedString referencing your localization key or resource.
Constructors
- None (interfaces cannot declare constructors).
Implementing types will provide constructors or initialization logic to populate the displayName and description properties.
Methods
- None declared on the interface.
Implementers may expose additional methods as needed, for example to refresh localization when language changes or to format the strings dynamically.
Usage Example
using Game.UI.Localization;
using Game.UI.Widgets;
public class MyWidget : INamed
{
// Backing auto-properties satisfy the interface
public LocalizedString displayName { get; set; }
public LocalizedString description { get; set; }
public MyWidget()
{
// Assume LocalizedString can be constructed with a localization key.
// Replace with actual LocalizedString API as appropriate.
displayName = new LocalizedString("widgets.mywidget.name");
description = new LocalizedString("widgets.mywidget.description");
}
// Optionally refresh or update localized values when language changes
public void RefreshLocalization()
{
// e.g. displayName = Localizer.Get("widgets.mywidget.name");
// Implementation depends on the project's localization API.
}
}
Notes and tips: - Ensure the localization keys used (e.g. "widgets.mywidget.name") are present in the game's/mod's localization files so the LocalizedString resolves correctly. - LocalizedString API details (constructors, factory methods, formatting) are defined in Game.UI.Localization — consult that type for available ways to create/format localized entries. - Use this interface to standardize how UI elements expose name/description metadata for tooling, inspectors, or runtime UI code.