Class LocalizationLanguageKeyFailure
The one message a localization install writes when a language key stored on an ILocalizationSettings asset names no game setting: it carries the settings asset the key was read from, the field it was read from, and the unresolved Id, so the reader can go straight to the asset and the field instead of reading a bare dereference failure.
Inherited Members
Namespace: Serenity.Localization.Application.Validation
Assembly: Serenity.Localization.Application.dll
Syntax
public static class LocalizationLanguageKeyFailure
Fields
GameLanguageKeyField
The GameLanguageKey field name, as the message names it.
Declaration
public const string GameLanguageKeyField = "GameLanguageKey"
Field Value
| Type | Description |
|---|---|
| string |
VoiceLanguageKeyField
The VoiceLanguageKey field name, as the message names it.
Declaration
public const string VoiceLanguageKeyField = "VoiceLanguageKey"
Field Value
| Type | Description |
|---|---|
| string |
Methods
Describe(string, string, string)
Builds the message for an unresolved language key.
Declaration
public static string Describe(string settingsId, string fieldName, string unresolvedKey)
Parameters
| Type | Name | Description |
|---|---|---|
| string | settingsId | Id of the localization settings asset the key was read from. |
| string | fieldName | Which key field carried the unresolved value. |
| string | unresolvedKey | The stored game-setting Id that resolved to nothing. |
Returns
| Type | Description |
|---|---|
| string |