Localizing SKLabelNodes in .sks files
Most of my first scenes I implemented by code instead of the GUI tool, but eventually I thought it could be quite helpful for certain scenes.
I quickly noticed the issue that it was not so straightforward to localize the SKLabelNode texts anymore.
I tried the default method by clicking ‘Localize…’ button in the tool, but that actually made duplicates of the .sks file that I was supposed to change for localizing the texts. This seemed to have the bad side that if I were to make changes to the layout or add new elements, I would have to do it multiple times.
Instead I implemented this bit of code where I unarchive the .sks files. This is what the default unarchive function more or less looks like:
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks")
var sceneData = NSData.dataWithContentsOfFile(path!, options: .DataReadingMappedIfSafe, error: nil)
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as SKScene
archiver.finishDecoding()
scene.scaleMode = .AspectFill
localizeLabelNodes(scene)
return scene
}
}
For this article the interesting bit is the call to localizeLabelNodes. There I do this:
func localizeLabelNodes(scene : SKScene)
{
for node in scene.children
{
if var labelNodeText = (node as? SKLabelNode)?.text
{
var index = advance(labelNodeText.startIndex, 4)
if labelNodeText.substringToIndex(index) == "L:::"
{
var langId = labelNodeText.substringFromIndex(index)
(node as? SKLabelNode)?.text = NSLocalizedString(langId, comment: langId)
}
}
}
}
So basically I enumerate the SKLabelNodes of the scene, and if the text matches the pattern “L:::”, I know that this is something to localize. Then I simply the substring as the translation ID.
Example:
In .sks file, SKLabelNode.text : “L:::New Game”
In localizable.strings (English): “New Game” = “New Game”;
In localizable.strings (Finnish): “New Game” = “Uusi Peli”;
This way when I want to change translations of .sks SKLabelNodes, I can segregate changes to the strings file like elsewhere.