Best practice for dynamic localised content
In my current project, we're looking to have dynamically updating localised text, which has caused some issues in certain ares and I'm not sure of the best practice to implement this. The simpler scenario is that a button's content will update based on certain game states, and both of those contents need to be localised. I could implement a duplicate button with the specific action and content, but I do wonder if there would be a way to update only the text and keep the button as is.
The more frustrating scenario is an item details that's taken from a compendium (with hundreds of items). Currently, the keys to the localised text for that item are stored in a configuration, which is then read and pushed to the code-behind that will call on the localisation object to retrieve the raw localised text to display on a single text block object. This works, however what's missing is the automatic update provided by the Noesis extension, as the compendium is created once and lives throughout the game cycle (since the data doesn't change). When the localisation source changes elsewhere in the game, the bound elements update but the dynamic text on the details panels do not.
What method should I look to implement? Can binding objects be dynamically applied? I have thought to create a content control in code with the content set to the binding provided by the Noesis extension using the resource key, though I haven't had any luck displaying that. The binding evaluates correctly, however the details panel displays "BindingExperssion" - I assume then it's trying to display the binding through .ToString() on the object.
The more frustrating scenario is an item details that's taken from a compendium (with hundreds of items). Currently, the keys to the localised text for that item are stored in a configuration, which is then read and pushed to the code-behind that will call on the localisation object to retrieve the raw localised text to display on a single text block object. This works, however what's missing is the automatic update provided by the Noesis extension, as the compendium is created once and lives throughout the game cycle (since the data doesn't change). When the localisation source changes elsewhere in the game, the bound elements update but the dynamic text on the details panels do not.
What method should I look to implement? Can binding objects be dynamically applied? I have thought to create a content control in code with the content set to the binding provided by the Noesis extension using the resource key, though I haven't had any luck displaying that. The binding evaluates correctly, however the details panel displays "BindingExperssion" - I assume then it's trying to display the binding through .ToString() on the object.
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