# For more information on localization, # search Godot's online documentation "Internationalization", or visit # https://docs.godotengine.org/en/latest/tutorials/i18n/index.html extends Panel func _ready() -> void: _print_intro() func _on_english_pressed() -> void: TranslationServer.set_locale("en") _print_intro() func _on_spanish_pressed() -> void: TranslationServer.set_locale("es") _print_intro() func _on_japanese_pressed() -> void: TranslationServer.set_locale("ja") _print_intro() func _on_russian_pressed() -> void: TranslationServer.set_locale("ru") _print_intro() func _on_play_audio_pressed() -> void: $Audio.play() func _print_intro() -> void: print_rich("\n[b]Language:[/b] %s (%s)" % [TranslationServer.get_locale_name(TranslationServer.get_locale()), TranslationServer.get_locale()]) # In CSV translation, use the appropriate key in the Object.tr() function to fetch # the corresponding translation. # This is the same for scene nodes containing user-facing texts to be translated. print(tr(&"KEY_INTRO")) # CSV does not support plural translations. If you need pluralization, you must use PO instead. func _on_go_to_po_translation_demo_pressed() -> void: get_tree().change_scene_to_packed(load("res://translation_demo_po.tscn"))