public LanguageModule(byte[] bytes)
        {
            List <data.IniSection> sections = new List <data.IniSection>();

            data.IniReader reader = new data.IniReader();
            reader.Read(bytes, sections);
            if (sections.Count == 0)
            {
                return;
            }

            sections[0].GetKeyValuePairs(stringDict);
        }
        private bool loadConfigFile(string configPath)
        {
            TextAsset file = null;

#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                file = UnityEditor.AssetDatabase.LoadAssetAtPath <TextAsset>("Assets/Resources/" + configPath + ".txt");
            }
            else
#endif
            {
                file = utility.LoadResources.LoadAsset <TextAsset>(configPath);
            }
            if (file == null)
            {
                return(false);
            }

            List <data.IniSection> sections = new List <data.IniSection>();
            data.IniReader         reader   = new data.IniReader();
            reader.Read(file.bytes, sections);
            if (sections.Count == 0)
            {
                return(false);
            }

            // Parse
            for (int i = 0; i < sections.Count; ++i)
            {
                if (sections[i].Name != LanguageSectionName)
                {
                    // TODO: 待修改ini輸出格式,暫時不讀取語系檔案列表。
                    //languageModuleDict.Add(sections[i].Name, sections[i].ToArray());
                    continue;
                }

                sections[i].GetKeyValuePairs(languageDict);
            }
            return(true);
        }