/// <summary> /// Sets the debug level.<para></para> /// e.g. <para></para> /// set 0xF to enable all log;<para></para> /// set 0x0 to close all log; <para></para> /// set 0xE means Error closed and others opened. /// </summary> /// <param name="level">Level, after convert to binary, each byte means isWarnOn,isInfoOn,isDebugOn,isErrorOn</param> public static void SetDebugLevel(int level) { MgrData.Set(MgrData.sysSettingsName, "XLAF.debug", level); _isErrorOn = _GetByteInfo(level, 0) == 1; _isDebugOn = _GetByteInfo(level, 1) == 1; _isInfoOn = _GetByteInfo(level, 2) == 1; _isWarnOn = _GetByteInfo(level, 3) == 1; }
/// <summary> /// Switchs the language.<para></para> /// this will call <code>Scenes or Popup 's UpdateLanguage()</code> /// </summary> /// <param name="lang">Language json filename (without extension) in Resources/Lang/ or xxxx.assetBundle 's Lang folder. </param> public static void SwitchLanguage(string lang) { currentLanguage = lang; MgrData.Set(MgrData.appSettingsName, "XLAF.language", lang); Load(); foreach (KeyValuePair <string, SceneObject> kv in MgrScene.GetAllScenes()) { kv.Value.script.UpdateLanguage(); } foreach (KeyValuePair <string, SceneObject> kv in MgrPopup.GetAllPopups()) { kv.Value.script.UpdateLanguage(); } }
public static void SwitchSound(bool isSoundOn) { MgrData.Set(MgrData.appSettingsName, "XLAF.sound", isSoundOn); }
public static void SwitchMusic(bool isMusicOn) { MgrData.Set(MgrData.appSettingsName, "XLAF.music", isMusicOn); }