// Use this for initialization private static void Initialize() { if (isInit) { return; } isInit = true; AssetData[] res = ResourcesManager.LoadAssetsByName(LanguagesTypeFileName); string text = ""; if (res.Length > 0) { TextAsset tx = (TextAsset)res[0].asset; text = tx.text; } LanguageTypeNames = JsonUtils.JsonToList <string>(text); string userSelect = GameRuntimeStoreManager.GetValue(GameRuntimeStore_UserSelectLanguage, ""); if (!string.IsNullOrEmpty(userSelect)) { LoadLanguageData(userSelect); return; } bool IsUseSystemLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_IsUseSystemLanguage, true); string PriorityLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_PriorityLanguage, ""); string ChineseLanguagePriorityLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_ChineseLanguagePriorityLanguage, ""); if (IsUseSystemLanguage) { string sysLan = Application.systemLanguage.ToString(); if (LanguageTypeNames.Contains(sysLan)) { LoadLanguageData(sysLan); return; } else { if (sysLan == SystemLanguage.Chinese.ToString()) { if (LanguageTypeNames.Contains(ChineseLanguagePriorityLanguage)) { LoadLanguageData(ChineseLanguagePriorityLanguage); } else if (LanguageTypeNames.Contains(chineseLangusge[0])) { LoadLanguageData(chineseLangusge[0]); } else if (LanguageTypeNames.Contains(chineseLangusge[1])) { LoadLanguageData(chineseLangusge[1]); } } } } LoadLanguageData(PriorityLanguage); }
private static void Init() { obj = new GameObject("[AudioManager]"); audioManager = obj.AddComponent <AudioManager>(); GameObject.DontDestroyOnLoad(obj); Audio2DPlayer.audioObject = obj; Audio2DPlayer.mono = audioManager; Audio3DPlayer.mono = audioManager; Volume = GameRuntimeStoreManager.GetValue("AudioVolume", 1f); }
public static void SaveSetting() { GameRuntimeStoreManager.Save(); }