public void LoadLanguages()
 {
     UnityEngine.Object[] JSONlanguages = Resources.LoadAll("EQS_Local", typeof(TextAsset));
     AvailableLanguages = new EQS_LocalizedLanguage[JSONlanguages.Length];
     for (int i = 0; i < JSONlanguages.Length; i++)
     {
         AvailableLanguages[i] = JsonUtility.FromJson <EQS_LocalizedLanguage>(JSONlanguages[i].ToString());
     }
     Current = AvailableLanguages[0];
 }
 public void SetLanguage(int i) => Current = i < AvailableLanguages.Length ? AvailableLanguages[i] : AvailableLanguages[0];