Example #1
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Get Position
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private Vector3 GetPosition(GameManager.SystemLanguages eSelectedLanguage)
    {
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance != null)
        {
            return(instance.fontPosition);
        }
        return(Vector3.zero);
    }
Example #2
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Get Font
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private Font GetFont(GameManager.SystemLanguages eSelectedLanguage)
    {
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance != null)
        {
            return((instance.chosenFont != null) ? instance.chosenFont : Resources.GetBuiltinResource <Font>("Arial.ttf"));
        }
        return(Resources.GetBuiltinResource <Font>("Arial.ttf"));
    }
Example #3
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Get Line Spacing
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private float GetLineSpacing(GameManager.SystemLanguages eSelectedLanguage)
    {
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance != null)
        {
            return(instance.lineSpacing);
        }
        else
        {
            if (m_arLanguageText.Length > (int)GameManager.SystemLanguages.ENGLISH && m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH] != null)
            {
                return(m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH].lineSpacing);
            }
            return(0.0f);
        }
    }
Example #4
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Get FontSize
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private int GetFontSize(GameManager.SystemLanguages eSelectedLanguage)
    {
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance != null)
        {
            return(instance.fontSize);
        }
        else
        {
            if (m_arLanguageText.Length > (int)GameManager.SystemLanguages.ENGLISH && m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH] != null)
            {
                return(m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH].fontSize);
            }
            return(0);
        }
    }
Example #5
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Get Text
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private string GetText(GameManager.SystemLanguages eSelectedLanguage)
    {
        // Show Error if LanguageID doesn't exist or does not have a valid value (only if debugging). If not debugging, show English version... Better than nothing?!
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance == null)
        {
#if UNITY_EDITOR
            Debug.LogError(GameManager.SelectedLanguage.ToString() + " NOT Available");
            return(GameManager.SelectedLanguage.ToString() + " NOT Available");
#else
            if (m_arLanguageText.Length > (int)GameManager.SystemLanguages.ENGLISH && m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH] != null)
            {
                return(m_arLanguageText[(int)GameManager.SystemLanguages.ENGLISH].text);
            }
            return(GameManager.SelectedLanguage.ToString() + " NOT Available");
#endif
        }
        return(instance.text);
    }
Example #6
0
    public TextAnchor GetTextAlignment(GameManager.SystemLanguages eSelectedLanguage, UnityEngine.UI.Text uiTextRenderer = null)
    {
        TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage);

        if (instance != null)
        {
            if (uiTextRenderer != null)
            {
                switch (uiTextRenderer.alignment)
                {
                case TextAnchor.UpperCenter:
                case TextAnchor.UpperLeft:
                case TextAnchor.UpperRight:
                    switch (instance.textAlignment)
                    {
                    case TextAlignment.Center:      return(TextAnchor.UpperCenter);

                    case TextAlignment.Left:        return(TextAnchor.UpperLeft);

                    default:                                        return(TextAnchor.UpperRight);
                    }

                case TextAnchor.MiddleCenter:
                case TextAnchor.MiddleLeft:
                case TextAnchor.MiddleRight:
                    switch (instance.textAlignment)
                    {
                    case TextAlignment.Center:      return(TextAnchor.MiddleCenter);

                    case TextAlignment.Left:        return(TextAnchor.MiddleLeft);

                    default:                                        return(TextAnchor.MiddleRight);
                    }

                default:                 // LOWER!
                    switch (instance.textAlignment)
                    {
                    case TextAlignment.Center:      return(TextAnchor.LowerCenter);

                    case TextAlignment.Left:        return(TextAnchor.LowerLeft);

                    default:                                        return(TextAnchor.LowerRight);
                    }
                }
            }

            else
            {
                switch (instance.textAlignment)
                {
                case TextAlignment.Center:      return(TextAnchor.UpperCenter);

                case TextAlignment.Left:        return(TextAnchor.UpperLeft);

                default:                                        return(TextAnchor.UpperRight);
                }
            }
        }

        return(TextAnchor.UpperCenter);
    }