//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Get Position //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private Vector3 GetPosition(GameManager.SystemLanguages eSelectedLanguage) { TextDisplayValues instance = GetLanguageInstance(eSelectedLanguage); if (instance != null) { return(instance.fontPosition); } return(Vector3.zero); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * 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")); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * 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); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * 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); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * 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); }
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); }