public void checkLanguage() { //This is the case when we start menu for the first time in a game if (ActualLanguage.actualLanguage == null) { //This condition makes sure the player starts the game for the first time. LanguageFileInfo languageSave = SaveSystem.LoadLanguage(); if (languageSave == null) { if (subject) { //If no actual save is stored, it means the game is starting spawnLanguage(); inOption = true; passCinematic = timeline.gameObject.GetComponent <passCinematicScript>(); passCinematic.disable(); } } else //We go there if the player starts the game after the first time { //In this case a language is already selected, we just have to put it in ActualLanguage ActualLanguage.actualLanguage = languageSave.Clone(); //In this case, we need to update all texts now RefreshAllText(); checkSave(); } } else { //If ActualLanguage is filled, then there is no need to do anything checkSave(); } }
public void OutOfLanguage() { GameObject.FindGameObjectsWithTag("InputHandler")[0].GetComponent <InputHandler>().addObserver(this); if (timeline) { passCinematic = timeline.gameObject.GetComponent <passCinematicScript>(); passCinematic.doEnable(); } checkSave(); }
public void checkSave() { if (ActualSave.actualSave == null) { if (subject) { //If no actual save is stored, it means the game is starting spawnSave(); inOption = true; //timeline.Pause(); if (timeline) { passCinematic = timeline.gameObject.GetComponent <passCinematicScript>(); passCinematic.disable(); } } } else { UpdateProgress(); } //Debug.Log(ActualSave.actualSave + " " + ActualSave.saveSlot); }