public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { // Set the helper window header's language display. m_HelperWindowHeaderText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Help_WindowHeaderText, language); // Set the helper window categroy tip's language display. m_HelpInfoCategroyTip.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Help_WindowCategoryText, language); // Set the dropdown menu's language diaplay. for (int index = 0; index < m_HelpInfoCategory.options.Count; index++) { m_HelpInfoCategory.options[index].text = HelperInfoManager.GetCategroyText((HelperInfoManager.HelpInfoCategory)index); } // Reset dropdown menu. m_HelpInfoCategory.value = 1; m_HelpInfoCategory.value = 0; m_CurrentSelectedCategoryIndex = 0; // Set the helper info list's language display. OnUpdateHelperInfoButtonList(m_CurrentSelectedCategoryIndex); // Set the helper window's return button's language display. m_ReturnButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Help_ReturnButtonText, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { // DOTO: Temporary method switch (m_NavType) { case LobbyManager.LobbyPageCategory.CreateRoom: m_Button.GetComponentInChildren <Text>().text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.NavB_CreateRoomButtonText, language); break; case LobbyManager.LobbyPageCategory.RoomBrowser: m_Button.GetComponentInChildren <Text>().text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.NavB_RoomBrowserButtonText, language); break; case LobbyManager.LobbyPageCategory.LoadOut: m_Button.GetComponentInChildren <Text>().text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.NavB_LoadOutButtonText, language); break; default: #if UNITY_EDITOR Debug.LogError("The navigation type is none."); #endif break; } }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_KillMessage = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Igms_KillMessage, language); m_LeftMessage = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Igms_LeftMessage, language); m_JoinMessage = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Igms_JoinMessage, language); m_Middel = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Igms_Middel, language); }
private void OnUpdateLanguageDisplay(GameLanguageManager.SupportedLanguage language) { m_RoomListHeaderIndex.text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.Lobb_RoomListHeaderIndex, language); m_RoomListHeaderRoomName.text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.Lobb_RoomListHeaderRoomName, language); m_RoomListHeaderPlayer.text = GameLanguageManager.GetText( GameLanguageManager.KeyWord.Lobb_RoomListHeaderPlayer, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_DialogContext.GetComponent <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Dlog_ExitGameContext, language); m_ConfirmButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Dlog_ExitGameConfirmButton, language); m_DenyButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Dlog_ExitGameDenyButton, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_ReturnButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Menu_ReturnButtonText, language); m_SettingsButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Menu_SettingsButtonText, language); m_HelpButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Menu_HelpButtonText, language); m_AboutButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Menu_AboutButtonText, language); m_ExitRoomButtonText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Menu_ExitRoomButtonText, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_SettingsWindowHeader.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_SettingsWindowHeader, language); m_LanguageSettingHeader.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_LanguageCategoryHeader, language); m_SaveButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_SettingsWindowSaveButton, language); m_ReturnButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_SettingsWindowReturnButton, language); }
/// <summary> /// The method for the room name's input field. /// </summary> /// <param name="name">The name of the room.</param> private void SetRoomName(string name) { // If the room name is null or empty, user can't create a game. CreateRoomButton.interactable = string.IsNullOrEmpty(name) ? false : true; if (CreateRoomButton.interactable) { CreateRoomButtonText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_CreateRoomConfirm, GameLanguageManager.CurrentLanguage); } else { CreateRoomButtonText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_NeedAName, GameLanguageManager.CurrentLanguage); } // Store user input. m_RoomName = name; }
private void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_PlayerCountLabelText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.RooP_PlayerCountLabel, language); m_HealthLimitLabelText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.RooP_HealthLimitLabel, language); m_TimeLimitLabelText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.RooP_TimeLimitLabel, language); m_ScoreLimitLabelText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Roop_ScoreLimitLabel, language); m_RoomFull = GameLanguageManager.GetText(GameLanguageManager.KeyWord.RooP_JoinButtonRoomFull, language); m_Join = GameLanguageManager.GetText(GameLanguageManager.KeyWord.RooP_JoinButtonCanJoin, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { RoomNameInputLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_RoomNameInputLable, language); MapSelectLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_MapSelectLable, language); PlayerLimitLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_PlayerLimitLable, language); GameModeLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_GameModeLable, language); TimeLimiLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_TimeLimiLable, language); HealthLimitLable.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_HealthLimitLabel, language); }
/// <summary> /// Responce to the create room button clicked event. /// </summary> public void OnClikedCreateRoomButton() { // SoundManager.Instance.PlayUISFX(SoundManager.UISFX.MenuConfirm); // Prevent form user accidently clicked this button multiple times. CreateRoomButton.interactable = false; // LobbyManager.Instance.EnableCurrentPageFunction(false); // Check if the room name is ok to be used. if (RoomNameCheck()) { CreateRoomButtonText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_CreatingRoomText, GameLanguageManager.CurrentLanguage); // Disable all user input while creating a game room // LobbyManager.IgnoreUserInput = true; // Set room options based on the user settings. RoomOptions roomOption = SetRoomOptions(); // Create room with these room options. NetworkManager.Instance.CreateRoom(m_RoomName, roomOption); } else { CreateRoomButtonText.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_SameNameExistWarning, GameLanguageManager.CurrentLanguage); } }
/// <summary> /// Use this for initialization /// </summary> public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.CreateRoomUI, UIframework.UIManager.DisplayUIMode.Normal, UIframework.UIManager.UITypes.UnderBlurEffect, false, true); #region Init variables // The user inserted room name. m_RoomName = ""; // The user selected game map scene name. m_GameMapID = 0; // The user selected game mode. m_GameModeID = 0; // The maximun player count limit. m_PlayerLimit = 0; // The time limit pre round. m_TimeLimit = 0; // The health limit for every player pre life. m_HealthLimit = 0; #endregion #region Room name if (RoomNameInput) { RoomNameInput.onValueChanged.AddListener((Value) => SetRoomName(Value)); } #endregion #region Map select if (MapSelect) { for (int index = 0; index < GameMapManager.GetMapCount; index++) { MapSelect.options.Add(new Dropdown.OptionData() { text = GameMapManager.GetGameMap(index).GameMapName }); } // We need this step to refresh the options list. MapSelect.value = 1; MapSelect.value = 0; // Set default values. m_GameMapID = 0; SetMapPreview(0); // Add event listener to the drop down menu. MapSelect.onValueChanged.AddListener((value) => SetGameMap(value)); } #endregion #region Player limit setting if (PlayerLimit) { for (int index = 0; index < CustomRoomOptions.AvaliablePlayerLimitOptions.Length; index++) { PlayerLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliablePlayerLimitOptions[index].ToString() + " 人" }); } // We need this step to refresh the options list. PlayerLimit.value = 1; PlayerLimit.value = 0; // Set default value. m_PlayerLimit = CustomRoomOptions.AvaliablePlayerLimitOptions[0]; // Add event listener to the drop down menu. PlayerLimit.onValueChanged.AddListener((value) => SetPlayerLimit(value)); } #endregion #region Game mode setting if (GameMode) { for (int index = 0; index < GameModeManager.GetGameModeCount; index++) { GameMode.options.Add(new Dropdown.OptionData() { text = GameModeManager.GetGameModeDetail(index).GameModeName }); } // We need this step to refresh the options list. GameMode.value = 1; GameMode.value = 0; // Set default value. m_GameModeID = 0; // Add event listener to the drop down menu. GameMode.onValueChanged.AddListener((value) => SetGameMode(value)); } #endregion #region Time limit setting if (TimeLimit) { for (int index = 0; index < CustomRoomOptions.AvaliableTimeLimitOptions.Length; index++) { TimeLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliableTimeLimitOptions[index].ToString() + " 分" }); } // We need this step to refresh the options list. TimeLimit.value = 1; TimeLimit.value = 0; // Set default value. m_TimeLimit = CustomRoomOptions.AvaliableTimeLimitOptions[0]; // Add event listener to the drop down menu. TimeLimit.onValueChanged.AddListener((value) => SetTimeLimit(value)); } #endregion #region Health limit setting if (HealthLimit) { for (int index = 0; index < CustomRoomOptions.AvaliableHealthLimitOptions.Length; index++) { HealthLimit.options.Add(new Dropdown.OptionData() { text = CustomRoomOptions.AvaliableHealthLimitOptions[index].ToString() + " ポイント" }); } // We need this step to refresh the options list. HealthLimit.value = 1; HealthLimit.value = 0; // Set default value. m_HealthLimit = CustomRoomOptions.AvaliableHealthLimitOptions[0]; // Add event listener to the drop down menu. HealthLimit.onValueChanged.AddListener((value) => SetHealthLimit(value)); } #endregion #region Create room buttom if (CreateRoomButton) { CreateRoomButton.onClick.AddListener(delegate { OnClikedCreateRoomButton(); }); CreateRoomButton.interactable = false; CreateRoomButton.GetComponentInChildren <Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.CreR_NeedAName, GameLanguageManager.CurrentLanguage); } #endregion SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_PupupWindowContext.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Dlog_NoRoomAvailableText, language); }
public override void InitUI() { base.InitUI(); Properties = new UIProperties( UIframework.UIManager.SceneUIs.SettingsWindowUI, UIframework.UIManager.DisplayUIMode.HideOthers, UIframework.UIManager.UITypes.AboveBlurEffect, false, true, true); m_Animator = GetComponent <Animator>(); #if UNITY_EDITOR if (!m_Animator) { Debug.LogError("Animator is null."); } if (!m_LanguageSettingHeader) { Debug.LogError("Language settings header is null."); } if (!m_LanguageSetting) { Debug.LogError("Language settings is null."); } if (!m_SettingsWindowHeader) { Debug.LogError("Settings window header is null."); } if (!m_SaveButton) { Debug.LogError("Save button is null"); } if (!m_ReturnButton) { Debug.LogError("Return button is null"); } #endif m_SaveButton.onClick.AddListener(delegate { OnClickedSaveButton(); }); m_ReturnButton.onClick.AddListener(delegate { OnClickedReturnButton(); }); #region language settings dropdown menu if (m_LanguageSetting) { foreach (var item in Enum.GetValues(typeof(GameLanguageManager.SupportedLanguage))) { m_LanguageSetting.options.Add(new Dropdown.OptionData() { text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Sett_LanguageCategory, (GameLanguageManager.SupportedLanguage)item) }); } // We need this step to refresh the options list. m_LanguageSetting.value = 1; m_LanguageSetting.value = 0; // Set default values. // m_LanguageIndex = 0; // Add event listener to the drop down menu. m_LanguageSetting.onValueChanged.AddListener((value) => OnSelectedLanguage(value)); } #endregion SetLanguage(GameLanguageManager.CurrentLanguage); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_RespawningInSce = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Resp_RespawningInSce, language); m_MurderWeaponText = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Resp_MurderWeaponText, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_PleaseStandBy = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Open_StartGameTextPleaseStandBy, language); m_StartGame = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Open_StartGameTextStart, language); }
public override void SetLanguage(GameLanguageManager.SupportedLanguage language) { UserNickNameInputFieldTip.text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Main_NickNameInputFieldTip, language); LoginButton.GetComponentInChildren<Text>().text = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Main_LoginButtonText, language); }
public void SetLanguage(GameLanguageManager.SupportedLanguage language) { m_ReloadingText = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Weap_ReloadingText, language); m_OutOfAmmoText = GameLanguageManager.GetText(GameLanguageManager.KeyWord.Weap_OutOfAmmo, language); }