public static bool Prefix(LanguageSetter __instance)
            {
                //only line that is supposed to differ from origin
                TextAsset[] languages = GenerateAssets();

                Vector3 vector = new Vector3(0f, __instance.ButtonStart, -1f);

                __instance.AllButtons = new LanguageButton[languages.Length];
                for (int i = 0; i < languages.Length; i++)
                {
                    LanguageButton button = UnityEngine.Object.Instantiate <LanguageButton>(__instance.ButtonPrefab, __instance.ButtonParent.Inner);
                    __instance.AllButtons[i] = button;
                    button.Language          = languages[i];
                    button.Title.Text        = languages[i].name;
                    if ((long)i == (long)((ulong)SaveManager.LastLanguage))
                    {
                        button.Title.Color = Color.green;
                    }

                    System.Action p = delegate()
                    {
                        __instance.SetLanguage(button);
                    };

                    button.Button.OnClick.AddListener(p);
                    button.transform.localPosition = vector;
                    vector.y -= __instance.ButtonHeight;
                }
                __instance.ButtonParent.YBounds.max = Mathf.Max(0f, -vector.y - __instance.ButtonStart * 2f);
                return(false);
            }
Exemple #2
0
 void SetLanguage(string lang)
 {
     LanguageSetter.SetLanguage(lang);
     Scenes.Load("Main", null);
 }
 public override void OnActionExecuting(HttpActionContext actionContext)
 {
     LanguageSetter.Set(actionContext);
 }