Exemple #1
0
        override public void OnInspectorGUI()
        {
            serializedObject.Update();

            //Instance of our RPGTalkLocalization class
            RPGTalkLocalization localization = (RPGTalkLocalization)target;

            EditorGUI.BeginChangeCheck();

            EditorGUILayout.HelpBox("Put into the array below every language that you have. To create a new Language, simply go to your project, click with the right button, go to Create/Rpgtalk/Language ", MessageType.Info, true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("languages"), true);

            EditorGUILayout.Space();

            if (EditorApplication.isPlaying)
            {
                EditorGUILayout.LabelField("Default Language: " + LanguageSettings.defaultLanguage);
                EditorGUILayout.LabelField("Actual Language: " + LanguageSettings.actualLanguage);
            }
            else
            {
                EditorGUILayout.LabelField("Debug only available on Play Mode.");
            }



            EditorGUILayout.HelpBox("You can change the actual language by script calling LanguageSettings.actualLanguage", MessageType.Info, true);


            if (EditorGUI.EndChangeCheck())
            {
                serializedObject.ApplyModifiedProperties();
            }
        }
Exemple #2
0
 void Awake()
 {
     if (singleton == null)
     {
         singleton = this;
         //This object often is the same in every scene, so we don't need to create it more than once.
         DontDestroyOnLoad(gameObject);
     }
     else if (singleton != this)
     {
         Destroy(gameObject);
     }
 }
        void Awake()
        {
            if (singleton != null)
            {
                Destroy(gameObject);
                return;
            }

            singleton = this;
            //This object often is the same in every scene, so we don't need to create it more than once.
            DontDestroyOnLoad(gameObject);
            SetDefaultLanguage();
        }