/// <summary>
        /// Thiết lập ngôn ngữ ui context
        /// </summary>
        private void InitializeLocalComponent()
        {
            Text = translator.Translate("0035", "Cài Đặt");

            #region Auto Save Setting
            AutoSaveChk.Text = translator.Translate("0034", "Auto Save");
            #endregion

            #region Saving Settings
            /// INIT AutoSaveType Items
            AutoSaveType[] autoSaveTypeItems = new AutoSaveType[]
            {
                new AutoSaveType()
                {
                    Value = AutoSaveType.IDLE, Label = translator.Translate("0027", "Không làm gì")
                },
                new AutoSaveType()
                {
                    Value = AutoSaveType.END_EDIT, Label = translator.Translate("0028", "Sửa xong một dòng")
                }
            };
            // Loại bỏ trigger tới event
            AutoSaveTypeCb.SelectedValueChanged -= AutoSaveSelectIdleTimeType;
            AutoSaveTypeCb.DataSource            = autoSaveTypeItems;
            AutoSaveTypeCb.DisplayMember         = "Label";
            AutoSaveTypeCb.ValueMember           = "Value";
            // Kích hoạt lại các trigger event
            AutoSaveTypeCb.SelectedValueChanged += AutoSaveSelectIdleTimeType;

            // Init Language
            SavingGroupBox.Text    = translator.Translate("0029", "Lưu trữ");
            AutoSaveTypeLabel.Text = translator.Translate("0030", "Tự động lưu khi");
            TimeSecondLbl.Text     = translator.Translate("0031", "Giây");
            IdleInLabel.Text       = translator.Translate("0032", "Trong");
            #endregion

            #region Language settings
            Language[] langs = new Language[]
            {
                new Language()
                {
                    Label = translator.Translate("vn", "Tiếng Việt", "languages"), Code = Language.VN
                },
                new Language()
                {
                    Label = translator.Translate("en", "Tiếng anh", "languages"), Code = Language.EN
                }
            };
            SelectLangCb.SelectedValueChanged -= ChangeLanguage;
            SelectLangCb.DataSource            = langs;
            SelectLangCb.DisplayMember         = "Label";
            SelectLangCb.ValueMember           = "Code";
            SelectLangLbl.Text = translator.Translate("0033", "Ngôn ngữ");
            SelectLangCb.SelectedValueChanged += ChangeLanguage;
            #endregion

            #region Button Action
            CancelBtn.Text = translator.Translate("0025", "Cancel");
            #endregion
        }
Esempio n. 2
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    public void Save(string levelName, string encodedLevel, SaveType saveType, AutoSaveType autoSaveType, string solutionName)
    {
        if (levelName != EditorSaveName && levelName.StartsWith("_") && saveType == SaveType.Level)
        {
// if we are in the editor and a Level is saved with an "_" at the beginning, then it is to be saves in resources, not normally
#if UNITY_EDITOR
            LevelSettings.instance.levels.RemoveAll((obj) => obj.name == levelName);

            LevelSettings.instance.levels.Add(new LevelSettings.Level()
            {
                name = levelName, encodedLevel = encodedLevel,
            });
            EditorUtility.SetDirty(LevelSettings.instance);
            return;

// otherwise we are playing the game normally and we just trim the "_" for a level save,
// all other save types keep the underscore as they must reference the full name, even an underscored (Resources) level
#else
            levelName.TrimStart('_');
#endif
        }

        solutionName.TrimStart('_');

        if (autoSaveType == AutoSaveType.AutoSave)
        {
            solutionName = autoSaveName;
        }


        System.IO.File.WriteAllText(FileNameString(levelName, solutionName, saveType), levelName + "\n" + solutionName + "\n" + encodedLevel);
        Debug.Log("Saving " + FileNameString(levelName, solutionName, saveType));
    }
Esempio n. 3
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    public void Delete(string levelName, SaveType saveType, AutoSaveType autoSaveType, string solutionName)
    {
        if (autoSaveType == AutoSaveType.AutoSave)
        {
            solutionName = autoSaveName;
        }

        System.IO.File.Delete(FileNameString(levelName, solutionName, saveType));
    }
Esempio n. 4
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        // 自动存储
        public DBBaseGame AutoSave(bool useSnapshot = false)
        {
            AutoSaveType saveType = SettingsMgr.GetBaseSettings().AutoSaveType;

            if (saveType == AutoSaveType.None)
            {
                return(null);
            }
            Callback_OnStartAutoSave?.Invoke(saveType);
            var ret = SaveCurGameAs(Const.Prefix_AutoSave + Util.GetStr(BaseLocalPlayer.TDID), useSnapshot, true, false, false, true);

            Callback_OnEndAutoSave?.Invoke(saveType);
            return(ret);
        }
Esempio n. 5
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    public string Load(string levelName, SaveType saveType, AutoSaveType autoSaveType, string solutionName)
    {
        Debug.Log("Loading " + levelName + " " + solutionName + ":" + saveType + ":" + autoSaveType + ":" + solutionName);

        ReloadLevelData();
        if (!levels.ContainsKey(levelName))
        {
            return("");
        }

        if (autoSaveType == AutoSaveType.AutoSave)
        {
            solutionName = autoSaveName;
        }

        switch (saveType)
        {
        case SaveType.Level:
            if (autoSaveType == AutoSaveType.AutoSave)
            {
                return(levels[levelName].levelAutosaveEncoding);
            }
            else
            {
                return(levels[levelName].levelEncoding);
            }

        case SaveType.Solution:
            if (!levels[levelName].namedSaveEncodings.ContainsKey(solutionName))
            {
                return("");
            }
            return(levels[levelName].namedSaveEncodings[solutionName]);

        default: return("");
        }
    }
Esempio n. 6
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 public void Save(string levelName, string encodedLevel, SaveType saveType, AutoSaveType autoSaveType)
 {
     Save(levelName, encodedLevel, saveType, autoSaveType, "");
 }
Esempio n. 7
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 public void Delete(string levelName, SaveType saveType, AutoSaveType autoSaveType)
 {
     Delete(levelName, saveType, autoSaveType, "");
 }
Esempio n. 8
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 public string Load(string levelName, SaveType saveType, AutoSaveType autoSaveType)
 {
     return(Load(levelName, saveType, autoSaveType, ""));
 }
Esempio n. 9
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 public void SetAutoSaveType(AutoSaveType autoSaveType)
 {
     Settings.AutoSaveType = autoSaveType;
 }