/// <summary> /// Translation of every text listened from event /// </summary> public void TranslateTexts() { // MAIN GROUP m_loadGameButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.CONTINUE); m_newGameButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.NEW_GAME); m_optionsButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.OPTIONS); m_creditsButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.CREDITS); m_exitButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.EXIT); // OPTIONS GROUP m_optionsTitleText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.OPTIONS_TITLE); m_volumeText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.VOLUME); m_graphicsText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.GRAPHICS); m_languageText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.LANGUAGE); m_backText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.BACK); // CREDITS GROUP m_creditsTitleText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.OPTIONS_TITLE); m_creditsText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.CREDITS_TEXT); m_creditsBackButtonText.text = GJ_TextManager.GetText(GJ_TextSetup.Menu.BACK); // Parse quality string[] names = QualitySettings.names; m_graphicsDropdown.ClearOptions(); List <Dropdown.OptionData> newList = new List <Dropdown.OptionData>(); foreach (string name in names) { string n = GJ_TextManager.GetText(name); newList.Add(new Dropdown.OptionData(n)); } m_graphicsDropdown.AddOptions(newList); //Parse languages m_languagesDropdown.ClearOptions(); newList = new List <Dropdown.OptionData>(); foreach (SystemLanguage language in GJ_TextManager.Instance.ActiveLanguages) { newList.Add(new Dropdown.OptionData(GJ_TextManager.GetText(language.ToString()))); } m_languagesDropdown.AddOptions(newList); }
/// <summary> /// Coroutine called for loading the next scene /// </summary> /// <param name="_index"></param> /// <param name="_delayAfterLoading"></param> /// <param name="_eventName"></param> /// <returns></returns> IEnumerator LoadingScreen(int _index, float _delayAfterLoading = 1f, string _eventName = "") { m_loadingScreenGroup.SetActive(true); m_loadingText.text = GJ_TextManager.GetText(GJ_TextSetup.LoadingScreen.LOADING_TEXT); AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(_index); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return(null); } yield return(new WaitForSeconds(_delayAfterLoading)); m_loadingScreenGroup.SetActive(false); if (_eventName != "") { GJ_EventManager.TriggerEvent(_eventName); } }