void OnEnable() { lastSelect = -1; t = target as LocalizeImage; image = t.GetComponent <UnityEngine.UI.Image>(); if (languageType != null && languageType.Length > 0) { CheckInitSelect(); return; } string[] lanDir = Directory.GetDirectories(LocalizeImagePath); languageType = new string[lanDir.Length]; for (int i = 0; i < lanDir.Length; i++) { languageType[i] = Path.GetFileNameWithoutExtension(lanDir[i]); } CheckInitSelect(); if (lanDir.Length == 0) { Debug.Log(LocalizeImagePath + "路径不存在多语言图片文件夹"); return; } //if (!filesCount.All(sarray => { return sarray == filesCount[0]; })) //{ // EditorUtility.DisplayDialog("错误", "不同语言的文件夹数目不相同\n ", ("/"), "OK"); //} }
private void Awake() { //source = gameObject.GetComponent<AudioSource>(); //source.clip = nen; //source.loop = true; //source.Play(); m_navigationHistory = new List <GameObject> { m_initialScreen }; imageComp.fillAmount = 0.0f; background.SetActive(false); logo.SetActive(false); loading.SetActive(false); PlayerPrefs.SetInt("language", 0); if (!PlayerPrefs.HasKey("language")) { Localize.SetCurrentLanguage(SystemLanguage.Vietnamese); LocalizeImage.SetCurrentLanguage(); } }
public void setLanguage(string language) { switch (language) { case "English": Localize.SetCurrentLanguage(SystemLanguage.English); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "English"); break; case "Croatian": Localize.SetCurrentLanguage(SystemLanguage.SerboCroatian); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "SerboCroatian"); break; case "Spanish": Localize.SetCurrentLanguage(SystemLanguage.Spanish); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "Spanish"); break; case "French": Localize.SetCurrentLanguage(SystemLanguage.French); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "French"); break; case "Portugese": Localize.SetCurrentLanguage(SystemLanguage.Portuguese); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "Portuguese"); break; case "Hungarian": Localize.SetCurrentLanguage(SystemLanguage.Hungarian); LocalizeImage.SetCurrentLanguage(); PlayerPrefs.SetString("Language", "Hungarian"); break; } }
private void Start() { string language = PlayerPrefs.GetString("Language"); switch (language) { case "English": Localize.SetCurrentLanguage(SystemLanguage.English); LocalizeImage.SetCurrentLanguage(); break; case "Croatian": Localize.SetCurrentLanguage(SystemLanguage.SerboCroatian); LocalizeImage.SetCurrentLanguage(); break; case "Spanish": Localize.SetCurrentLanguage(SystemLanguage.Spanish); LocalizeImage.SetCurrentLanguage(); break; case "French": Localize.SetCurrentLanguage(SystemLanguage.French); LocalizeImage.SetCurrentLanguage(); break; case "Portuguese": Localize.SetCurrentLanguage(SystemLanguage.Portuguese); LocalizeImage.SetCurrentLanguage(); break; case "Hungarian": Localize.SetCurrentLanguage(SystemLanguage.Hungarian); LocalizeImage.SetCurrentLanguage(); break; } }
public void SetEnglish() { Localize.SetCurrentLanguage(SystemLanguage.English); LocalizeImage.SetCurrentLanguage(); }
public void SetJapanese() { Localize.SetCurrentLanguage(SystemLanguage.Japanese); LocalizeImage.SetCurrentLanguage(); }
public void SetItalian() { Localize.SetCurrentLanguage(SystemLanguage.Italian); LocalizeImage.SetCurrentLanguage(); }
public void SetVietnamese() { PlayerPrefs.SetInt("language", 0); Localize.SetCurrentLanguage(SystemLanguage.Vietnamese); LocalizeImage.SetCurrentLanguage(); }
public void SetEnglish() { PlayerPrefs.SetInt("language", 1); Localize.SetCurrentLanguage(SystemLanguage.English); LocalizeImage.SetCurrentLanguage(); }
public void SetPortuguese() { Localize.SetCurrentLanguage(SystemLanguage.Portuguese); LocalizeImage.SetCurrentLanguage(); }
/// <summary> /// ログイン処理 /// </summary> private void Login() { var queue = new Queue <Action>(); //ユーザーデータがある if (UserData.Get().userId > 0) { //ログイン queue.Enqueue(() => LoginApi.CallLoginApi( UserData.Get(), queue.Dequeue() )); } //ユーザーデータがない else { //ユーザーデータ作成 queue.Enqueue(() => UserApi.CallCreateApi( "GuestUser", queue.Dequeue() )); } //ユーザー情報取得 queue.Enqueue(() => FirstApi.CallFirstUserApi( UserData.Get(), queue.Dequeue() )); //マスター分割取得その1 queue.Enqueue(() => MasterApi.CallGetMasterApi( queue.Dequeue(), Masters.AccessoriesDB, Masters.BarrelDB, Masters.BatteryDB, Masters.BulletDB, Masters.FvAttackDB, Masters.TurretSerieseDB, Masters.CannonSetDB, Masters.ConfigDB, Masters.FishDB, Masters.FishCaptureDB )); //マスター分割取得その2 queue.Enqueue(() => MasterApi.CallGetMasterApi( queue.Dequeue(), Masters.FishCategoryDB, Masters.FishParticleDB, Masters.GearDB, Masters.BattleItemDB, Masters.ItemSellDB, Masters.LevelDB, Masters.BetDB, Masters.LocalizeTextDB, Masters.LoginBonusDB, Masters.LoginBonusSpecialDB )); //マスター分割取得その3 queue.Enqueue(() => MasterApi.CallGetMasterApi( queue.Dequeue(), Masters.PartsExpansionDB, Masters.CannonExpansionDB, Masters.GearExpansionDB, Masters.MessageDB, Masters.MissionTypeDB, Masters.MissionRewardDB, Masters.MultiWorldDB, Masters.MultiBallDropRateDB, Masters.MultiSoulDropRateDB, Masters.MultiStageFishDB )); //マスター分割取得その4 queue.Enqueue(() => MasterApi.CallGetMasterApi( queue.Dequeue(), Masters.SerieseSkillDB, Masters.SingleStageDB, Masters.SingleStageFishDB, Masters.SingleStageFirstRewardDB, Masters.SingleStageRewardDB, Masters.SingleStageRewardLotDB, Masters.SingleWorldDB, Masters.SkillDB, Masters.SkillGroupDB, Masters.VipBenefitDB )); //マスター分割取得その5 queue.Enqueue(() => MasterApi.CallGetMasterApi( queue.Dequeue(), Masters.VipBenefitTypeDB, Masters.VipLevelDB, Masters.VipRewardDB )); //ローカライズアトラスセット queue.Enqueue(() => { var handle = AssetManager.Load <SpriteAtlas>(LocalizeImage.GetLocalizationAtlasPath(), (asset) => { var atlas = new AtlasSpriteCache(asset); GlobalSpriteAtlas.SetAtlas(GlobalSpriteAtlas.AtlasType.Localization, atlas); queue.Dequeue().Invoke(); }); handle.isDontDestroy = true; }); //HOMEシーンへ queue.Enqueue(() => SceneChanger.ChangeSceneAsync("Home") ); //Queue実行 queue.Dequeue().Invoke(); }