static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
        {
            if (target == BuildTarget.iOS)
            {
#if UNITY_IOS
                string[] languagesSetupGuiIDs = AssetDatabase.FindAssets("t:LanguagesSetup");
                if (languagesSetupGuiIDs.Length < 1)
                {
                    UnityEngine.Debug.LogWarning("No Language Setup asset found, skipping populating CFBundleLocalizations");
                }
                else if (languagesSetupGuiIDs.Length > 1)
                {
                    UnityEngine.Debug.LogWarning("More than one Language Setup asset found in the project. Make sure only one is present in your Assets folder. Skipping populating CFBundleLocalizations");
                }
                else
                {
                    var            path               = AssetDatabase.GUIDToAssetPath(languagesSetupGuiIDs[0]);
                    LanguagesSetup languagesSetup     = (LanguagesSetup)AssetDatabase.LoadAssetAtPath(path, typeof(LanguagesSetup));
                    var            supportedLanguages = languagesSetup.getSupportedLanguages();

                    UnityEngine.Debug.LogFormat("Populating CFBundleLocalizations with Language Setup asset found at: {0}", path);

                    // Adding supported languages to CFBundleLocalizations in the XCode project
                    if (supportedLanguages.Length > 0)
                    {
                        var pListPath = Path.Combine(pathToBuiltProject, "Info.plist");
                        var pList     = new PlistDocument();
                        pList.ReadFromFile(pListPath);
                        var root = pList.root;

                        PlistElementArray languages = root.CreateArray("CFBundleLocalizations");
                        foreach (var l in supportedLanguages)
                        {
                            var isoCode = LanguageUtils.getISOCodeFromLanguage(l);
                            languages.AddString(isoCode);
                        }

                        pList.WriteToFile(pListPath);
                    }
                    else
                    {
                        UnityEngine.Debug.LogWarning("No languages found in current Languages Setup asset, skipping populating CFBundleLocalizations");
                    }
                }
#endif
            }
        }
Esempio n. 2
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        public void setLanguage(LanguageEntry entry)
        {
            printDebugLog("Settings language to " + entry.getLanguage(), LogType.Log);

            currentLanguage = entry;

            if (storeLanguageOnUserPrefs)
            {
                if (storeSavedUserLanguageHandler != null)
                {
                    var isoCode = LanguageUtils.getISOCodeFromLanguage(entry.getLanguage());
                    printDebugLog("Storing saved language in User Prefs: " + isoCode, LogType.Log);
                    storeSavedUserLanguageHandler.Invoke(isoCode);
                }
            }

            if (OnLanguageChanged != null)
            {
                OnLanguageChanged();
            }
        }
Esempio n. 3
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 public void setLanguage(string isoLang)
 {
     setLanguage(LanguageUtils.getLanguageFromISOCode(isoLang));
 }