/// <summary> /// Sets the language. /// </summary> /// <param name="langCode">Lang code.</param> public void SetLanguage(string langCode) { InitLanguageXML(langCode, ref xDocLocalizedText); if (xDocLocalizedText != null) { xEleRoot = xDocLocalizedText.Element("Resources"); PlayerPrefs.SetString("currentLangCode", langCode); currentLangCode = langCode; if (OnLanguageChangedEvent != null) { OnLanguageChangedEvent.Invoke(currentLangCode); } } else { xDocLocalizedText = XDocument.Parse(Resources.Load("strings-" + currentLangCode.ToLower()).ToString()); } }
} // when true all keys return "*" public static void Initialize(LanguageCode languageCode, bool clearFiles = false) { _languageCode = languageCode; _keyValuePairs = new Dictionary <string, LocalizerValue>(); if (_files is null || clearFiles) { _files = new List <string>(); } if (!string.IsNullOrEmpty(_styleFile)) { SetStyle(_styleFile); } foreach (string file in _files) { LoadFile(file, true); } OnLanguageChangedEvent?.Invoke(); }
private static void OnLanguageChanged(SystemLanguage language) { OnLanguageChangedEvent?.Invoke(language); }