public void ChangeLanguage(FairyGUI.Utils.XML xML) { UIPackage.SetStringsSource(xML); UIPackage.RemoveAllPackages(); UIPackage.AddPackage("UI/Res_Main"); UIPackage.AddPackage("UI/Res_Game"); UIPackage.AddPackage("UI/Res_Component"); currentUIManager.MainUIManager(); audioSourceManager.ChangeBGM(0); SceneManager.LoadSceneAsync(0); }
/// <summary> /// 获取本地化的文本 /// </summary> /// <returns></returns> public void InitLanguage() { TextAsset lanXML = null; #if UNITY_EDITOR lanXML = Resources.Load <TextAsset>("Lan/" + this.path); #else string path = AssetBundlePathConfig.Instance.Path + "/Lan/" + this.path + ".cao"; AssetBundle assetBundle = AssetBundle.LoadFromFile(path); lanXML = assetBundle.LoadAsset(this.path) as TextAsset; #endif if (lanXML != null) { FairyGUI.Utils.XML xml = new FairyGUI.Utils.XML(lanXML.ToString()); UIPackage.SetStringsSource(xml); } }