public static void LoadLanguage() { if (m_LanguageLoaded) { return; } m_Language = CocoLanguage.English; if (PlayerPrefs.HasKey(SAVEKEY)) { m_Language = (CocoLanguage)Enum.Parse(typeof(CocoLanguage), PlayerPrefs.GetString(SAVEKEY)); } else { m_Language = GetDeviceLanguage(); } #if UNITY_EDITOR if (CocoDebugSettingsData.Instance.IsEditorLanguageEnabled) { m_Language = CocoDebugSettingsData.Instance.EditorLanguage; } #endif CocoLocalization.SetLanguage(GetLanguageName(m_Language)); m_LanguageLoaded = CocoLocalization.IsDictionaryLoaded; }
/// <summary> /// This function is called by the Localization manager via a broadcast SendMessage. /// </summary> protected virtual void OnLocalize() { // If no localization key has been specified, use the label's text as the key if (string.IsNullOrEmpty(key)) { Text lbl = GetComponent <Text> (); if (lbl != null) { key = lbl.text; } } // If we still don't have a key, leave the value as blank if (!string.IsNullOrEmpty(key)) { value = CocoLocalization.Get(key); } }
public static void SetLanguage(CocoLanguage language) { PlayerPrefs.SetString(SAVEKEY, language.ToString()); m_Language = language; CocoLocalization.SetLanguage(GetLanguageName(m_Language)); }