public string GetLangeuageKey(GululuLanguage language) { string key = "en"; switch (language) { case GululuLanguage.ENGLISH: key = "en"; break; case GululuLanguage.ZH_CN: key = "zh_cn"; break; case GululuLanguage.ZH_TW: key = "zh_tw"; break; // case GululuLanguage.ZH_HK: // key = "zh_hk"; // break; default: key = "en"; break; } return(key); }
public string LangConvertFileName(GululuLanguage language) { string langPath = "lang_en/"; switch (language) { case GululuLanguage.ENGLISH: langPath = "lang_en/"; break; case GululuLanguage.ZH_CN: langPath = "lang_zh_CN/"; break; case GululuLanguage.ZH_TW: langPath = "lang_zh_TW/"; break; // case GululuLanguage.ZH_HK: // langPath = "lang_zh_HK/"; // break; default: langPath = "lang_en/"; break; } return(langPath + "lang"); }
public void setLanguageByAgentKey(string key) { switch (key) { case "zh-Hans": { gululuLanguage = GululuLanguage.ZH_CN; } break; case "zh-Hant": { gululuLanguage = GululuLanguage.ZH_TW; } break; default: { gululuLanguage = GululuLanguage.ENGLISH; } break; } gameDataHelper.SaveObject <int>(languageKey, (int)gululuLanguage); }
public void Lang(GululuLanguage language) { currLanguage = language; ReloadXml(); //LoadLanguage(LanguagePathUtils.GetLanguagePath(language)); }
public string GetLanguagePath(GululuLanguage lang) { return(AssetsLanguageRootPath + LangConvertFileName(lang)); }
public void ReadLanguage() { gululuLanguage = (GululuLanguage)gameDataHelper.GetObject <int>(languageKey, 2); }