예제 #1
0
    override protected void OnAwake()
    {
        base.OnAwake();

        if (!reloadOnAwake)
        {
            IsReady = true;
            return;
        }
        IsReady = false;
        foreach (TextAsset languageFile in languageFiles)
        {
            XDocument languageXMLData = XDocument.Parse(languageFile.text);
            Language  language        = new Language();
            language.languageID     = int.Parse(languageXMLData.Element("Language").Attribute("ID").Value);
            language.languageString = languageXMLData.Element("Language").Attribute("LANG").Value;
            foreach (XElement textx in languageXMLData.Element("Language").Elements())
            {
                TextKeyValue textKeyValue = new TextKeyValue();
                textKeyValue.key   = textx.Attribute("key").Value;
                textKeyValue.value = textx.Value;
                language.textKeyValueList.Add(textKeyValue);
            }
            languages.Add(language);
        }
        IsReady = true;
    }
예제 #2
0
    private static LocalizationManager instance;   // GameSystem local instance

    void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this);
        }
        else if (instance != null)
        {
            Destroy(this);
        }

        // This will read  each XML file from the languageFiles list<> and populate the languages list with the data
        foreach (TextAsset languageFile in languageFiles)
        {
            XDocument languageXMLData = XDocument.Parse(languageFile.text);
            Language  language        = new Language();
            language.languageID     = (GameData.LANG)System.Int32.Parse(languageXMLData.Element("Language").Attribute("ID").Value);
            language.languageString = languageXMLData.Element("Language").Attribute("LANG").Value;
            foreach (XElement textx in languageXMLData.Element("Language").Elements())
            {
                TextKeyValue textKeyValue = new TextKeyValue();
                textKeyValue.key   = textx.Attribute("key").Value;
                textKeyValue.value = textx.Value;
                language.textKeyValueList.Add(textKeyValue);
            }
            languages.Add(language);
        }

        if (PersistantData.instance != null)
        {
            currentLanguageID = PersistantData.instance.data.Lang;
        }
    }
예제 #3
0
    private static LocalizationManager instance;   // GameSystem local instance


    void Awake()
    {
        //PlayerPrefs.DeleteAll();
        //Debug.Log("시스템 언어 : " + Application.systemLanguage);
        if (Application.systemLanguage.ToString() == "Korean")
        {
            currentLanguageID = 1;
        }
        else
        {
            currentLanguageID = 0;
        }
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else
        {
            if (this != instance)
            {
                Destroy(this.gameObject);
            }
        }

        // This will read  each XML file from the languageFiles list<> and populate the languages list with the data
        foreach (TextAsset languageFile in languageFiles)
        {
            XDocument languageXMLData = XDocument.Parse(languageFile.text);
            Language  language        = new Language();
            language.languageID     = System.Int32.Parse(languageXMLData.Element("Language").Attribute("ID").Value);
            language.languageString = languageXMLData.Element("Language").Attribute("LANG").Value;
            foreach (XElement textx in languageXMLData.Element("Language").Elements())
            {
                TextKeyValue textKeyValue = new TextKeyValue();
                textKeyValue.key   = textx.Attribute("key").Value;
                textKeyValue.value = textx.Value;
                language.textKeyValueList.Add(textKeyValue);
            }
            languages.Add(language);
        }
    }
예제 #4
0
 void Awake()
 {
     currentLanguageID = PlayerPrefs.GetInt("language_id");
     instance          = this;
     DontDestroyOnLoad(this);
     // This will read  each XML file from the languageFiles list<> and populate the languages list with the data
     foreach (TextAsset languageFile in languageFiles)
     {
         XDocument languageXMLData = XDocument.Parse(languageFile.text);
         Language  language        = new Language();
         language.languageID     = System.Int32.Parse(languageXMLData.Element("Language").Attribute("ID").Value);
         language.languageString = languageXMLData.Element("Language").Attribute("LANG").Value;
         foreach (XElement textx in languageXMLData.Element("Language").Elements())
         {
             TextKeyValue textKeyValue = new TextKeyValue();
             textKeyValue.key   = textx.Attribute("key").Value;
             textKeyValue.value = textx.Value;
             language.textKeyValueList.Add(textKeyValue);
         }
         languages.Add(language);
     }
 }