string GetAssetFolderPath(System.Type assetType, string languageCode) { if (assetType == GameObjectType) { return(LanguageRuntimeData.PrefabsFolderPath(languageCode)); } else if (assetType == AudioClipType) { return(LanguageRuntimeData.AudioFilesFolderPath(languageCode)); } else if (assetType == TextureType) { return(LanguageRuntimeData.TexturesFolderPath(languageCode)); } else if (assetType == TextAssetType) { return(LanguageRuntimeData.TextAssetsFolderPath(languageCode)); } else if (assetType == FontType) { return(LanguageRuntimeData.FontsFolderPath(languageCode)); } return(string.Empty); }
bool LoadAvailableCultures() { TextAsset availableCulturesXML = Resources.Load(LanguageRuntimeData.AvailableCulturesFilePath()) as TextAsset; if (availableCulturesXML == null) { Debug.LogError("Не удалось загрузить доступные языки! Файл не найден!"); return(false); } availableLanguages = SmartCultureInfoCollection.Deserialize(availableCulturesXML); return(true); }
/// <summary> /// Change the language into a specified culture /// </summary> /// <param name="languageCode">The culture to change to</param> public void ChangeLanguage(string languageCode) { TextAsset languageData = Resources.Load(LanguageRuntimeData.LanguageFilePath(languageCode)) as TextAsset; if (languageData == null) { Debug.LogError("Не удалось загрузить язык: " + languageCode); return; } LoadLanguage(languageData.text, languageCode); if (OnChangeLanguage != null) { OnChangeLanguage(this); } }