/// <summary> /// TRanslate flowchart texts with set language /// </summary> void TranslateTexts() { string lang = GJ_TextManager.Instance.CurrentLanguage.ToString(); //m_flowchart.SetStringVariable(GJ_FlowchartSetup.Keys.LANGUAGE, lang); //m_flowchart.SendFungusMessage(GJ_FlowchartSetup.Messages.SET_LANGUAGE); m_localization.SetActiveLanguage(lang, true); Debug.Log("Lang is " + lang + " local: " + m_localization.ActiveLanguage); }
public override void OnEnter() { Localization localization = GameObject.FindObjectOfType <Localization>(); if (localization != null) { localization.SetActiveLanguage(languageCode); } Continue(); }
public override void OnEnter() { Localization localization = GameObject.FindObjectOfType <Localization>(); if (localization != null) { localization.SetActiveLanguage(languageCode, true); // Cache the most recently set language code so we can continue to // use the same language in subsequent scenes. mostRecentLanguage = languageCode; } Continue(); }