public LanguageModule(byte[] bytes) { List <data.IniSection> sections = new List <data.IniSection>(); data.IniReader reader = new data.IniReader(); reader.Read(bytes, sections); if (sections.Count == 0) { return; } sections[0].GetKeyValuePairs(stringDict); }
private bool loadConfigFile(string configPath) { TextAsset file = null; #if UNITY_EDITOR if (!Application.isPlaying) { file = UnityEditor.AssetDatabase.LoadAssetAtPath <TextAsset>("Assets/Resources/" + configPath + ".txt"); } else #endif { file = utility.LoadResources.LoadAsset <TextAsset>(configPath); } if (file == null) { return(false); } List <data.IniSection> sections = new List <data.IniSection>(); data.IniReader reader = new data.IniReader(); reader.Read(file.bytes, sections); if (sections.Count == 0) { return(false); } // Parse for (int i = 0; i < sections.Count; ++i) { if (sections[i].Name != LanguageSectionName) { // TODO: 待修改ini輸出格式,暫時不讀取語系檔案列表。 //languageModuleDict.Add(sections[i].Name, sections[i].ToArray()); continue; } sections[i].GetKeyValuePairs(languageDict); } return(true); }