public void LoadLanguages() { UnityEngine.Object[] JSONlanguages = Resources.LoadAll("EQS_Local", typeof(TextAsset)); AvailableLanguages = new EQS_LocalizedLanguage[JSONlanguages.Length]; for (int i = 0; i < JSONlanguages.Length; i++) { AvailableLanguages[i] = JsonUtility.FromJson <EQS_LocalizedLanguage>(JSONlanguages[i].ToString()); } Current = AvailableLanguages[0]; }
public void SetLanguage(int i) => Current = i < AvailableLanguages.Length ? AvailableLanguages[i] : AvailableLanguages[0];