bool HasLanguageFiles(GameLanguage language) { var config = Resolve <IAssetManager>().LoadGeneralConfig(); var path = Path.Combine(config.BasePath, config.XldPath, language.ToString().ToUpper()); return(Directory.Exists(path)); }
public static string GetLanguage(GameLanguage lan) { var name = lan.ToString(); SystemLanguage s_lan = (SystemLanguage)Enum.Parse(typeof(SystemLanguage), name); return(GetLanguage(s_lan)); }
/// <exception cref="FileNotFoundException" /> public static string GetLanguageFilePath(Project targetProject, GameLanguage language) { string languageFilePath = string.Empty; // Find the language file in the project's /Script/ folder foreach (string file in Directory.GetFiles(targetProject.ScriptPath, "*.txt", SearchOption.TopDirectoryOnly)) { if (Path.GetFileNameWithoutExtension(file).ToLower() == language.ToString().ToLower()) { languageFilePath = file; break; } } if (string.IsNullOrEmpty(languageFilePath)) { throw new FileNotFoundException("Couldn't find the " + language.ToString().ToUpper() + ".TXT file."); } return(languageFilePath); }
bool HasLanguageFiles(GameLanguage language) { var config = Resolve <IGeneralConfig>(); foreach (var searchPath in config.SearchPaths) { var path = config.ResolvePath($"{searchPath}/{language.ToString().ToUpperInvariant()}"); if (Directory.Exists(path)) { return(true); } } return(false); }
public ModApplier() { AttachChild(_assetCache); On <SetLanguageEvent>(e => { if (_language == e.Language) { return; } _language = e.Language; var config = Resolve <IGeneralConfig>(); config.SetPath("LANG", _language.ToString().ToUpperInvariant()); Raise(new ReloadAssetsEvent()); Raise(new LanguageChangedEvent()); }); }