private void InitializeGameTexts(GameTextManager gameTextManager)
 {
     gameTextManager.LoadGameTexts(ModuleHelper.GetModuleFullPath("Native") + "ModuleData/multiplayer_strings.xml");
     gameTextManager.LoadGameTexts(ModuleHelper.GetModuleFullPath("Native") + "ModuleData/global_strings.xml");
     gameTextManager.LoadGameTexts(ModuleHelper.GetModuleFullPath("Native") + "ModuleData/module_strings.xml");
     gameTextManager.LoadGameTexts(ModuleHelper.GetModuleFullPath("Native") + "ModuleData/native_strings.xml");
 }
示例#2
0
 public static TextObject GetHotKeyGameText(
     this GameTextManager gameTextManager,
     string categoryName,
     int gameKeyId)
 {
     return(gameTextManager.FindText("str_game_key_text", HotKeyManager.GetHotKeyId(categoryName, gameKeyId).ToLower()));
 }
	public static GameTextManager getInstance ()
	{
		if ( _meInstance == null )
		{
			_meInstance = GameObject.Find ( "_MainObject" ).GetComponent < GameTextManager > ();
		}
		return _meInstance;
	}
示例#4
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 private void InitializeGameTexts(GameTextManager gameTextManager)
 {
     //gameTextManager.LoadGameTexts(BasePath.Name + "Modules/Native/ModuleData/multiplayer_strings.xml");
     //gameTextManager.LoadGameTexts(BasePath.Name + "Modules/Native/ModuleData/global_strings.xml");
     //gameTextManager.LoadGameTexts(BasePath.Name + "Modules/Native/ModuleData/module_strings.xml");
     //gameTextManager.LoadGameTexts(BasePath.Name + "Modules/Native/ModuleData/native_strings.xml");
     gameTextManager.LoadGameTexts(Path.Combine(EnhancedBattleTestSubModule.ModuleFolderPath, "ModuleData",
                                                "module_strings.xml"));
 }
示例#5
0
    void Awake()
    {
        // create the GameTextManager
        GameTextManager theGameText = new GameTextManager();

        // get a reference to ScreenText's text component
        Text getText = ScreenText.GetComponentInChildren <Text> ();

        // set ScreenText's text component to the main menu text
        getText.text = theGameText.gameText.mainMenu;
    }             // end Awake