void LoadMockData() { mLangCode = ((LoLLocalize)M8.Localize.instance).editorLanguageCode; //apply start data string startDataFilePath = Path.Combine(Application.streamingAssetsPath, startGameJSONFilePath); if (File.Exists(startDataFilePath)) { mGameStartJson = File.ReadAllText(startDataFilePath); } else { mGameStartJson = ""; } // //apply language string langFilePath = ((LoLLocalize)M8.Localize.instance).editorLanguagePath; if (File.Exists(langFilePath)) { string json = File.ReadAllText(langFilePath); var langDefs = Json.Deserialize(json) as Dictionary <string, object>; mLanguageJson = Json.Serialize(langDefs[mLangCode]); } else { mLanguageJson = ""; } // //apply questions string questionsFilePath = Path.Combine(Application.streamingAssetsPath, questionsJSONFilePath); if (File.Exists(questionsFilePath)) { string questionsDataAsJson = File.ReadAllText(questionsFilePath); MultipleChoiceQuestionList qs = MultipleChoiceQuestionList.CreateFromJSON(questionsDataAsJson); HandleQuestions(qs); } // mIsGameStartHandled = true; mIsLanguageHandled = true; }
private void LoadMockData() { #if UNITY_EDITOR // Load Dev Language File from StreamingAssets string startDataFilePath = Path.Combine(Application.streamingAssetsPath, startGameJSONFilePath); string langCode = "en"; Debug.Log(File.Exists(startDataFilePath)); if (File.Exists(startDataFilePath)) { string startDataAsJSON = File.ReadAllText(startDataFilePath); JSONNode startGamePayload = JSON.Parse(startDataAsJSON); // Capture the language code from the start payload. Use this to switch fontss langCode = startGamePayload["languageCode"]; HandleStartGame(startDataAsJSON); } // Load Dev Language File from StreamingAssets string langFilePath = Path.Combine(Application.streamingAssetsPath, languageJSONFilePath); if (File.Exists(langFilePath)) { string langDataAsJson = File.ReadAllText(langFilePath); // The dev payload in language.json includes all languages. // Parse this file as JSON, encode, and stringify to mock // the platform payload, which includes only a single language. JSONNode langDefs = JSON.Parse(langDataAsJson); // use the languageCode from startGame.json captured above HandleLanguageDefs(langDefs[langCode].ToString()); } // Load Dev Questions from StreamingAssets string questionsFilePath = Path.Combine(Application.streamingAssetsPath, questionsJSONFilePath); if (File.Exists(questionsFilePath)) { string questionsDataAsJson = File.ReadAllText(questionsFilePath); MultipleChoiceQuestionList qs = MultipleChoiceQuestionList.CreateFromJSON(questionsDataAsJson); HandleQuestions(qs); } #endif }