private static void OnLanguageChange(LocalizedContentManager.LanguageCode code)
        {
            if (SpriteTextHelper._characterMap != null)
            {
                SpriteTextHelper._characterMap.Clear();
            }
            else
            {
                SpriteTextHelper._characterMap = new Dictionary <char, FontChar>();
            }
            if (SpriteTextHelper.fontPages != null)
            {
                SpriteTextHelper.fontPages.Clear();
            }
            else
            {
                SpriteTextHelper.fontPages = new List <Texture2D>();
            }
            switch (code)
            {
            case LocalizedContentManager.LanguageCode.ja:
                SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Japanese");
                SpriteText.fontPixelZoom  = 1.75f;
                break;

            case LocalizedContentManager.LanguageCode.ru:
                SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Russian");
                SpriteText.fontPixelZoom  = 3f;
                break;

            case LocalizedContentManager.LanguageCode.zh:
                SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Chinese");
                SpriteText.fontPixelZoom  = 1.5f;
                break;

            case LocalizedContentManager.LanguageCode.th:
                SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Thai");
                SpriteText.fontPixelZoom  = 1.5f;
                break;

            case LocalizedContentManager.LanguageCode.ko:
                SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Korean");
                SpriteText.fontPixelZoom  = 1.5f;
                break;
            }
            foreach (FontChar fontChar in SpriteTextHelper.FontFile.Chars)
            {
                char id = (char)fontChar.ID;
                SpriteTextHelper._characterMap.Add(id, fontChar);
            }
            foreach (FontPage page in SpriteTextHelper.FontFile.Pages)
            {
                SpriteTextHelper.fontPages.Add(Game1.content.Load <Texture2D>("Fonts\\" + page.File));
            }
        }
        private static void SetUpCharacterMap()
        {
            if (!LocalizedContentManager.CurrentLanguageLatin && SpriteTextHelper._characterMap == null)
            {
                SpriteTextHelper._characterMap = new Dictionary <char, FontChar>();
                SpriteTextHelper.fontPages     = new List <Texture2D>();
                switch (LocalizedContentManager.CurrentLanguageCode)
                {
                case LocalizedContentManager.LanguageCode.ja:
                    SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Japanese");
                    SpriteText.fontPixelZoom  = 1.75f;
                    break;

                case LocalizedContentManager.LanguageCode.ru:
                    SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Russian");
                    SpriteText.fontPixelZoom  = 3f;
                    break;

                case LocalizedContentManager.LanguageCode.zh:
                    SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Chinese");
                    SpriteText.fontPixelZoom  = 1.5f;
                    break;

                case LocalizedContentManager.LanguageCode.th:
                    SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Thai");
                    SpriteText.fontPixelZoom  = 1.5f;
                    break;

                case LocalizedContentManager.LanguageCode.ko:
                    SpriteTextHelper.FontFile = SpriteTextHelper.LoadFont("Fonts\\Korean");
                    SpriteText.fontPixelZoom  = 1.5f;
                    break;
                }
                foreach (FontChar fontChar in SpriteTextHelper.FontFile.Chars)
                {
                    char id = (char)fontChar.ID;
                    SpriteTextHelper._characterMap.Add(id, fontChar);
                }

                foreach (FontPage page in SpriteTextHelper.FontFile.Pages)
                {
                    SpriteTextHelper.fontPages.Add(Game1.content.Load <Texture2D>("Fonts\\" + page.File));
                }
                LocalizedContentManager.OnLanguageChange += new LocalizedContentManager.LanguageChangedHandler(SpriteTextHelper.OnLanguageChange);
            }
            else
            {
                if (!LocalizedContentManager.CurrentLanguageLatin || (double)SpriteText.fontPixelZoom >= 3.0)
                {
                    return;
                }
                SpriteText.fontPixelZoom = 3f;
            }
        }