using System; using UnityEngine; public class LanguageSetter : MonoBehaviour { public LanguageButton ButtonPrefab; public Scroller ButtonParent; public float ButtonStart = 0.5f; public float ButtonHeight = 0.5f; private LanguageButton[] AllButtons; public void Start() { TextAsset[] languages = DestroyableSingleton.Instance.Languages; Vector3 vector = new Vector3(0f, this.ButtonStart, -1f); this.AllButtons = new LanguageButton[languages.Length]; for (int i = 0; i < languages.Length; i++) { LanguageButton button = UnityEngine.Object.Instantiate(this.ButtonPrefab, this.ButtonParent.Inner); this.AllButtons[i] = button; button.Language = languages[i]; button.Title.Text = languages[i].name; if ((long)i == (long)((ulong)SaveManager.LastLanguage)) { button.Title.Color = Color.green; } button.Button.OnClick.AddListener(delegate() { this.SetLanguage(button); }); button.transform.localPosition = vector; vector.y -= this.ButtonHeight; } this.ButtonParent.YBounds.max = Mathf.Max(0f, -vector.y - this.ButtonStart * 2f); } public void SetLanguage(LanguageButton selected) { for (int i = 0; i < this.AllButtons.Length; i++) { this.AllButtons[i].Title.Color = Color.white; } selected.Title.Color = Color.green; DestroyableSingleton.Instance.SetLanguage(selected.Language); } }