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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<TranslationController>.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<LanguageButton>(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<TranslationController>.Instance.SetLanguage(selected.Language);
}
}
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