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using System;
using System.Collections.Generic;
using UnityEngine;
namespace I2.Loc;
public class LocalizationParamsManager : MonoBehaviour, ILocalizationParamsManager
{
[Serializable]
public struct ParamValue
{
public string Name;
public string Value;
}
[SerializeField]
public List<ParamValue> _Params = new List<ParamValue>();
public bool _IsGlobalManager;
public string GetParameterValue(string ParamName)
{
if (_Params != null)
{
int i = 0;
for (int count = _Params.Count; i < count; i++)
{
if (_Params[i].Name == ParamName)
{
return _Params[i].Value;
}
}
}
return null;
}
public void SetParameterValue(string ParamName, string ParamValue, bool localize = true)
{
bool flag = false;
int i = 0;
for (int count = _Params.Count; i < count; i++)
{
if (_Params[i].Name == ParamName)
{
ParamValue value = _Params[i];
value.Value = ParamValue;
_Params[i] = value;
flag = true;
break;
}
}
if (!flag)
{
_Params.Add(new ParamValue
{
Name = ParamName,
Value = ParamValue
});
}
if (localize)
{
OnLocalize();
}
}
public void OnLocalize()
{
Localize component = GetComponent<Localize>();
if (component != null)
{
component.OnLocalize(Force: true);
}
}
public virtual void OnEnable()
{
if (_IsGlobalManager)
{
DoAutoRegister();
}
}
public void DoAutoRegister()
{
if (!LocalizationManager.ParamManagers.Contains(this))
{
LocalizationManager.ParamManagers.Add(this);
LocalizationManager.LocalizeAll(Force: true);
}
}
public void OnDisable()
{
LocalizationManager.ParamManagers.Remove(this);
}
}
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