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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.Serialization;
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using Fungus.Variables;
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namespace Fungus.Commands
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{
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/// <summary>
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/// Set the active language for the scene. A Localization object with a localization file must be present in the scene.
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/// </summary>
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[CommandInfo("Narrative",
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"Set Language",
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"Set the active language for the scene. A Localization object with a localization file must be present in the scene.")]
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[AddComponentMenu("")]
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[ExecuteInEditMode]
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public class SetLanguage : Command
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{
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[Tooltip("Code of the language to set. e.g. ES, DE, JA")]
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[SerializeField] protected StringData _languageCode = new StringData();
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public static string mostRecentLanguage = "";
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public override void OnEnter()
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{
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Localization localization = GameObject.FindObjectOfType<Localization>();
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if (localization != null)
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{
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localization.SetActiveLanguage(_languageCode.Value, true);
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// Cache the most recently set language code so we can continue to
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// use the same language in subsequent scenes.
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mostRecentLanguage = _languageCode.Value;
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}
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Continue();
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}
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public override string GetSummary()
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{
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return _languageCode.Value;
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}
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public override Color GetButtonColor()
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{
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return new Color32(184, 210, 235, 255);
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}
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#region Backwards compatibility
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[HideInInspector] [FormerlySerializedAs("languageCode")] public string languageCodeOLD = "";
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protected virtual void OnEnable()
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{
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if (languageCodeOLD != "")
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{
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_languageCode.Value = languageCodeOLD;
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languageCodeOLD = "";
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}
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}
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#endregion
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}
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}
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