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SetActiveLanguage is more generic #8

master
chrisgregan 10 years ago
parent
commit
9e37f19560
  1. 20
      Assets/Fungus/Narrative/Scripts/Localization.cs

20
Assets/Fungus/Narrative/Scripts/Localization.cs

@ -1,4 +1,10 @@
using UnityEngine;
/**
* CSVParser by Ideafixxxer. http://www.codeproject.com/Tips/741941/CSV-Parser-Csharp
* This code is licensed under the CPOL open source license.
* http://www.codeproject.com/info/cpol10.aspx
*/
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
@ -49,7 +55,7 @@ namespace Fungus
if (localizationFile != null &&
localizationFile.text.Length > 0)
{
SetActiveLanguage(activeLanguage, localizationFile.text);
SetActiveLanguage(activeLanguage);
}
}
@ -289,7 +295,7 @@ namespace Fungus
* Scan a localization CSV file and copies the strings for the specified language code
* into the text properties of the appropriate scene objects.
*/
public virtual void SetActiveLanguage(string languageCode, string csvData)
public virtual void SetActiveLanguage(string languageCode)
{
if (!Application.isPlaying)
{
@ -297,10 +303,16 @@ namespace Fungus
return;
}
if (localizationFile == null)
{
// No localization file set
return;
}
localizedStrings.Clear();
CsvParser csvParser = new CsvParser();
string[][] csvTable = csvParser.Parse(csvData);
string[][] csvTable = csvParser.Parse(localizationFile.text);
if (csvTable.Length <= 1)
{

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