An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
namespace Fungus
{
/// <summary>
/// Set the active language for the scene. A Localization object with a localization file must be present in the scene.
/// </summary>
[CommandInfo("Narrative",
"Set Language",
"Set the active language for the scene. A Localization object with a localization file must be present in the scene.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class SetLanguage : Command
{
[Tooltip("Code of the language to set. e.g. ES, DE, JA")]
[SerializeField] protected StringData _languageCode = new StringData();
#region Public members
public static string mostRecentLanguage = "";
public override void OnEnter()
{
Localization localization = GameObject.FindObjectOfType<Localization>();
if (localization != null)
{
localization.SetActiveLanguage(_languageCode.Value, true);
// Cache the most recently set language code so we can continue to
// use the same language in subsequent scenes.
mostRecentLanguage = _languageCode.Value;
}
Continue();
}
public override string GetSummary()
{
return _languageCode.Value;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
public override bool HasReference(Variable variable)
{
return _languageCode.stringRef == variable || base.HasReference(variable);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("languageCode")] public string languageCodeOLD = "";
protected virtual void OnEnable()
{
if (languageCodeOLD != "")
{
_languageCode.Value = languageCodeOLD;
languageCodeOLD = "";
}
}
#endregion
}
}