BoxLanguage.cs 1.5 KB

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  1. using AppUI.Localization;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. public class BoxLanguage : MonoBehaviour
  5. {
  6. [SerializeField] Sprite spriteItemOn;
  7. [SerializeField] Sprite spriteItemOff;
  8. [SerializeField] Transform layoutContent;
  9. readonly static LanguageEnum[] Languages = { LanguageEnum.English , LanguageEnum.Japan , LanguageEnum.Chinese };
  10. void OnEnable()
  11. {
  12. RenderLanguageSelect();
  13. }
  14. public void OnClick_LanguageItem(Transform target)
  15. {
  16. LanguageEnum languageEnum = Languages[target.GetSiblingIndex()];
  17. if (languageEnum != TextAutoLanguage2.GetLanguage()) AudioMgr.ins.PlayBtn();
  18. AppUILocalization.ChangeAllLanguages(languageEnum);
  19. RenderLanguageSelect();
  20. }
  21. void RenderLanguageSelect()
  22. {
  23. int languageIndex = System.Array.IndexOf(Languages, TextAutoLanguage2.GetLanguage());
  24. for (int i = 0; i < layoutContent.childCount; i++)
  25. {
  26. var item = layoutContent.GetChild(i);
  27. if (i == languageIndex)
  28. {
  29. item.GetComponent<Image>().sprite = spriteItemOn;
  30. item.Find("IconCheck").gameObject.SetActive(true);
  31. item.Find("TextB").gameObject.SetActive(true);
  32. }
  33. else
  34. {
  35. item.GetComponent<Image>().sprite = spriteItemOff;
  36. item.Find("IconCheck").gameObject.SetActive(false);
  37. item.Find("TextB").gameObject.SetActive(false);
  38. }
  39. }
  40. }
  41. }