Created
March 9, 2023 12:32
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Implementation of a Player Option for Language setting
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
using UnityEngine.Localization; | |
using UnityEngine.Localization.Pseudo; | |
using UnityEngine.Localization.Settings; | |
#if UNITY_EDITOR | |
#endif | |
namespace PlantsGame.PlayerOptions | |
{ | |
[CreateAssetMenu(menuName = "Noio/Player Options/Language", fileName = "Language", order = 0)] | |
public class OptionLanguage : OptionValue<string> | |
{ | |
#region PROPERTIES | |
public List<Locale> Locales { get; private set; } | |
#endregion | |
public override void LoadValue() | |
{ | |
base.LoadValue(); | |
Assert.IsTrue(string.IsNullOrEmpty(DefaultValue), | |
"Default language should be empty, is managed through LocaleSelector"); | |
/* | |
* Language option is unique because | |
* it handles its own change. | |
*/ | |
ValueChanged += SetLocaleFromIdentifier; | |
LocalizationSettings.InitializationOperation.Completed += _ => | |
{ | |
Locales = LocalizationSettings.AvailableLocales.Locales.Where(l => l is PseudoLocale == false).ToList(); | |
/* | |
* Base.Init will do load, if no value was loaded, (null or empty) | |
* set Value to the LocalizationSystem's SelectedLocale | |
*/ | |
if (string.IsNullOrEmpty(Value)) | |
{ | |
LocalizationSettings.SelectedLocaleAsync.Completed += h2 => | |
{ | |
Value = h2.Result.Identifier.Code; | |
}; | |
} | |
else | |
{ | |
SetLocaleFromIdentifier(Value); | |
} | |
}; | |
} | |
void SetLocaleFromIdentifier(string identifier) | |
{ | |
var foundLocale = LocalizationSettings.AvailableLocales.GetLocale(identifier); | |
if (foundLocale != null) | |
{ | |
LocalizationSettings.SelectedLocale = foundLocale; | |
} | |
} | |
protected override string Load() | |
{ | |
return Prefs.GetString(PrefsKey); | |
} | |
protected override void Store(string value) | |
{ | |
Prefs.SetString(PrefsKey, value); | |
} | |
} | |
} |
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