基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
9
Assets/I2/Localization/Examples/Common.meta
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userData:
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assetBundleName:
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assetBundleVariant:
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9
Assets/I2/Localization/Examples/Common/Audio.meta
Normal file
@@ -0,0 +1,9 @@
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||||
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folderAsset: yes
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/I2/Localization/Examples/Common/Audio/frances.wav
Normal file
@@ -0,0 +1,22 @@
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fileFormatVersion: 2
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guid: e68e601305e6218408e8208f956472c7
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/I2/Localization/Examples/Common/Audio/ingles.wav
Normal file
22
Assets/I2/Localization/Examples/Common/Audio/ingles.wav.meta
Normal file
@@ -0,0 +1,22 @@
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||||
fileFormatVersion: 2
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||||
guid: d43b462874fb2a14aaca956682ba3596
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AudioImporter:
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externalObjects: {}
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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ambisonic: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/I2/Localization/Examples/Common/COMIC.TTF
Normal file
22
Assets/I2/Localization/Examples/Common/COMIC.TTF.meta
Normal file
@@ -0,0 +1,22 @@
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||||
fileFormatVersion: 2
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guid: 769d4a2288b99004184236f5fc4469c8
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||||
TrueTypeFontImporter:
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||||
externalObjects: {}
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serializedVersion: 4
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||||
fontSize: 16
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forceTextureCase: -2
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||||
characterSpacing: 0
|
||||
characterPadding: 1
|
||||
includeFontData: 1
|
||||
fontName: Comic Sans MS
|
||||
fontNames:
|
||||
- Comic Sans MS
|
||||
fallbackFontReferences: []
|
||||
customCharacters:
|
||||
fontRenderingMode: 1
|
||||
ascentCalculationMode: 2
|
||||
useLegacyBoundsCalculation: 0
|
||||
shouldRoundAdvanceValue: 0
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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9
Assets/I2/Localization/Examples/Common/Meshes.meta
Normal file
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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guid: e2062439689ce7e41a5293a91834e6ec
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folderAsset: yes
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timeCreated: 1463338425
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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83
Assets/I2/Localization/Examples/Common/Meshes/Mesh_ES.prefab
Normal file
@@ -0,0 +1,83 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1 &100000
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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serializedVersion: 4
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m_Component:
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- 4: {fileID: 400000}
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- 33: {fileID: 3300000}
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- 65: {fileID: 6500000}
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- 23: {fileID: 2300000}
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m_Layer: 0
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m_Name: Mesh_ES
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &400000
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Transform:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 100000}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: .849666595, z: 0}
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m_LocalScale: {x: 2, y: 2, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 0
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--- !u!23 &2300000
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Renderer:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 100000}
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m_Enabled: 1
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_LightmapIndex: 255
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m_LightmapTilingOffset: {x: 1, y: 1, z: 0, w: 0}
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m_Materials:
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- {fileID: 10302, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
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m_LightProbeAnchor: {fileID: 0}
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m_ScaleInLightmap: 1
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m_SortingLayerID: 0
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m_SortingOrder: 0
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--- !u!33 &3300000
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MeshFilter:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 100000}
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m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!65 &6500000
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BoxCollider:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 100000}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1001 &100100000
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Prefab:
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m_ObjectHideFlags: 1
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications: []
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m_RemovedComponents: []
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m_ParentPrefab: {fileID: 0}
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m_RootGameObject: {fileID: 100000}
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m_IsPrefabParent: 1
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m_IsExploded: 1
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@@ -0,0 +1,4 @@
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fileFormatVersion: 2
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guid: a5c71238940815045b04992831c96352
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NativeFormatImporter:
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userData:
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84
Assets/I2/Localization/Examples/Common/Meshes/Mesh_US.prefab
Normal file
@@ -0,0 +1,84 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!1 &100000
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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serializedVersion: 4
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m_Component:
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- 4: {fileID: 400000}
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- 33: {fileID: 3300000}
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- 136: {fileID: 13600000}
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- 23: {fileID: 2300000}
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m_Layer: 0
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||||
m_Name: Mesh_US
|
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &400000
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Transform:
|
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m_ObjectHideFlags: 1
|
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 100000}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1.64078522, z: 0}
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m_LocalScale: {x: 1.74000001, y: 2.00999999, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 0
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--- !u!23 &2300000
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Renderer:
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m_ObjectHideFlags: 1
|
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m_PrefabParentObject: {fileID: 0}
|
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m_PrefabInternal: {fileID: 100100000}
|
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m_GameObject: {fileID: 100000}
|
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m_Enabled: 1
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m_CastShadows: 0
|
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m_ReceiveShadows: 0
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m_LightmapIndex: 255
|
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m_LightmapTilingOffset: {x: 1, y: 1, z: 0, w: 0}
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m_Materials:
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- {fileID: 10302, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
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m_LightProbeAnchor: {fileID: 0}
|
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m_ScaleInLightmap: 1
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m_SortingLayerID: 0
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m_SortingOrder: 0
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--- !u!33 &3300000
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MeshFilter:
|
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m_ObjectHideFlags: 1
|
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m_PrefabParentObject: {fileID: 0}
|
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m_PrefabInternal: {fileID: 100100000}
|
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m_GameObject: {fileID: 100000}
|
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m_Mesh: {fileID: 10208, guid: 0000000000000000e000000000000000, type: 0}
|
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--- !u!136 &13600000
|
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CapsuleCollider:
|
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m_ObjectHideFlags: 1
|
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m_PrefabParentObject: {fileID: 0}
|
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m_PrefabInternal: {fileID: 100100000}
|
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m_GameObject: {fileID: 100000}
|
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m_Material: {fileID: 0}
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m_IsTrigger: 0
|
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m_Enabled: 1
|
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m_Radius: .5
|
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m_Height: 2
|
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m_Direction: 1
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m_Center: {x: 0, y: 0, z: 0}
|
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--- !u!1001 &100100000
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Prefab:
|
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m_ObjectHideFlags: 1
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications: []
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m_RemovedComponents: []
|
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m_ParentPrefab: {fileID: 0}
|
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m_RootGameObject: {fileID: 100000}
|
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m_IsPrefabParent: 1
|
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m_IsExploded: 1
|
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@@ -0,0 +1,4 @@
|
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fileFormatVersion: 2
|
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guid: d243bb55d50b4424cb4d5e5036104aef
|
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NativeFormatImporter:
|
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userData:
|
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9
Assets/I2/Localization/Examples/Common/Scripts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e3ed655f1379e042a5a2fddd7dd1f4b
|
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folderAsset: yes
|
||||
timeCreated: 1463338425
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
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||||
assetBundleName:
|
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assetBundleVariant:
|
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@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
|
||||
public class CallbackNotification : MonoBehaviour
|
||||
{
|
||||
public void OnModifyLocalization()
|
||||
{
|
||||
if (string.IsNullOrEmpty(Localize.MainTranslation))
|
||||
return;
|
||||
|
||||
string PlayerColor = LocalizationManager.GetTranslation( "Color/Red" );
|
||||
|
||||
Localize.MainTranslation = Localize.MainTranslation.Replace("{PLAYER_COLOR}", PlayerColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc44345ca9310574fa50c645e6a7254f
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
public class Example_ChangeLanguage : MonoBehaviour
|
||||
{
|
||||
public void SetLanguage_English()
|
||||
{
|
||||
SetLanguage("English");
|
||||
}
|
||||
|
||||
public void SetLanguage_French()
|
||||
{
|
||||
SetLanguage("French");
|
||||
}
|
||||
|
||||
public void SetLanguage_Spanish()
|
||||
{
|
||||
SetLanguage("Spanish");
|
||||
}
|
||||
|
||||
|
||||
public void SetLanguage( string LangName )
|
||||
{
|
||||
if( LocalizationManager.HasLanguage(LangName))
|
||||
{
|
||||
LocalizationManager.CurrentLanguage = LangName;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1cbcdd875c93e1e4fb87f997228fbd7a
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,63 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
public class Example_LocalizedString : MonoBehaviour
|
||||
{
|
||||
public LocalizedString _MyLocalizedString; // This string sets a Term in the inspector, but returns its translation
|
||||
|
||||
public string _NormalString; // This is regular string to see that the LocalizedString has a custom inspector, but this shows only a textField
|
||||
|
||||
[TermsPopup]
|
||||
public string _StringWithTermPopup; // Example of making a normal string that show as a popup with all the terms in the inspector
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// LocalizedString are strings that can be set to a Term, and when getting its value, return the Term's translation
|
||||
|
||||
// Basic Example of using LocalizedString in the Inspector
|
||||
// Just change the Term in the inspector, and use this to access the term translation
|
||||
Debug.Log(_MyLocalizedString);
|
||||
Debug.Log(LocalizationManager.GetTranslation(_NormalString)); // regular strings need to manually call GetTranslation()
|
||||
Debug.Log(LocalizationManager.GetTranslation(_StringWithTermPopup)); // same here, given that this string just have a custom inspector
|
||||
|
||||
|
||||
|
||||
// Example of setting the term in code to get its translation
|
||||
LocalizedString locString = "Term2";
|
||||
string translation = locString; // returns the translation of Term2 to the current language
|
||||
Debug.Log(translation);
|
||||
|
||||
|
||||
|
||||
// Assigning a LocalizedString to another LocalizedString, copies the reference to its term
|
||||
LocalizedString locString1 = _MyLocalizedString;
|
||||
Debug.Log(locString1);
|
||||
|
||||
|
||||
|
||||
|
||||
// LocalizedString have settings to customize the result
|
||||
|
||||
LocalizedString customString = "Term3";
|
||||
Debug.Log(customString);
|
||||
|
||||
LocalizedString customNoRTL = "Term3";
|
||||
customNoRTL.mRTL_IgnoreArabicFix = true;
|
||||
Debug.Log(customNoRTL);
|
||||
|
||||
|
||||
LocalizedString customString1 = "Term3";
|
||||
customString1.mRTL_ConvertNumbers = true;
|
||||
customString1.mRTL_MaxLineLength = 20;
|
||||
Debug.Log(customString1);
|
||||
|
||||
|
||||
|
||||
|
||||
// Copying a LocalizedString also copies its settings
|
||||
LocalizedString customStringCopy = customString1;
|
||||
Debug.Log(customStringCopy);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60b32d3b3e0ad124aa1fed397539a9ad
|
||||
timeCreated: 1478239773
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
namespace I2.Loc
|
||||
{
|
||||
|
||||
public class GlobalParametersExample : RegisterGlobalParameters
|
||||
{
|
||||
public override string GetParameterValue( string ParamName )
|
||||
{
|
||||
if (ParamName == "WINNER")
|
||||
return "Javier"; // For your game, get this value from your Game Manager
|
||||
|
||||
if (ParamName == "NUM PLAYERS")
|
||||
return 5.ToString();
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcf154e686692e8468e3813f885633e8
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
// This class is an example of how to setup a Popup with all the languages in NGUI
|
||||
|
||||
#if NGUI
|
||||
namespace I2.Loc
|
||||
{
|
||||
|
||||
public class NGUI_LanguagePopup : MonoBehaviour
|
||||
{
|
||||
public LanguageSource Source;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
UIPopupList mList = GetComponent<UIPopupList>();
|
||||
mList.items = Source.mSource.GetLanguages();
|
||||
|
||||
EventDelegate.Add(mList.onChange, OnValueChange);
|
||||
int idx = mList.items.IndexOf(LocalizationManager.CurrentLanguage);
|
||||
mList.value = mList.items[idx>=0 ? idx : 0];
|
||||
}
|
||||
|
||||
public void OnValueChange ()
|
||||
{
|
||||
LocalizationManager.CurrentLanguage = UIPopupList.current.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,8 @@
|
||||
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|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
public class RealTimeTranslation : MonoBehaviour
|
||||
{
|
||||
string OriginalText = "This is an example showing how to use the google translator to translate chat messages within the game.\nIt also supports multiline translations.",
|
||||
TranslatedText = string.Empty;
|
||||
bool IsTranslating;
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
GUILayout.Label("Translate:");
|
||||
OriginalText = GUILayout.TextArea(OriginalText, GUILayout.Width(Screen.width));
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("English -> Español", GUILayout.Height(100))) StartTranslating("en", "es");
|
||||
if (GUILayout.Button("Español -> English", GUILayout.Height(100))) StartTranslating("es", "en");
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.TextArea("Multiple Translation with 1 call:\n'This is an example' -> en,zh\n'Hola' -> en");
|
||||
if (GUILayout.Button("Multi Translate", GUILayout.ExpandHeight(true))) ExampleMultiTranslations_Async();
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
|
||||
GUILayout.TextArea(TranslatedText, GUILayout.Width(Screen.width));
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
|
||||
if (IsTranslating)
|
||||
{
|
||||
GUILayout.Label("Contacting Google....");
|
||||
}
|
||||
}
|
||||
|
||||
public void StartTranslating(string fromCode, string toCode)
|
||||
{
|
||||
IsTranslating = true;
|
||||
|
||||
// fromCode could be "auto" to autodetect the language
|
||||
GoogleTranslation.Translate(OriginalText, fromCode, toCode, OnTranslationReady);
|
||||
|
||||
// can also use the ForceTranslate version: (it will block the main thread until the translation is returned)
|
||||
//var translation = GoogleTranslation.ForceTranslate(OriginalText, fromCode, toCode);
|
||||
//Debug.Log(translation);
|
||||
}
|
||||
|
||||
void OnTranslationReady(string Translation, string errorMsg)
|
||||
{
|
||||
IsTranslating = false;
|
||||
|
||||
if (errorMsg != null)
|
||||
Debug.LogError(errorMsg);
|
||||
else
|
||||
TranslatedText = Translation;
|
||||
}
|
||||
|
||||
public void ExampleMultiTranslations_Blocking()
|
||||
{
|
||||
// This shows how to ask for many translations
|
||||
var dict = new Dictionary<string, TranslationQuery>();
|
||||
GoogleTranslation.AddQuery("This is an example", "en", "es", dict);
|
||||
GoogleTranslation.AddQuery("This is an example", "auto", "zh", dict);
|
||||
GoogleTranslation.AddQuery("Hola", "es", "en", dict);
|
||||
|
||||
if (!GoogleTranslation.ForceTranslate(dict))
|
||||
return;
|
||||
|
||||
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "en", dict));
|
||||
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "zh", dict));
|
||||
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "", dict)); // This returns ANY translation of that text (in this case, the first one 'en')
|
||||
Debug.Log(dict["Hola"].Results[0]); // example of getting the translation directly from the Results
|
||||
}
|
||||
|
||||
public void ExampleMultiTranslations_Async()
|
||||
{
|
||||
IsTranslating = true;
|
||||
|
||||
// This shows how to ask for many translations
|
||||
var dict = new Dictionary<string, TranslationQuery>();
|
||||
GoogleTranslation.AddQuery("This is an example", "en", "es", dict);
|
||||
GoogleTranslation.AddQuery("This is an example", "auto", "zh", dict);
|
||||
GoogleTranslation.AddQuery("Hola", "es", "en", dict);
|
||||
|
||||
GoogleTranslation.Translate(dict, OnMultitranslationReady);
|
||||
}
|
||||
|
||||
void OnMultitranslationReady(Dictionary<string, TranslationQuery> dict, string errorMsg)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(errorMsg))
|
||||
{
|
||||
Debug.LogError(errorMsg);
|
||||
return;
|
||||
}
|
||||
|
||||
IsTranslating = false;
|
||||
TranslatedText = "";
|
||||
|
||||
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "es", dict) + "\n";
|
||||
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "zh", dict) + "\n";
|
||||
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "", dict) + "\n"; // This returns ANY translation of that text (in this case, the first one 'en')
|
||||
TranslatedText += dict["Hola"].Results[0]; // example of getting the translation directly from the Results
|
||||
}
|
||||
|
||||
#region This methods are used in the publisher's Unity Tests
|
||||
|
||||
public bool IsWaitingForTranslation()
|
||||
{
|
||||
return IsTranslating;
|
||||
}
|
||||
|
||||
public string GetTranslatedText()
|
||||
{
|
||||
return TranslatedText;
|
||||
}
|
||||
|
||||
public void SetOriginalText( string text )
|
||||
{
|
||||
OriginalText = text;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
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executionOrder: -450
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icon: {instanceID: 0}
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userData:
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@@ -0,0 +1,43 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
public class RegisterBundlesManager : MonoBehaviour, IResourceManager_Bundles
|
||||
{
|
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public void OnEnable()
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{
|
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if (!ResourceManager.pInstance.mBundleManagers.Contains(this))
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{
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ResourceManager.pInstance.mBundleManagers.Add(this);
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}
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}
|
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public void OnDisable()
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{
|
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ResourceManager.pInstance.mBundleManagers.Remove(this);
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}
|
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|
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public virtual Object LoadFromBundle(string path, Type assetType)
|
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{
|
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// load from a bundle using path and return the object
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// To use bundles, create a class similar to this one
|
||||
// and add it to one of your scenes
|
||||
//
|
||||
|
||||
/*public class CustomBundlesManager : RegisterBundlesManager
|
||||
{
|
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public override Object LoadFromBundle(string path, System.Type assetType )
|
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{
|
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// load from a bundle using path and return the object
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return null;
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}
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}
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*/
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}
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using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
namespace I2.Loc
|
||||
{
|
||||
public class ToggleLanguage : MonoBehaviour
|
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{
|
||||
void Start ()
|
||||
{
|
||||
Invoke("test", 3);
|
||||
}
|
||||
|
||||
void test()
|
||||
{
|
||||
//-- to move into the next language ----
|
||||
|
||||
List<string> languages = LocalizationManager.GetAllLanguages();
|
||||
int Index = languages.IndexOf(LocalizationManager.CurrentLanguage);
|
||||
if (Index<0)
|
||||
Index = 0;
|
||||
else
|
||||
Index = (Index+1) % languages.Count;
|
||||
|
||||
//-- Call this function again in 3 seconds
|
||||
|
||||
Invoke("test", 3);
|
||||
}
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}
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}
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