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
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43
Assets/I2/Localization/Scripts/LanguageData.cs
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43
Assets/I2/Localization/Scripts/LanguageData.cs
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using System;
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namespace I2.Loc
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{
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public enum eLanguageDataFlags
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{
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DISABLED = 1,
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KEEP_LOADED = 2,
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NOT_LOADED = 4
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}
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[Serializable]
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public class LanguageData
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{
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public string Name;
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public string Code;
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public byte Flags; // eLanguageDataFlags
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[NonSerialized]
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public bool Compressed = false; // This will be used in the next version for only loading used Languages
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public bool IsEnabled () { return (Flags & (int)eLanguageDataFlags.DISABLED) == 0; }
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public void SetEnabled( bool bEnabled )
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{
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if (bEnabled) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.DISABLED);
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else Flags = (byte)(Flags | (int)eLanguageDataFlags.DISABLED);
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}
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public bool IsLoaded () { return (Flags & (int)eLanguageDataFlags.NOT_LOADED) == 0; }
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public bool CanBeUnloaded () { return (Flags & (int)eLanguageDataFlags.KEEP_LOADED) == 0; }
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public void SetLoaded ( bool loaded )
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{
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if (loaded) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.NOT_LOADED);
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else Flags = (byte)(Flags | (int)eLanguageDataFlags.NOT_LOADED);
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}
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public void SetCanBeUnLoaded(bool allowUnloading)
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{
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if (allowUnloading) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.KEEP_LOADED);
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else Flags = (byte)(Flags | (int)eLanguageDataFlags.KEEP_LOADED);
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}
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}
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}
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