CapersProject/Assets/02.Scripts/LocalizationManager.cs

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using System;
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using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine.Localization.Settings;
namespace BlueWater
{
public enum LocaleType
{
= 0,
English = 1
}
public class LocalizationManager : Singleton<LocalizationManager>
{
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public bool IsInitialized;
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private bool _isChanging;
private void Start()
{
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var index = ES3.Load(SaveData.Locale, GetCurrentLocaleIndex());
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ChangeLocale((LocaleType)index, () => IsInitialized = true);
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}
/// <summary>
/// <para>0 - 한국어</para>
/// 1 - 영어
/// </summary>
/// <param name="index"></param>
[Button("언어 변경")]
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public void ChangeLocale(LocaleType localeType, Action completeEvent = null)
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{
if (_isChanging) return;
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StartCoroutine(ChangeLocaleCoroutine(localeType, completeEvent));
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}
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private IEnumerator ChangeLocaleCoroutine(LocaleType localeType, Action completeEvent)
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{
_isChanging = true;
yield return LocalizationSettings.InitializationOperation;
LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales[(int)localeType];
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ES3.Save(SaveData.Locale, (int)localeType);
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_isChanging = false;
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completeEvent?.Invoke();
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}
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public int GetCurrentLocaleIndex()
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{
var selectedLocale = LocalizationSettings.SelectedLocale;
var locales = LocalizationSettings.AvailableLocales.Locales;
for (var i = 0; i < locales.Count; i++)
{
if (locales[i] == selectedLocale)
{
return i;
}
}
return -1;
}
}
}