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- using System;
- using I2.Loc;
- using UnityEngine;
- public class UIStartOptionController : MonoBehaviour
- {
- private void Start()
- {
- this._languageLabel.text = UILanguage.CurrentLanguage.LocalizedName;
- this._audioLanguageLocalize.Term = UIAudioLanguage.CurrentAudioLanguage.LocalizeTerm;
- }
- private void Update()
- {
- }
- private void OnDisable()
- {
- R.Settings.Save();
- }
- private void OnLanguageClick(int step)
- {
- R.Settings.Language = UILanguage.Languages[(UILanguage.Languages.IndexOf(R.Settings.Language) + step + UILanguage.Languages.Count) % UILanguage.Languages.Count];
- R.Settings.AudioLanguage = UILanguage.CurrentLanguage.DefaultAudioLanguage;
- R.Settings.Save();
- LocalizationManager.CurrentLanguage = R.Settings.Language;
- this._languageLabel.text = UILanguage.CurrentLanguage.LocalizedName;
- this._audioLanguageLocalize.Term = UIAudioLanguage.CurrentAudioLanguage.LocalizeTerm;
- }
- private void OnAudioLanguageClick(int step)
- {
- R.Settings.AudioLanguage = UIAudioLanguage.AudioLanguages[(UIAudioLanguage.AudioLanguages.IndexOf(R.Settings.AudioLanguage) + step + UIAudioLanguage.AudioLanguages.Count) % UIAudioLanguage.AudioLanguages.Count];
- R.Settings.Save();
- this._audioLanguageLocalize.Term = UIAudioLanguage.CurrentAudioLanguage.LocalizeTerm;
- }
- public void OnLanguageClickPrevious()
- {
- this.OnLanguageClick(-1);
- }
- public void OnLanguageClickNext()
- {
- this.OnLanguageClick(1);
- }
- public void OnAudioLanguageClickPrevious()
- {
- this.OnAudioLanguageClick(-1);
- }
- public void OnAudioLanguageClickNext()
- {
- this.OnAudioLanguageClick(1);
- }
- public void OnResetConfirmClick()
- {
- R.SaveReset();
- R.Mode.EnterMode(Mode.AllMode.UI);
- R.Ui.Pause.Enabled = false;
- LevelManager.LoadLevelByGateId("ui_start", SceneGate.OpenType.None);
- }
- [SerializeField]
- private GameObject _languageButton;
- [SerializeField]
- private UILabel _languageLabel;
- [SerializeField]
- private GameObject _audioLanguageButton;
- [SerializeField]
- private Localize _audioLanguageLocalize;
- }
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