UnityEditor.LocalizationDatabase.GetDefaultEditorLanguage C# (CSharp) Method

GetDefaultEditorLanguage() private method

private GetDefaultEditorLanguage ( ) : SystemLanguage
return SystemLanguage
        internal static extern SystemLanguage GetDefaultEditorLanguage();
        [MethodImpl(MethodImplOptions.InternalCall), ThreadAndSerializationSafe]

Usage Example

示例#1
0
        private void ShowLanguage(string searchContext)
        {
            var enable_localization = EditorGUILayout.Toggle(LanguageProperties.editorLanguageExperimental, m_EnableEditorLocalization);

            if (enable_localization != m_EnableEditorLocalization)
            {
                m_EnableEditorLocalization = enable_localization;
                m_SelectedLanguage         = LocalizationDatabase.GetDefaultEditorLanguage().ToString();
            }

            EditorGUI.BeginDisabledGroup(!m_EnableEditorLocalization);
            {
                SystemLanguage[] editorLanguages = LocalizationDatabase.GetAvailableEditorLanguages();

                int idx = 0;
                for (int i = 0; i < editorLanguages.Length; i++)
                {
                    if (editorLanguages[i].ToString().Equals(m_SelectedLanguage))
                    {
                        idx = k_LangListMenuOffset + i;
                        break;
                    }
                }

                int sel = EditorGUILayout.Popup(LanguageProperties.editorLanguage, idx, m_EditorLanguageNames);
                m_SelectedLanguage = (sel == 0) ? LocalizationDatabase.GetDefaultEditorLanguage().ToString() :
                                     editorLanguages[sel - k_LangListMenuOffset].ToString();
            }
            EditorGUI.EndDisabledGroup();

            if (!m_SelectedLanguage.Equals(LocalizationDatabase.currentEditorLanguage.ToString()))
            {
                SystemLanguage lang = (SystemLanguage)Enum.Parse(typeof(SystemLanguage), m_SelectedLanguage);
                EditorGUIUtility.NotifyLanguageChanged(lang);
                InternalEditorUtility.RequestScriptReload();
            }

            ApplyChangesToPrefs();
        }
All Usage Examples Of UnityEditor.LocalizationDatabase::GetDefaultEditorLanguage