using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class ChangeLanguageWin : UIBase
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{
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[SerializeField] Toggle[] languageToggles;
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[SerializeField] Text[] languageTexts;
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[SerializeField] Button changeBtn;
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List<string> languageList = new List<string>();
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protected override void InitComponent()
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{
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changeBtn.AddListener(() =>
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{
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int index = 0;
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for (int i = 0; i < languageToggles.Length; i++)
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{
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if (languageToggles[i].isOn)
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{
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index = i;
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break;
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}
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}
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var lgId = languageList[index];
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ConfirmCancel.ShowPopConfirm(Language.Get("Mail101"), Language.Get("language_tip_info"),
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Language.Get("language_tip_btn2"), Language.Get("language_tip_btn1"), (yes) =>
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{
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if (yes)
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{
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Language.Id = lgId;
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit();
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#endif
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}
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});
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});
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}
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protected override void OnPreOpen()
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{
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languageList = new List<string>();
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Display();
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}
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protected override void OnPreClose()
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{
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base.OnPreClose();
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}
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void Display()
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{
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var languages = Language.GetLanguages();
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for (int i = 0; i < languageToggles.Length; i++)
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{
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if (i < languages.Length)
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{
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languageToggles[i].SetActive(true);
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languageTexts[i].text = Language.languageShowDict[languages[i]];
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if (Language.Id == languages[i])
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{
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languageToggles[i].isOn = true;
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}
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languageList.Add(languages[i]);
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}
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else
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{
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languageToggles[i].SetActive(false);
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}
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}
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}
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}
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