67 textValue.Replace(
",",
"").Replace(
".",
"").Replace(
"\"",
"")
69 string[]
array = textValue.Split(
' ');
70 string[]
array2 = textValue.Split(
' ');
78 if (!
string.IsNullOrWhiteSpace(
text) &&
text.Length >= 1)
113 Thread.CurrentThread.CurrentUICulture =
culture.CultureInfo;
114 if (this.OnLanguageChanged !=
null)
125 if (this.OnLanguageChanging !=
null)
168 for (
int i = 0;
i < 100;
i++)
183 string text = (
"Localization" + Path.DirectorySeparatorChar +
name).ToLower();
187 foreach (
string item2 in item.GetAllAssetsStartingWith(
text))
219 val.Configuration.HasHeaderRecord =
true;
220 if (!val.ReadHeader())
230 if (
text ==
"translation")
239 if (num == -1 ||
num2 == -1)
271 string key = item.Key +
"." +
item2.Key;
289 [Conditional(
"DEBUG")]
300 for (
int i = 0;
i <
value.Length;
i++)
303 if (!
font.IsCharacterSupported(c))
305 text =
text + value2.Key +
", " + c.ToString() +
", " + (int)c +
"\n";
bool ContainsKey(TKey key)
void Add(TKey key, TValue value)
static byte Max(byte val1, byte val2)
virtual string[] GetManifestResourceNames()
static RuntimeAssembly GetExecutingAssembly(ref StackCrawlMark stackMark)
static Asset< DynamicSpriteFont > DeathText
static void PrepareAliases()
static GameCulture FromLegacyId(int id)
static GameCulture FromName(string name)
readonly CultureInfo CultureInfo
static GameCulture DefaultCulture
void ProcessCopyCommandsInTexts()
void LoadLanguageFromFileTextJson(string fileText, bool canCreateCategories)
void SetLanguage(string cultureName)
string[] GetLanguageFilesForCulture(GameCulture culture)
string GetTextValue(string key, object arg0, object arg1, object arg2)
string GetTextValue(string key, object arg0, object arg1)
LanguageChangeCallback OnLanguageChanging
void LoadLanguageFromFileTextCsv(string fileText)
readonly Dictionary< string, List< string > > _categoryGroupedKeys
LocalizedText RandomFromCategory(string categoryName, UnifiedRandom random=null)
GameCulture _fallbackCulture
LanguageChangeCallback OnLanguageChanged
readonly Dictionary< string, LocalizedText > _localizedTexts
string GetTextValue(string key, object arg0)
string GetTextValue(string key, params object[] args)
string GetTextValue(string key)
void ValidateAllCharactersContainedInFont(DynamicSpriteFont font)
GameCulture ActiveCulture
void LoadFilesForCulture(GameCulture culture)
void UseSources(List< IContentSource > sourcesFromLowestToHighest)
LocalizedText IndexedFromCategory(string categoryName, int index)
int GetCategorySize(string name)
LocalizedText SelectRandom(LanguageSearchFilter filter, UnifiedRandom random=null)
LocalizedText GetText(string key)
void LoadLanguage(GameCulture culture, bool processCopyCommands=true)
void SetLanguage(int legacyId)
LocalizedText[] FindAll(LanguageSearchFilter filter)
LocalizedText[] FindAll(Regex regex)
static LanguageManager Instance
void SetLanguage(GameCulture culture)
void SetAllTextValuesToKeys()
void SetFallbackCulture(GameCulture culture)
static readonly LocalizedText Empty
static UnifiedRandom rand
static string ReadEmbeddedResource(string path)
delegate bool LanguageSearchFilter(string key, LocalizedText text)
delegate void LanguageChangeCallback(LanguageManager languageManager)