SamsonGame/Assets/Sources/I2/Localization/Scripts/LanguageData.cs

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2021-12-29 20:50:11 +03:00
using System;
namespace I2.Loc
{
public enum eLanguageDataFlags
{
DISABLED = 1,
KEEP_LOADED = 2,
NOT_LOADED = 4
}
[Serializable]
public class LanguageData
{
public string Name;
public string Code;
public byte Flags; // eLanguageDataFlags
[NonSerialized]
public bool Compressed = false; // This will be used in the next version for only loading used Languages
public bool IsEnabled () { return (Flags & (int)eLanguageDataFlags.DISABLED) == 0; }
public void SetEnabled( bool bEnabled )
{
if (bEnabled) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.DISABLED);
else Flags = (byte)(Flags | (int)eLanguageDataFlags.DISABLED);
}
public bool IsLoaded () { return (Flags & (int)eLanguageDataFlags.NOT_LOADED) == 0; }
public bool CanBeUnloaded () { return (Flags & (int)eLanguageDataFlags.KEEP_LOADED) == 0; }
public void SetLoaded ( bool loaded )
{
if (loaded) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.NOT_LOADED);
else Flags = (byte)(Flags | (int)eLanguageDataFlags.NOT_LOADED);
}
public void SetCanBeUnLoaded(bool allowUnloading)
{
if (allowUnloading) Flags = (byte)(Flags & ~(int)eLanguageDataFlags.KEEP_LOADED);
else Flags = (byte)(Flags | (int)eLanguageDataFlags.KEEP_LOADED);
}
}
}