Google Sync Does not work at all
			
	
						10 years 11 months ago				#320
		by Frank
	
	
		
			
					
Are you Give I2L 
	5 stars!
  Give I2L 
	5 stars!
Are you Please lets us know how to improve it!
  Please lets us know how to improve it!
					
	
			
			 		
													
	
				Replied by Frank on topic Google Sync Does not work at all			
			
				Hi,
The system was initially designed to work with the languages name as the primary identifier as that was the only identifier available when on version 1 the plugin was just a wrapper for the NGUI localization system.
Later on, as the plugin become a localization system by itself, I introduced Language Codes to easier the language selection tweaking the localization data. But the system remained using the Language Name to change and handle the language selection as normally the language was selected from a dropdown box by the player.
Nonetheless, I like the idea of giving more power to the Language Code as its more reliable (less likely to have typos).
I will be adding more functions to handling codes and also initializing everything when only the code is requested.
For the moment, you could add this two functions that mirror the Language lookup but use the code instead of the LanguageName:
[LocalizationManager.cs]
[LanguageSource.cs]
I added those to version 2.3.1 as well. I should be releasing it along with all the other changes and bug fixes in the next days.
Thanks a lot, and please send me any other suggestion you find as that will help me improve the plugin for all use cases!
Frank
							The system was initially designed to work with the languages name as the primary identifier as that was the only identifier available when on version 1 the plugin was just a wrapper for the NGUI localization system.
Later on, as the plugin become a localization system by itself, I introduced Language Codes to easier the language selection tweaking the localization data. But the system remained using the Language Name to change and handle the language selection as normally the language was selected from a dropdown box by the player.
Nonetheless, I like the idea of giving more power to the Language Code as its more reliable (less likely to have typos).
I will be adding more functions to handling codes and also initializing everything when only the code is requested.
For the moment, you could add this two functions that mirror the Language lookup but use the code instead of the LanguageName:
[LocalizationManager.cs]
		public static string GetLanguageFromCode( string Code )
		{
			for (int i=0, imax=Sources.Count; i<imax; ++i)
			{
				int Idx = Sources[i].GetLanguageIndexFromCode(Code);
				if (Idx>=0)
					return Sources[i].mLanguages[Idx].Code;
			}
			return string.Empty;
		}
[LanguageSource.cs]
		public int GetLanguageIndexFromCode( string Code )
		{
			for (int i=0, imax=mLanguages.Count; i<imax; ++i)
				if (string.Compare(mLanguages[i].Code, Code, System.StringComparison.OrdinalIgnoreCase)==0)
					return i;
			return -1;
		}I added those to version 2.3.1 as well. I should be releasing it along with all the other changes and bug fixes in the next days.
Thanks a lot, and please send me any other suggestion you find as that will help me improve the plugin for all use cases!
Frank
Are you
 Give I2L 
	5 stars!
  Give I2L 
	5 stars!
Are you
 Please lets us know how to improve it!
  Please lets us know how to improve it!
To get the betas as soon as they are ready, 
	check this out
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						10 years 11 months ago				#323
		by Stehlik
	
	
		
			
	
			
			 		
													
	
				Replied by Stehlik on topic Google Sync Does not work at all			
			
				Thank you sir!			
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