So here’s my LocalizationManager.cs
IEnumerator Refresh_()
{
Debug.LogWarning("TODO: 로딩 팝업 on.");
rh.eLanguage language = tzGlobal.Instance.OPTION.language;
string json = StreetUtility.LoadJsonFromStreamingAssets("notice.json");
if (json != null)
{
// 필요한 부분만 분리.
LitJson.JsonData data = LitJson.JsonMapper.ToObject(json);
json = data[language.ToString()].ToJson();
notice = LitJson.JsonMapper.ToObject<string[]>(json);
}
string path = string.Format("{0}/{1}/language", rh.Const.LOCALIZATION_PATH, language);
json = StreetUtility.LoadJsonFromResources(path);
if (json != null)
{
// json 로드.
Dictionary<string, string> dic = LitJson.JsonMapper.ToObject<Dictionary<string, string>>(json);
// dictionary 카피.
dic_localization_text = new Dictionary<eTextKey, string>();
eTextKey e;
for (int i = 0; i < dic.Count; i++)
{
e = (eTextKey)i;
dic_localization_text[e] = dic[e.ToString()];
}
// 등록된 localize 함수 실행.
for (int i = 0; i < list_localize_method.Count; i++)
{
complete = false;
list_localize_method[i].Invoke();
yield return new WaitUntil(() => complete);
}
}
Debug.LogWarning("TODO: 로딩 팝업 off.");
}
And here’s my StreetUtility.cs
public static string LoadJsonFromStreamingAssets(string path_with_extention_under_streaming_assets_folder)
{
string json = null;
try
{
//Android Platform
#if UNITY_ANDROID
string oriPath = Path.Combine(Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);
WWW reader = new WWW(oriPath);
while (!reader.isDone) { }
string realPath = Application.persistentDataPath + "/" + path_with_extention_under_streaming_assets_folder;
System.IO.File.WriteAllBytes(realPath, reader.bytes);
path_with_extention_under_streaming_assets_folder = realPath;
#elif UNITY_IOS //IOS Platform
#elif UNITY_STANDALONE //PC Platform
string full_path = string.Format("{0}/{1}", Application.streamingAssetsPath, path_with_extention_under_streaming_assets_folder);
StreamReader reader = new StreamReader(full_path);
json = reader.ReadToEnd().Trim();
reader.Close();
Debug.Log(json);
#endif
}
catch (Exception e)
{
Debug.LogWarningFormat("Failed to Load.\n{0}\n{1}", e, path_with_extention_under_streaming_assets_folder);
}
return json;
}
and here is my .Json that is verified in https://jsonlint.com/ .
{
“EN”: [
“Cancel is available with Cancel button.”,
“If you succeed in a lottery, you can receive additional rewards.”,
“Round 2 and 3 are shorter than you think.”,
“Please check the homepage in Confirm Game Method and Change Member Information.”
],
“KR”: [
“Cancel 버튼으로 배팅 취소가 가능합니다.”,
“로또에 성공하면 추가적인 보상을 받을 수 있습니다.”,
“라운드 2와 3은 생각보다 시간이 짧습니다.”,
“게임 방법 확인 및 회원정보 변경은 홈페이지에서 확인해주세요.”
],
“CN”: [
“[中文] Cancel is available with Cancel button.”,
“[中文] If you succeed in a lottery, you can receive additional rewards.”,
“[中文] Round 2 and 3 are shorter than you think.”,
“[中文] Please check the homepage in Confirm Game Method and Change Member Information.”
],
“HK”: [
“[广东话] Cancel is available with Cancel button.”,
“[广东话] If you succeed in a lottery, you can receive additional rewards.”,
“[广东话] Round 2 and 3 are shorter than you think.”,
“[广东话] Please check the homepage in Confirm Game Method and Change Member Information.”
]
}
My problem here is that it’s not getting the file . Please someone please help me out with this one.