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- using System;
- using UnityEngine;
- using System.Linq;
- using System.Collections.Generic;
- using Object = UnityEngine.Object;
- 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);
- }
- }
- }
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