void CGameLocalizationManager::SetCredits( bool enable )
{
	if(enable)
	{
		LoadTag(eLT_Credits);
	}
	else
	{
		UnloadTag(eLT_Credits);
	}
}
Beispiel #2
0
int SWF::LoadSWF(const char* path)
{
	m_pFile = new SWF_FILE;
	m_pFile->LoadSWF(path);
	
	if(!m_pFile->IsLoaded())
		return -1;
	
	LoadHeader(m_pFile);

	while(!m_bIsEnd)
		LoadTag(m_pFile);
	
	return 0;
}
void CGameLocalizationManager::OnSystemEvent( ESystemEvent event,UINT_PTR wparam,UINT_PTR lparam )
{
	switch (event)
	{	
	case ESYSTEM_EVENT_LEVEL_LOAD_START:
		{
			LoadTag(eLT_Level);
		}
		break;
	case ESYSTEM_EVENT_LEVEL_UNLOAD:
		{
			UnloadTag(eLT_Level);
		}
		break;
	}
}
void CGameLocalizationManager::LoadLocalizationData()
{
	ILocalizationManager *pLocMan = GetISystem()->GetLocalizationManager();

	string locaFile = "Libs/Localization/localization.xml";

	CryLog("CGameLocalizationManager::LoadLocalizationData() is loading localization file=%s", locaFile.c_str());

	if (pLocMan->InitLocalizationData(locaFile.c_str()))
	{
		LoadTag(eLT_Init);
	}
	else
	{	
		LegacyLoadLocalizationData();
	}
}
void CGameLocalizationManager::SetGameType()
{
	UnloadTag(eLT_GameType);
	LoadTag(eLT_GameType);
}