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using UnityEngine; using UnityEngine.UI; public class LanguageAPI : MonoBehaviour { [SerializeField] private Text langText; [SerializeField] private Text debugText; [SerializeField] private Text debugText2; [SerializeField] private Text urlText; private void Start() { #if UNITY_WEBGL Application.deepLinkActivated += OnDeepLinkActivated; string url = GetURL(); if (!string.IsNullOrEmpty(url)) { OnDeepLinkActivated(url); } else { Debug.LogError("Error: URL not found."); debugText2.text = "URL bulunamadı."; } #else Debug.LogError("Error: This script is intended to run on WebGL platform."); debugText.text = "Bu script WebGL platformunda çalışması bekleniyor."; #endif } private string GetURL() { string url = ""; url = Application.absoluteURL; return url; } private void OnDeepLinkActivated(string url) { if (!string.IsNullOrEmpty(url)) { urlText.text = "URL: " + url; string language = GetQueryStringValue(url, "language"); if (!string.IsNullOrEmpty(language)) { CheckLanguageAndPrintMessage(language.ToLower()); } else { Debug.LogError("Error: 'language' parameter not found or invalid."); debugText2.text = "Dil parametresi bulunamadı veya geçersiz."; } } else { Debug.LogError("Error: URL not found."); debugText2.text = "URL bulunamadı."; } } private string GetQueryStringValue(string url, string key) { if (url.Contains("?")) { string queryString = url.Split('?')[1]; string[] queryParams = queryString.Split('&'); foreach (string param in queryParams) { string[] keyValue = param.Split('='); if (keyValue.Length == 2 && keyValue[0].Trim().ToLower() == key.ToLower()) { return keyValue[1]; } } } return null; } private void CheckLanguageAndPrintMessage(string language) { if (language.Trim() == "tr") { Debug.Log("Türkçe: İstek başarılı"); langText.text = "TR AKTİF"; } else if (language.Trim() == "en") { Debug.Log("English: Request successful"); langText.text = "EN AKTİF"; } else { Debug.Log("Language not supported or not provided: " + language); langText.text = "İKİSİ DE AKTİF DEĞİL"; } } }
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