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Rename verifyLang
to hasAllLocalizedSprite
and update tsdoc
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0a01b6f086
@ -230,7 +230,7 @@ export class LoadingScene extends SceneBase {
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// Get current lang and load the types atlas for it. English will only load types while all other languages will load types and types_<lang>
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const lang = i18next.resolvedLanguage;
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if (lang !== "en") {
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if (Utils.verifyLang(lang)) {
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if (Utils.hasAllLocalizedSprites(lang)) {
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this.loadAtlas(`statuses_${lang}`, "");
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this.loadAtlas(`types_${lang}`, "");
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} else {
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@ -466,14 +466,13 @@ export function hslToHex(h: number, s: number, l: number): string {
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}
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/**
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* This function returns `true` if the current lang is available for some functions.
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* This function returns `true` if all localized images used by the game have been added for the given language.
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*
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* If the lang is not in the function, it usually means that lang is going to use the default english version
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*
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* This function is used in:
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* - `summary-ui-handler.ts`: If the lang is not available, it'll use `types.json` (english).
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* English itself counts as not available
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*/
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export function verifyLang(lang?: string): boolean {
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export function hasAllLocalizedSprites(lang?: string): boolean {
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// IMPORTANT - ONLY ADD YOUR LANG HERE IF YOU'VE ALREADY ADDED ALL THE NECESSARY IMAGES
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if (!lang) {
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lang = i18next.resolvedLanguage;
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@ -602,7 +601,7 @@ export function toDmgValue(value: number, minValue: number = 1) {
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* @returns the localized sprite key
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*/
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export function getLocalizedSpriteKey(baseKey: string) {
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return `${baseKey}${verifyLang(i18next.resolvedLanguage) ? `_${i18next.resolvedLanguage}` : ""}`;
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return `${baseKey}${hasAllLocalizedSprites(i18next.resolvedLanguage) ? `_${i18next.resolvedLanguage}` : ""}`;
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}
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/**
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