using StardewValley; namespace StardewModdingAPI.Mods.CustomLocalization { public class ModConfig { public sbyte OriginLocaleCount = 11; public int CurrentLanguageCode = (int)LocalizedContentManager.CurrentLanguageCode; public Locale[] locales { get; set;} = new Locale[] { new Locale("Chinese", "简体中文", 3, "zh-CN", false, "Fonts\\Chinese", 1.5f) }; public class Locale { public string Name; public string DisplayName; public int CodeEnum; public string LocaleCode; public bool IsLatin; public string FontFileName; public float FontPixelZoom; public Locale(string name, string displayName, int codeEnum, string localeCode, bool isLatin, string fontFileName, float fontPixelZoom) { this.Name = name; this.DisplayName = displayName; this.CodeEnum = codeEnum; this.LocaleCode = localeCode; this.IsLatin = isLatin; this.FontFileName = fontFileName; this.FontPixelZoom = fontPixelZoom; } } public Locale GetByName(string name) { foreach (ModConfig.Locale locale in ModEntry.ModConfig.locales) { if (locale.Name == name) { return locale; } } return null; } public Locale GetByCode(int codeEnum) { foreach (ModConfig.Locale locale in ModEntry.ModConfig.locales) { if (locale.CodeEnum == codeEnum) { return locale; } } return null; } } }