feat: 本地化字体兼容

This commit is contained in:
2026-08-02 01:22:40 +08:00
parent 3bff294130
commit 3adb04ebb3
56 changed files with 2233 additions and 99 deletions
@@ -1,5 +1,6 @@
using System.Collections;
using System;
using System.Threading;
using System.Threading.Tasks;
using AibisDream.Utility;
using UnityEngine;
@@ -11,22 +12,14 @@ using UnityEditor;
namespace AibisDream.Framework
{
/// <summary>
/// csv 本地化列类别。集中声明"哪些 Locale 归到哪一列",csv 数据类按此枚举取字段。
/// </summary>
public enum LocaleKind
{
Cn,
En,
Ja,
Ru,
Es,
PtBr
}
public static class LocalizationKit
{
private const string LocalizationPrefix = "l10n.";
private static Task<bool> currentLanguageSwitchTask;
private static int languageSwitchVersion;
private static bool managedLocaleChange;
private static bool typographyLoaderConfigured;
private static bool localeChangedSubscribed;
public static string CurrentLanguageCode { get; private set; } = "zh-Hans";
public static Locale CurrentLocale => LocalizationSettings.SelectedLocale;
@@ -78,8 +71,14 @@ namespace AibisDream.Framework
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += OnPlayModeChanged;
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
EnsureTypographyLoaderConfigured();
SubscribeLocaleChanged();
RefreshCurrentLanguageCodeAsync();
}
#else
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
SubscribeLocaleChanged();
RefreshCurrentLanguageCodeAsync();
#endif
}
@@ -88,6 +87,14 @@ namespace AibisDream.Framework
{
UpdateCurrentLanguageCode(locale);
EnumEventSystem.Global.Send(SettingChangeEvent.LocaleChanged, locale);
if (!managedLocaleChange && locale != null)
{
EnsureTypographyLoaderConfigured();
LocaleKind localeKind = GetLocaleKind(locale.Identifier.Code);
if (!TypographyService.IsActiveFor(localeKind))
currentLanguageSwitchTask = TypographyService.LoadAndActivateAsync(localeKind);
}
}
private static void UpdateCurrentLanguageCode(Locale locale)
@@ -109,32 +116,95 @@ namespace AibisDream.Framework
{
if (playMode == PlayModeStateChange.EnteredPlayMode)
{
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
EnsureTypographyLoaderConfigured();
SubscribeLocaleChanged();
RefreshCurrentLanguageCodeAsync();
}
else if (playMode == PlayModeStateChange.ExitingPlayMode)
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
UnsubscribeLocaleChanged();
TypographyService.ResetForTests();
typographyLoaderConfigured = false;
currentLanguageSwitchTask = null;
}
}
#endif
public static async void SwitchLanguage(string localeCode)
public static void SwitchLanguage(string localeCode)
{
_ = SwitchLanguageAsync(localeCode);
}
public static Task<bool> SwitchLanguageAsync(string localeCode)
{
int requestVersion = Interlocked.Increment(ref languageSwitchVersion);
currentLanguageSwitchTask = SwitchLanguageCoreAsync(localeCode, requestVersion);
return currentLanguageSwitchTask;
}
private static async Task<bool> SwitchLanguageCoreAsync(string localeCode, int requestVersion)
{
// 等待本地化系统初始化完成
await LocalizationSettings.InitializationOperation.Task;
var selectedLocale =
LocalizationSettings.AvailableLocales.Locales.Find(locale => locale.Identifier.Code == localeCode);
if (!selectedLocale)
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
return false;
}
if (selectedLocale)
EnsureTypographyLoaderConfigured();
bool typographyReady = await TypographyService.LoadAndActivateAsync(GetLocaleKind(localeCode));
if (requestVersion != languageSwitchVersion)
return false;
managedLocaleChange = true;
try
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
finally
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
managedLocaleChange = false;
}
await Task.Yield();
Canvas.ForceUpdateCanvases();
if (!typographyReady)
{
Debug.LogWarning(
$"[LocalizationKit] Locale 已切换为 {localeCode},但字体 Profile 加载失败,保留上一套字体。");
}
return true;
}
private static void EnsureTypographyLoaderConfigured()
{
if (typographyLoaderConfigured)
return;
TypographyService.ConfigureLoader(new ResourceSystemTypographyProfileLoader());
typographyLoaderConfigured = true;
}
private static void SubscribeLocaleChanged()
{
if (localeChangedSubscribed)
return;
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
localeChangedSubscribed = true;
}
private static void UnsubscribeLocaleChanged()
{
if (!localeChangedSubscribed)
return;
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
localeChangedSubscribed = false;
}
/// <summary>
@@ -250,6 +320,24 @@ namespace AibisDream.Framework
public static IEnumerator WaitUntilReady()
{
yield return LocalizationSettings.InitializationOperation;
Task<bool> languageTask;
do
{
languageTask = currentLanguageSwitchTask;
while (languageTask != null && !languageTask.IsCompleted)
yield return null;
} while (languageTask != currentLanguageSwitchTask);
EnsureTypographyLoaderConfigured();
if (!TypographyService.IsReady)
{
Task<bool> typographyTask = TypographyService.LoadAndActivateAsync(
GetLocaleKind(LocalizationSettings.SelectedLocale?.Identifier.Code));
while (!typographyTask.IsCompleted)
yield return null;
}
yield return null;
}
@@ -0,0 +1,33 @@
using System.Threading.Tasks;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace AibisDream.Framework
{
internal sealed class ResourceSystemTypographyProfileLoader : ITypographyProfileLoader
{
public async Task<TypographyProfile> LoadAsync(string key)
{
AsyncOperationHandle<TypographyProfile> handle =
ResourceSystem.LoadPersistentAsync<TypographyProfile>(key);
try
{
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded && handle.Result != null)
return handle.Result;
ResourceSystem.EarlyReleasePersistent(key);
return null;
}
catch
{
ResourceSystem.EarlyReleasePersistent(key);
throw;
}
}
public void Release(string key)
{
ResourceSystem.EarlyReleasePersistent(key);
}
}
}
@@ -0,0 +1,11 @@
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@@ -140,6 +140,15 @@ namespace AibisDream.Framework
public static void EarlyRelease<T>(AsyncOperationHandle<T> handle)
=> ActiveLoader.EarlyRelease(handle);
/// <summary>
/// 提前释放持久化 Loader 中指定 Key 的资源。
/// </summary>
public static void EarlyReleasePersistent(string key)
{
if (_persistentLoader != null)
_persistentLoader.EarlyRelease(key);
}
#endregion
}
}
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,16 @@
{
"name": "AibisDream.Typography.Runtime",
"rootNamespace": "AibisDream.Framework",
"references": [
"Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
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@@ -0,0 +1,10 @@
using System.Threading.Tasks;
namespace AibisDream.Framework
{
public interface ITypographyProfileLoader
{
Task<TypographyProfile> LoadAsync(string key);
void Release(string key);
}
}
@@ -0,0 +1,11 @@
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+40
View File
@@ -0,0 +1,40 @@
using System;
namespace AibisDream.Framework
{
/// <summary>
/// 项目支持的本地化语言类别。多个 Locale 可以共享同一套排版资源。
/// </summary>
public enum LocaleKind
{
Cn,
En,
Ja,
Ru,
Es,
PtBr
}
public enum TypographyProfileKind
{
ZhHans,
Japanese,
Latin,
Russian
}
public static class TypographyLocaleMapping
{
public static TypographyProfileKind GetProfileKind(LocaleKind localeKind) => localeKind switch
{
LocaleKind.Cn => TypographyProfileKind.ZhHans,
LocaleKind.Ja => TypographyProfileKind.Japanese,
LocaleKind.Ru => TypographyProfileKind.Russian,
LocaleKind.En or LocaleKind.Es or LocaleKind.PtBr => TypographyProfileKind.Latin,
_ => throw new ArgumentOutOfRangeException(nameof(localeKind), localeKind, null)
};
public static string GetProfileKey(LocaleKind localeKind) =>
$"Typography/Profile/{GetProfileKind(localeKind)}";
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,89 @@
using TMPro;
using UnityEngine;
namespace AibisDream.Framework
{
[DisallowMultipleComponent]
[RequireComponent(typeof(TMP_Text))]
public sealed class LocalizedTypography : MonoBehaviour
{
[SerializeField] private TypographyRole role = TypographyRole.Body;
[SerializeField] private bool applyMetrics = true;
[SerializeField, HideInInspector] private bool baselineCaptured;
[SerializeField, HideInInspector] private float baseFontSize;
[SerializeField, HideInInspector] private float baseLineSpacing;
[SerializeField, HideInInspector] private float baseCharacterSpacing;
private TMP_Text target;
public TypographyRole Role => role;
public TMP_Text Target => target != null ? target : target = GetComponent<TMP_Text>();
private void Reset()
{
target = GetComponent<TMP_Text>();
CaptureBaseline();
}
private void Awake()
{
target = GetComponent<TMP_Text>();
// Prefab variants can override TMP metrics without overriding the
// baseline serialized by the source prefab. Capture the fully
// resolved instance values before the first profile is applied.
CaptureBaseline();
}
private void OnEnable()
{
if (!baselineCaptured)
CaptureBaseline();
TypographyService.Register(this);
}
private void OnDisable()
{
TypographyService.Unregister(this);
}
public void ApplyProfile(TypographyProfile profile)
{
TMP_Text text = Target;
TypographyStyle style = profile != null ? profile.Resolve(role) : null;
if (text == null || style == null || !style.IsUsable)
return;
if (!baselineCaptured)
CaptureBaseline();
TypographyService.ApplyStyle(
text,
style,
applyMetrics,
baseFontSize,
baseLineSpacing,
baseCharacterSpacing);
}
public void CaptureBaseline()
{
TMP_Text text = Target;
if (text == null)
return;
baseFontSize = text.fontSize;
baseLineSpacing = text.lineSpacing;
baseCharacterSpacing = text.characterSpacing;
baselineCaptured = true;
}
#if UNITY_EDITOR
public void ConfigureForEditor(TypographyRole configuredRole, bool shouldApplyMetrics = true)
{
role = configuredRole;
applyMetrics = shouldApplyMetrics;
CaptureBaseline();
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,84 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace AibisDream.Framework
{
[CreateAssetMenu(fileName = "TypographyProfile", menuName = "AIBIS Dream/Typography/Profile")]
public sealed class TypographyProfile : ScriptableObject
{
[SerializeField] private TypographyProfileKind profileKind;
[SerializeField] private List<TypographyStyle> styles = new();
public TypographyProfileKind ProfileKind => profileKind;
public IReadOnlyList<TypographyStyle> Styles => styles;
public TypographyStyle Resolve(TypographyRole role)
{
TypographyStyle body = null;
if (styles == null)
return null;
foreach (TypographyStyle style in styles)
{
if (style == null || !style.IsUsable)
continue;
if (style.Role == role)
return style;
if (style.Role == TypographyRole.Body)
body = style;
}
return body;
}
public IEnumerable<string> GetValidationErrors()
{
if (styles == null || styles.Count == 0)
{
yield return $"{name}: 没有配置任何 TypographyStyle。";
yield break;
}
var seenRoles = new HashSet<TypographyRole>();
foreach (TypographyStyle style in styles)
{
if (style == null)
{
yield return $"{name}: 存在空的 TypographyStyle。";
continue;
}
if (!seenRoles.Add(style.Role))
yield return $"{name}: Role {style.Role} 重复配置。";
if (!style.IsUsable)
yield return $"{name}: Role {style.Role} 没有字体。";
}
if (!seenRoles.Contains(TypographyRole.Body))
yield return $"{name}: 缺少 Body 回退样式。";
}
public void Configure(TypographyProfileKind kind, IEnumerable<TypographyStyle> configuredStyles)
{
profileKind = kind;
styles = configuredStyles != null
? new List<TypographyStyle>(configuredStyles)
: new List<TypographyStyle>();
}
internal void ApplyFallbacks()
{
if (styles == null)
return;
var configuredFonts = new HashSet<TMP_FontAsset>();
foreach (TypographyStyle style in styles)
{
if (style?.Font != null && configuredFonts.Add(style.Font))
style.ApplyFallbacks();
}
}
}
}
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@@ -0,0 +1,11 @@
namespace AibisDream.Framework
{
public enum TypographyRole
{
Body,
Dialogue,
Terminal,
WorldText,
MiniGame
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,179 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
namespace AibisDream.Framework
{
public static class TypographyService
{
private static readonly HashSet<LocalizedTypography> Bindings = new();
private static ITypographyProfileLoader loader;
private static int switchVersion;
private static string currentProfileKey;
private static string latestRequestedProfileKey;
private static TypographyProfile currentProfile;
public static TypographyProfile CurrentProfile => currentProfile;
public static bool IsReady => currentProfile != null;
public static string CurrentProfileKey => currentProfileKey;
public static void ConfigureLoader(ITypographyProfileLoader profileLoader)
{
loader = profileLoader ?? throw new ArgumentNullException(nameof(profileLoader));
}
public static bool IsActiveFor(LocaleKind localeKind) =>
currentProfile != null &&
string.Equals(
currentProfileKey,
TypographyLocaleMapping.GetProfileKey(localeKind),
StringComparison.Ordinal);
public static TypographyStyle Resolve(TypographyRole role) => currentProfile?.Resolve(role);
public static bool Apply(TMP_Text text, TypographyRole role, bool applyMetrics = true)
{
if (text == null)
return false;
TypographyStyle style = Resolve(role);
if (style == null || !style.IsUsable)
return false;
ApplyStyle(text, style, applyMetrics, text.fontSize, text.lineSpacing, text.characterSpacing);
return true;
}
public static void Register(LocalizedTypography binding)
{
if (binding == null)
return;
Bindings.Add(binding);
if (currentProfile != null)
binding.ApplyProfile(currentProfile);
}
public static void Unregister(LocalizedTypography binding)
{
if (binding != null)
Bindings.Remove(binding);
}
public static async Task<bool> LoadAndActivateAsync(LocaleKind localeKind)
{
int requestVersion = ++switchVersion;
string profileKey = TypographyLocaleMapping.GetProfileKey(localeKind);
latestRequestedProfileKey = profileKey;
if (IsActiveFor(localeKind))
return true;
if (loader == null)
{
Debug.LogError("[TypographyService] 尚未配置 ITypographyProfileLoader。");
return false;
}
TypographyProfile loadedProfile;
try
{
loadedProfile = await loader.LoadAsync(profileKey);
}
catch (Exception exception)
{
Debug.LogError($"[TypographyService] 加载字体 Profile 失败:{profileKey}\n{exception}");
return false;
}
if (requestVersion != switchVersion)
{
if (!string.Equals(profileKey, currentProfileKey, StringComparison.Ordinal) &&
!string.Equals(profileKey, latestRequestedProfileKey, StringComparison.Ordinal))
{
loader.Release(profileKey);
}
return false;
}
if (loadedProfile == null)
{
Debug.LogError($"[TypographyService] 字体 Profile 不存在或加载失败:{profileKey}");
return false;
}
string previousKey = currentProfileKey;
loadedProfile.ApplyFallbacks();
currentProfile = loadedProfile;
currentProfileKey = profileKey;
RefreshBindings();
Canvas.ForceUpdateCanvases();
await Task.Yield();
if (!string.IsNullOrEmpty(previousKey) &&
!string.Equals(previousKey, profileKey, StringComparison.Ordinal))
{
loader.Release(previousKey);
}
return true;
}
internal static void ApplyStyle(
TMP_Text text,
TypographyStyle style,
bool applyMetrics,
float baseFontSize,
float baseLineSpacing,
float baseCharacterSpacing)
{
text.font = style.Font;
text.fontSharedMaterial = style.MaterialPreset != null
? style.MaterialPreset
: style.Font.material;
if (applyMetrics)
{
text.fontSize = baseFontSize * style.FontSizeMultiplier;
text.lineSpacing = baseLineSpacing + style.LineSpacingOffset;
text.characterSpacing = baseCharacterSpacing + style.CharacterSpacingOffset;
}
text.SetAllDirty();
if (text.gameObject.activeInHierarchy)
text.ForceMeshUpdate();
}
private static void RefreshBindings()
{
if (Bindings.Count == 0)
return;
var stale = new List<LocalizedTypography>();
foreach (LocalizedTypography binding in Bindings)
{
if (binding == null)
stale.Add(binding);
else
binding.ApplyProfile(currentProfile);
}
foreach (LocalizedTypography binding in stale)
Bindings.Remove(binding);
}
#if UNITY_EDITOR
public static void ResetForTests()
{
if (loader != null && !string.IsNullOrEmpty(currentProfileKey))
loader.Release(currentProfileKey);
loader = null;
currentProfile = null;
currentProfileKey = null;
latestRequestedProfileKey = null;
switchVersion++;
Bindings.Clear();
}
#endif
}
}
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@@ -0,0 +1,65 @@
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace AibisDream.Framework
{
[Serializable]
public sealed class TypographyStyle
{
[SerializeField] private TypographyRole role;
[SerializeField] private TMP_FontAsset font;
[SerializeField] private Material materialPreset;
[SerializeField] private List<TMP_FontAsset> fallbackFonts = new();
[SerializeField, Min(0.01f)] private float fontSizeMultiplier = 1f;
[SerializeField] private float lineSpacingOffset;
[SerializeField] private float characterSpacingOffset;
public TypographyStyle(
TypographyRole role,
TMP_FontAsset font,
Material materialPreset = null,
IEnumerable<TMP_FontAsset> fallbackFonts = null,
float fontSizeMultiplier = 1f,
float lineSpacingOffset = 0f,
float characterSpacingOffset = 0f)
{
this.role = role;
this.font = font;
this.materialPreset = materialPreset;
this.fallbackFonts = fallbackFonts != null
? new List<TMP_FontAsset>(fallbackFonts)
: new List<TMP_FontAsset>();
this.fontSizeMultiplier = Mathf.Max(0.01f, fontSizeMultiplier);
this.lineSpacingOffset = lineSpacingOffset;
this.characterSpacingOffset = characterSpacingOffset;
}
public TypographyRole Role => role;
public TMP_FontAsset Font => font;
public Material MaterialPreset => materialPreset;
public IReadOnlyList<TMP_FontAsset> FallbackFonts => fallbackFonts;
public float FontSizeMultiplier => Mathf.Max(0.01f, fontSizeMultiplier);
public float LineSpacingOffset => lineSpacingOffset;
public float CharacterSpacingOffset => characterSpacingOffset;
public bool IsUsable => font != null;
internal void ApplyFallbacks()
{
if (font == null)
return;
font.fallbackFontAssetTable ??= new List<TMP_FontAsset>();
font.fallbackFontAssetTable.Clear();
if (fallbackFonts == null)
return;
foreach (TMP_FontAsset fallback in fallbackFonts)
{
if (fallback != null && fallback != font && !font.fallbackFontAssetTable.Contains(fallback))
font.fallbackFontAssetTable.Add(fallback);
}
}
}
}
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@@ -83,7 +83,7 @@ namespace AibisDream.UI
private void PrepareContent()
{
_owner?.SetHeader("terminal_header_chapter", "REPAIR_STATION_07 - AUTH_VERIFIED");
_owner?.SetHeader("terminal_header_chapter", "AUTH_VERIFIED");
LoadChapters();
RefreshViews();
}
@@ -74,7 +74,7 @@ namespace AibisDream.UI
public void Show()
{
_owner?.SetHeader("termnial_header_record", "REPAIR_STATION_07 - AUTH_VERIFIED");
_owner?.SetHeader("termnial_header_record", "AUTH_VERIFIED");
if (panelAnimator != null)
{
panelAnimator.Show(onComplete: () => StartCoroutine(DrawRecordsWhenReady()));
@@ -38,7 +38,7 @@ namespace AibisDream.UI
new UIFormOption { prop = "ja-JP", label = "日本語" },
new UIFormOption { prop = "ru", label = "Русский" },
new UIFormOption { prop = "es", label = "Español" },
new UIFormOption { prop = "pt-BR", label = "Português (Brasil)" },
new UIFormOption { prop = "pt-BR", label = "Português" },
};
private static readonly UIFormOption[] TextSpeedOptions =
@@ -115,7 +115,7 @@ namespace AibisDream.UI
private void PrepareContent()
{
_owner?.SetHeader("terminal_header_setting", "REPAIR_STATION_07 - AUTH_VERIFIED");
_owner?.SetHeader("terminal_header_setting", "AUTH_VERIFIED");
InitControls();
RefreshControls();
RefreshFooterButtons();
@@ -49,11 +49,11 @@ namespace AibisDream.UI
if (panelAnimator != null)
{
panelAnimator.Show(prepare: () => _owner?.SetHeader("termnial_header_start", "REPAIR_STATION_07 - AUTH_VERIFIED"));
panelAnimator.Show(prepare: () => _owner?.SetHeader("termnial_header_start", "AUTH_VERIFIED"));
}
else
{
_owner?.SetHeader("termnial_header_start", "REPAIR_STATION_07 - AUTH_VERIFIED");
_owner?.SetHeader("termnial_header_start", "AUTH_VERIFIED");
gameObject.SetActive(true);
}
}