using UnityEditor;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace AibisDream.Framework
{
public static class LocalizationKit
{
private const string LocalizationPrefix = "l10n.";
private const string ActorTableName = "ActorName";
private const string ParamTableName = "Params";
private static LocalizationTable _paramTable;
public static LocalizationTable ActorTable { get; private set; }
static LocalizationKit()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += OnPlayModeChanged;
#else
_paramTable = new LocalizationTable(ParamTableName);
ActorTable = new LocalizationTable(ActorTableName);
#endif
}
#if UNITY_EDITOR
private static void OnPlayModeChanged(PlayModeStateChange playMode)
{
if (playMode == PlayModeStateChange.EnteredPlayMode)
{
// 进入游戏模式的时候
_paramTable?.Dispose();
ActorTable?.Dispose();
_paramTable = new LocalizationTable(ParamTableName);
ActorTable = new LocalizationTable(ActorTableName);
}
else if (playMode == PlayModeStateChange.ExitingPlayMode)
{
_paramTable?.Dispose();
ActorTable?.Dispose();
_paramTable = null;
ActorTable = null;
}
}
#endif
public static async void SwitchLanguage(string localeCode)
{
// 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)
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
}
///
/// 本地化参数
///
/// 参数名
/// 本地化表
///
public static string LocalizeParam(string param, LocalizationTable table)
{
// 非本地化参数直接返回
if (!param.StartsWith(LocalizationPrefix)) return param;
var localizationKey = param[LocalizationPrefix.Length..];
// 获取本地化值
if (table.TryGetValue(localizationKey, out var value))
{
return value.LocalizedValue;
}
// 如果找不到,则使用原始值
Debug.LogWarning($"Variable Key '{localizationKey}' not found in localization table.");
return localizationKey;
}
///
/// 本地化参数
///
///
///
public static string LocalizeParam(string param)
{
return LocalizeParam(param, _paramTable);
}
public static string GetL10NParamKey(string key)
{
// 本地化参数则去除前缀,非本地化参数直接返回
return key.StartsWith(LocalizationPrefix) ? key[LocalizationPrefix.Length..] : key;
}
///
/// 确保本地化系统已初始化
///
/// 初始化操作
public static async System.Threading.Tasks.Task EnsureInitialized()
{
await LocalizationSettings.InitializationOperation.Task;
}
}
public class LocalizationTable
{
public string TableName { get; }
private StringTable _stringTable;
private bool _isInitialized = false;
public LocalizationTable(string tableName)
{
TableName = tableName;
Debug.Log($"开始初始化表格{tableName}");
InitializeAsync();
}
private async void InitializeAsync()
{
// 等待本地化系统初始化完成
await LocalizationSettings.InitializationOperation.Task;
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
_isInitialized = true;
Debug.Log($"表格{TableName}已成功加载");
}
public void Dispose()
{
if (_isInitialized)
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
}
_stringTable = null;
_isInitialized = false;
}
private void OnLocaleChanged(Locale locale)
{
if (_isInitialized)
{
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
}
}
public StringTableEntry this[string key] => _isInitialized ? _stringTable?[key] : null;
public bool TryGetValue(string key, out StringTableEntry value)
{
if (_isInitialized && _stringTable != null)
{
value = _stringTable.GetEntry(key);
return value != null;
}
value = null;
return false;
}
public LocaleIdentifier? LocaleIdentifier => _isInitialized ? _stringTable?.LocaleIdentifier : null;
}
}