using System.Collections;
using System;
using System.Threading.Tasks;
using AibisDream.Utility;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AibisDream.Framework
{
///
/// 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。
///
public enum LocaleKind
{
Cn,
En,
Ja
}
public static class LocalizationKit
{
private const string LocalizationPrefix = "l10n.";
public static string CurrentLanguageCode { get; private set; } = "zh-Hans";
public static Locale CurrentLocale => LocalizationSettings.SelectedLocale;
///
/// 把 LocaleCode 映射到 csv 列类别。集中在此一处,便于扩展(加新语言时修改这里 + LocaleKind 枚举 + 数据类字段)。
///
public static LocaleKind GetLocaleKind(string localeCode)
{
if (string.IsNullOrEmpty(localeCode)) return LocaleKind.Cn;
if (localeCode.StartsWith("en")) return LocaleKind.En;
if (localeCode.StartsWith("ja")) return LocaleKind.Ja;
return LocaleKind.Cn;
}
public static LocaleKind CurrentLocaleKind => GetLocaleKind(CurrentLanguageCode);
///
/// 解析 setting.json 中的 Language:空值表示跟随系统语言,否则使用用户保存的 code。
///
public static string ResolveLanguage(string savedLanguage)
{
if (!string.IsNullOrWhiteSpace(savedLanguage))
{
return savedLanguage.Trim();
}
return MapSystemLanguage(Application.systemLanguage);
}
///
/// 将 Unity 系统语言映射到项目支持的 Locale code。
///
public static string MapSystemLanguage(SystemLanguage lang) => lang switch
{
SystemLanguage.Chinese or SystemLanguage.ChineseSimplified or SystemLanguage.ChineseTraditional => "zh-Hans",
SystemLanguage.Japanese => "ja-JP",
SystemLanguage.English => "en",
_ => "en",
};
static LocalizationKit()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += OnPlayModeChanged;
#else
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
RefreshCurrentLanguageCodeAsync();
#endif
}
private static void OnLocaleChanged(Locale locale)
{
UpdateCurrentLanguageCode(locale);
EnumEventSystem.Global.Send(SettingChangeEvent.LocaleChanged, locale);
}
private static void UpdateCurrentLanguageCode(Locale locale)
{
if (locale != null)
{
CurrentLanguageCode = locale.Identifier.Code;
}
}
private static async void RefreshCurrentLanguageCodeAsync()
{
await LocalizationSettings.InitializationOperation.Task;
UpdateCurrentLanguageCode(LocalizationSettings.SelectedLocale);
}
#if UNITY_EDITOR
private static void OnPlayModeChanged(PlayModeStateChange playMode)
{
if (playMode == PlayModeStateChange.EnteredPlayMode)
{
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
RefreshCurrentLanguageCodeAsync();
}
else if (playMode == PlayModeStateChange.ExitingPlayMode)
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
}
}
#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.");
}
}
///
/// 判断字符串是否为 l10n 参数引用。
///
public static bool IsLocalizedParam(string value)
{
return !string.IsNullOrEmpty(value) &&
value.StartsWith(LocalizationPrefix, StringComparison.Ordinal);
}
///
/// 从 Params String Table 异步解析 l10n 参数。非 l10n 参数原样返回。
/// 当前 Locale 条目为空时保留空值,不使用任何 Locale 回退。
///
public static async Task LocalizeParamAsync(string param, Locale locale = null)
{
if (!IsLocalizedParam(param))
return param;
string localizationKey = GetL10NParamKey(param);
if (string.IsNullOrEmpty(localizationKey))
{
Debug.LogError("[LocalizationKit] l10n 参数缺少 Entry Key。");
return "⟦empty⟧";
}
try
{
await LocalizationSettings.InitializationOperation.Task;
Locale resolvedLocale = locale != null ? locale : LocalizationSettings.SelectedLocale;
var operation = LocalizationSettings.StringDatabase.GetTableEntryAsync(
ConstRef.ParamsTable,
localizationKey,
resolvedLocale,
FallbackBehavior.DontUseFallback);
var result = await operation.Task;
if (result.Entry != null)
return result.Entry.LocalizedValue ?? string.Empty;
string localeCode = resolvedLocale != null
? resolvedLocale.Identifier.Code
: "";
Debug.LogError(
$"[LocalizationKit] Params 缺少条目:Table={ConstRef.ParamsTable}, " +
$"Key={localizationKey}, Locale={localeCode}。");
return $"⟦{localizationKey}⟧";
}
catch (Exception exception)
{
string localeCode = locale != null
? locale.Identifier.Code
: LocalizationSettings.SelectedLocale?.Identifier.Code ?? "";
Debug.LogError(
$"[LocalizationKit] Params 查询失败:Table={ConstRef.ParamsTable}, " +
$"Key={localizationKey}, Locale={localeCode}。\n{exception}");
return $"⟦{localizationKey}⟧";
}
}
///
/// 协程版 l10n 参数解析,供 Yarn Command 和 MonoBehaviour 使用。
///
public static IEnumerator LocalizeParam(
string param,
Locale locale,
Action completed)
{
Task task = LocalizeParamAsync(param, locale);
while (!task.IsCompleted)
yield return null;
string result = task.Status == TaskStatus.RanToCompletion
? task.Result
: $"⟦{GetL10NParamKey(param)}⟧";
completed?.Invoke(result);
}
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 IsLocalizedParam(key) ? key[LocalizationPrefix.Length..] : key;
}
///
/// 确保本地化系统已初始化
///
/// 初始化操作
public static async void EnsureInitialized()
{
await LocalizationSettings.InitializationOperation.Task;
}
///
/// 等待本地化系统初始化完成(含 SettingLoader 触发的语言切换)。
///
public static IEnumerator WaitUntilReady()
{
yield return LocalizationSettings.InitializationOperation;
yield return null;
}
///
/// 等待 LocalizeStringEvent 等 UI 组件刷新文案。
///
public static IEnumerator WaitForUIRefresh()
{
yield return null;
Canvas.ForceUpdateCanvases();
}
}
}