Files
aibis-dream/Assets/Scripts/Framework/OtherKit/LocalizationKit.cs
T
2025-05-19 20:17:28 +08:00

136 lines
4.2 KiB
C#

using UnityEditor;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
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()
{
Debug.Log("初始化");
#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 void SwitchLanguage(string localeCode)
{
var selectedLocale =
LocalizationSettings.AvailableLocales.Locales.Find(locale => locale.Identifier.Code == localeCode);
if (selectedLocale)
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param">参数名</param>
/// <param name="table">本地化表</param>
/// <returns></returns>
public static string LocalizeParam(string param, LocalizationTable table)
{
// 非本地化参数直接返回
if (!param.StartsWith(LocalizationPrefix)) return param;
var localizationKey = param[LocalizationPrefix.Length..];
// 获取本地化值
if (table.TryGetValue(localizationKey, out var value))
{
return value.LocalizedValue;
}
// 如果找不到,则使用原始值
Debug.LogWarning($"Variable Key '{localizationKey}' not found in localization table.");
return localizationKey;
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param"></param>
/// <returns></returns>
public static string LocalizeParam(string param)
{
return LocalizeParam(param, _paramTable);
}
}
public class LocalizationTable
{
public string TableName { get; }
private StringTable _stringTable;
public LocalizationTable(string tableName)
{
TableName = tableName;
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
Debug.Log($"表格{TableName}已加载");
}
public void Dispose()
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
_stringTable = null;
}
private void OnLocaleChanged(Locale locale)
{
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
}
public StringTableEntry this[string key] => _stringTable[key];
public bool TryGetValue(string key, out StringTableEntry value)
{
value = _stringTable.GetEntry(key);
return value != null;
}
public LocaleIdentifier LocaleIdentifier => _stringTable.LocaleIdentifier;
}
}