- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
This commit is contained in:
@@ -0,0 +1,238 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.Localization;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityGameFramework.Runtime
|
||||
{
|
||||
/// <summary>
|
||||
/// 默认本地化辅助器。
|
||||
/// </summary>
|
||||
public class DefaultLocalizationHelper : LocalizationHelperBase
|
||||
{
|
||||
private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
|
||||
private static readonly string BytesAssetExtension = ".bytes";
|
||||
private const int ColumnCount = 4;
|
||||
|
||||
private ResourceComponent m_ResourceComponent = null;
|
||||
|
||||
/// <summary>
|
||||
/// 获取系统语言。
|
||||
/// </summary>
|
||||
public override Language SystemLanguage
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (Application.systemLanguage)
|
||||
{
|
||||
case UnityEngine.SystemLanguage.Afrikaans: return Language.Afrikaans;
|
||||
case UnityEngine.SystemLanguage.Arabic: return Language.Arabic;
|
||||
case UnityEngine.SystemLanguage.Basque: return Language.Basque;
|
||||
case UnityEngine.SystemLanguage.Belarusian: return Language.Belarusian;
|
||||
case UnityEngine.SystemLanguage.Bulgarian: return Language.Bulgarian;
|
||||
case UnityEngine.SystemLanguage.Catalan: return Language.Catalan;
|
||||
case UnityEngine.SystemLanguage.Chinese: return Language.ChineseSimplified;
|
||||
case UnityEngine.SystemLanguage.ChineseSimplified: return Language.ChineseSimplified;
|
||||
case UnityEngine.SystemLanguage.ChineseTraditional: return Language.ChineseTraditional;
|
||||
case UnityEngine.SystemLanguage.Czech: return Language.Czech;
|
||||
case UnityEngine.SystemLanguage.Danish: return Language.Danish;
|
||||
case UnityEngine.SystemLanguage.Dutch: return Language.Dutch;
|
||||
case UnityEngine.SystemLanguage.English: return Language.English;
|
||||
case UnityEngine.SystemLanguage.Estonian: return Language.Estonian;
|
||||
case UnityEngine.SystemLanguage.Faroese: return Language.Faroese;
|
||||
case UnityEngine.SystemLanguage.Finnish: return Language.Finnish;
|
||||
case UnityEngine.SystemLanguage.French: return Language.French;
|
||||
case UnityEngine.SystemLanguage.German: return Language.German;
|
||||
case UnityEngine.SystemLanguage.Greek: return Language.Greek;
|
||||
case UnityEngine.SystemLanguage.Hebrew: return Language.Hebrew;
|
||||
case UnityEngine.SystemLanguage.Hungarian: return Language.Hungarian;
|
||||
case UnityEngine.SystemLanguage.Icelandic: return Language.Icelandic;
|
||||
case UnityEngine.SystemLanguage.Indonesian: return Language.Indonesian;
|
||||
case UnityEngine.SystemLanguage.Italian: return Language.Italian;
|
||||
case UnityEngine.SystemLanguage.Japanese: return Language.Japanese;
|
||||
case UnityEngine.SystemLanguage.Korean: return Language.Korean;
|
||||
case UnityEngine.SystemLanguage.Latvian: return Language.Latvian;
|
||||
case UnityEngine.SystemLanguage.Lithuanian: return Language.Lithuanian;
|
||||
case UnityEngine.SystemLanguage.Norwegian: return Language.Norwegian;
|
||||
case UnityEngine.SystemLanguage.Polish: return Language.Polish;
|
||||
case UnityEngine.SystemLanguage.Portuguese: return Language.PortuguesePortugal;
|
||||
case UnityEngine.SystemLanguage.Romanian: return Language.Romanian;
|
||||
case UnityEngine.SystemLanguage.Russian: return Language.Russian;
|
||||
case UnityEngine.SystemLanguage.SerboCroatian: return Language.SerboCroatian;
|
||||
case UnityEngine.SystemLanguage.Slovak: return Language.Slovak;
|
||||
case UnityEngine.SystemLanguage.Slovenian: return Language.Slovenian;
|
||||
case UnityEngine.SystemLanguage.Spanish: return Language.Spanish;
|
||||
case UnityEngine.SystemLanguage.Swedish: return Language.Swedish;
|
||||
case UnityEngine.SystemLanguage.Thai: return Language.Thai;
|
||||
case UnityEngine.SystemLanguage.Turkish: return Language.Turkish;
|
||||
case UnityEngine.SystemLanguage.Ukrainian: return Language.Ukrainian;
|
||||
case UnityEngine.SystemLanguage.Unknown: return Language.Unspecified;
|
||||
case UnityEngine.SystemLanguage.Vietnamese: return Language.Vietnamese;
|
||||
default: return Language.Unspecified;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 读取字典。
|
||||
/// </summary>
|
||||
/// <param name="localizationManager">本地化管理器。</param>
|
||||
/// <param name="dictionaryAssetName">字典资源名称。</param>
|
||||
/// <param name="dictionaryAsset">字典资源。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否读取字典成功。</returns>
|
||||
public override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, object dictionaryAsset, object userData)
|
||||
{
|
||||
TextAsset dictionaryTextAsset = dictionaryAsset as TextAsset;
|
||||
if (dictionaryTextAsset != null)
|
||||
{
|
||||
if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
|
||||
{
|
||||
return localizationManager.ParseData(dictionaryTextAsset.bytes, userData);
|
||||
}
|
||||
else
|
||||
{
|
||||
return localizationManager.ParseData(dictionaryTextAsset.text, userData);
|
||||
}
|
||||
}
|
||||
|
||||
Log.Warning("Dictionary asset '{0}' is invalid.", dictionaryAssetName);
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 读取字典。
|
||||
/// </summary>
|
||||
/// <param name="localizationManager">本地化管理器。</param>
|
||||
/// <param name="dictionaryAssetName">字典资源名称。</param>
|
||||
/// <param name="dictionaryBytes">字典二进制流。</param>
|
||||
/// <param name="startIndex">字典二进制流的起始位置。</param>
|
||||
/// <param name="length">字典二进制流的长度。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否读取字典成功。</returns>
|
||||
public override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, byte[] dictionaryBytes, int startIndex, int length, object userData)
|
||||
{
|
||||
if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
|
||||
{
|
||||
return localizationManager.ParseData(dictionaryBytes, startIndex, length, userData);
|
||||
}
|
||||
else
|
||||
{
|
||||
return localizationManager.ParseData(Utility.Converter.GetString(dictionaryBytes, startIndex, length), userData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 解析字典。
|
||||
/// </summary>
|
||||
/// <param name="localizationManager">本地化管理器。</param>
|
||||
/// <param name="dictionaryString">要解析的字典字符串。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否解析字典成功。</returns>
|
||||
public override bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData)
|
||||
{
|
||||
try
|
||||
{
|
||||
int position = 0;
|
||||
string dictionaryLineString = null;
|
||||
while ((dictionaryLineString = dictionaryString.ReadLine(ref position)) != null)
|
||||
{
|
||||
if (dictionaryLineString[0] == '#')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string[] splitedLine = dictionaryLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
|
||||
if (splitedLine.Length != ColumnCount)
|
||||
{
|
||||
Log.Warning("Can not parse dictionary line string '{0}' which column count is invalid.", dictionaryLineString);
|
||||
return false;
|
||||
}
|
||||
|
||||
string dictionaryKey = splitedLine[1];
|
||||
string dictionaryValue = splitedLine[3];
|
||||
if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
|
||||
{
|
||||
Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Can not parse dictionary string with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 解析字典。
|
||||
/// </summary>
|
||||
/// <param name="localizationManager">本地化管理器。</param>
|
||||
/// <param name="dictionaryBytes">要解析的字典二进制流。</param>
|
||||
/// <param name="startIndex">字典二进制流的起始位置。</param>
|
||||
/// <param name="length">字典二进制流的长度。</param>
|
||||
/// <param name="userData">用户自定义数据。</param>
|
||||
/// <returns>是否解析字典成功。</returns>
|
||||
public override bool ParseData(ILocalizationManager localizationManager, byte[] dictionaryBytes, int startIndex, int length, object userData)
|
||||
{
|
||||
try
|
||||
{
|
||||
using (MemoryStream memoryStream = new MemoryStream(dictionaryBytes, startIndex, length, false))
|
||||
{
|
||||
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
|
||||
{
|
||||
while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
|
||||
{
|
||||
string dictionaryKey = binaryReader.ReadString();
|
||||
string dictionaryValue = binaryReader.ReadString();
|
||||
if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
|
||||
{
|
||||
Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning("Can not parse dictionary bytes with exception '{0}'.", exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放字典资源。
|
||||
/// </summary>
|
||||
/// <param name="localizationManager">本地化管理器。</param>
|
||||
/// <param name="dictionaryAsset">要释放的字典资源。</param>
|
||||
public override void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset)
|
||||
{
|
||||
m_ResourceComponent.UnloadAsset(dictionaryAsset);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
|
||||
if (m_ResourceComponent == null)
|
||||
{
|
||||
Log.Fatal("Resource component is invalid.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user