- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Localization;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 本地化辅助器基类。
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/// </summary>
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public abstract class LocalizationHelperBase : MonoBehaviour, IDataProviderHelper<ILocalizationManager>, ILocalizationHelper
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{
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/// <summary>
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/// 获取系统语言。
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/// </summary>
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public abstract Language SystemLanguage
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{
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get;
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}
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/// <summary>
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/// 读取字典。
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/// </summary>
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/// <param name="localizationManager">本地化管理器。</param>
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/// <param name="dictionaryAssetName">字典资源名称。</param>
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/// <param name="dictionaryAsset">字典资源。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取字典成功。</returns>
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public abstract bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, object dictionaryAsset, object userData);
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/// <summary>
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/// 读取字典。
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/// </summary>
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/// <param name="localizationManager">本地化管理器。</param>
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/// <param name="dictionaryAssetName">字典资源名称。</param>
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/// <param name="dictionaryBytes">字典二进制流。</param>
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/// <param name="startIndex">字典二进制流的起始位置。</param>
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/// <param name="length">字典二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取字典成功。</returns>
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public abstract bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, byte[] dictionaryBytes, int startIndex, int length, object userData);
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/// <summary>
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/// 解析字典。
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/// </summary>
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/// <param name="localizationManager">本地化管理器。</param>
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/// <param name="dictionaryString">要解析的字典字符串。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析字典成功。</returns>
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public abstract bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData);
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/// <summary>
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/// 解析字典。
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/// </summary>
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/// <param name="localizationManager">本地化管理器。</param>
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/// <param name="dictionaryBytes">要解析的字典二进制流。</param>
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/// <param name="startIndex">字典二进制流的起始位置。</param>
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/// <param name="length">字典二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析字典成功。</returns>
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public abstract bool ParseData(ILocalizationManager localizationManager, byte[] dictionaryBytes, int startIndex, int length, object userData);
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/// <summary>
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/// 释放字典资源。
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/// </summary>
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/// <param name="localizationManager">本地化管理器。</param>
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/// <param name="dictionaryAsset">要释放的字典资源。</param>
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public abstract void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset);
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}
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}
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