- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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using GameFramework.Localization;
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using System;
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using System.Xml;
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using UnityGameFramework.Runtime;
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namespace SepCore.Localization
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{
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/// <summary>
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/// XML 格式的本地化辅助器。
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/// </summary>
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public class XmlLocalizationHelper : DefaultLocalizationHelper
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{
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/// <summary>
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/// 解析字典。
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/// </summary>
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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 override bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData)
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{
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try
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{
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string currentLanguage = GameEntry.Localization.Language.ToString();
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XmlDocument xmlDocument = new XmlDocument();
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xmlDocument.LoadXml(dictionaryString);
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XmlNode xmlRoot = xmlDocument.SelectSingleNode("Dictionaries");
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XmlNodeList xmlNodeDictionaryList = xmlRoot.ChildNodes;
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for (int i = 0; i < xmlNodeDictionaryList.Count; i++)
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{
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XmlNode xmlNodeDictionary = xmlNodeDictionaryList.Item(i);
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if (xmlNodeDictionary.Name != "Dictionary")
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{
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continue;
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}
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string language = xmlNodeDictionary.Attributes.GetNamedItem("Language").Value;
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if (language != currentLanguage)
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{
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continue;
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}
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XmlNodeList xmlNodeStringList = xmlNodeDictionary.ChildNodes;
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for (int j = 0; j < xmlNodeStringList.Count; j++)
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{
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XmlNode xmlNodeString = xmlNodeStringList.Item(j);
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if (xmlNodeString.Name != "String")
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{
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continue;
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}
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string key = xmlNodeString.Attributes.GetNamedItem("Key").Value;
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string value = xmlNodeString.Attributes.GetNamedItem("Value").Value;
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if (!localizationManager.AddRawString(key, value))
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{
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Log.Warning("Can not add raw string with key '{0}' which may be invalid or duplicate.", key);
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return false;
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}
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}
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}
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return true;
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}
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catch (Exception exception)
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{
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Log.Warning("Can not parse dictionary data with exception '{0}'.", exception.ToString());
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return false;
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}
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}
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}
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}
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