239 lines
12 KiB
C#
239 lines
12 KiB
C#
//------------------------------------------------------------
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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 System;
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using System.IO;
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using System.Text;
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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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/// 默认本地化辅助器。
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/// </summary>
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public class DefaultLocalizationHelper : LocalizationHelperBase
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{
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private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
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private static readonly string BytesAssetExtension = ".bytes";
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private const int ColumnCount = 4;
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private ResourceComponent m_ResourceComponent = null;
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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 override Language SystemLanguage
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{
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get
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{
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switch (Application.systemLanguage)
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{
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case UnityEngine.SystemLanguage.Afrikaans: return Language.Afrikaans;
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case UnityEngine.SystemLanguage.Arabic: return Language.Arabic;
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case UnityEngine.SystemLanguage.Basque: return Language.Basque;
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case UnityEngine.SystemLanguage.Belarusian: return Language.Belarusian;
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case UnityEngine.SystemLanguage.Bulgarian: return Language.Bulgarian;
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case UnityEngine.SystemLanguage.Catalan: return Language.Catalan;
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case UnityEngine.SystemLanguage.Chinese: return Language.ChineseSimplified;
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case UnityEngine.SystemLanguage.ChineseSimplified: return Language.ChineseSimplified;
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case UnityEngine.SystemLanguage.ChineseTraditional: return Language.ChineseTraditional;
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case UnityEngine.SystemLanguage.Czech: return Language.Czech;
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case UnityEngine.SystemLanguage.Danish: return Language.Danish;
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case UnityEngine.SystemLanguage.Dutch: return Language.Dutch;
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case UnityEngine.SystemLanguage.English: return Language.English;
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case UnityEngine.SystemLanguage.Estonian: return Language.Estonian;
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case UnityEngine.SystemLanguage.Faroese: return Language.Faroese;
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case UnityEngine.SystemLanguage.Finnish: return Language.Finnish;
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case UnityEngine.SystemLanguage.French: return Language.French;
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case UnityEngine.SystemLanguage.German: return Language.German;
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case UnityEngine.SystemLanguage.Greek: return Language.Greek;
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case UnityEngine.SystemLanguage.Hebrew: return Language.Hebrew;
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case UnityEngine.SystemLanguage.Hungarian: return Language.Hungarian;
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case UnityEngine.SystemLanguage.Icelandic: return Language.Icelandic;
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case UnityEngine.SystemLanguage.Indonesian: return Language.Indonesian;
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case UnityEngine.SystemLanguage.Italian: return Language.Italian;
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case UnityEngine.SystemLanguage.Japanese: return Language.Japanese;
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case UnityEngine.SystemLanguage.Korean: return Language.Korean;
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case UnityEngine.SystemLanguage.Latvian: return Language.Latvian;
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case UnityEngine.SystemLanguage.Lithuanian: return Language.Lithuanian;
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case UnityEngine.SystemLanguage.Norwegian: return Language.Norwegian;
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case UnityEngine.SystemLanguage.Polish: return Language.Polish;
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case UnityEngine.SystemLanguage.Portuguese: return Language.PortuguesePortugal;
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case UnityEngine.SystemLanguage.Romanian: return Language.Romanian;
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case UnityEngine.SystemLanguage.Russian: return Language.Russian;
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case UnityEngine.SystemLanguage.SerboCroatian: return Language.SerboCroatian;
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case UnityEngine.SystemLanguage.Slovak: return Language.Slovak;
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case UnityEngine.SystemLanguage.Slovenian: return Language.Slovenian;
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case UnityEngine.SystemLanguage.Spanish: return Language.Spanish;
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case UnityEngine.SystemLanguage.Swedish: return Language.Swedish;
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case UnityEngine.SystemLanguage.Thai: return Language.Thai;
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case UnityEngine.SystemLanguage.Turkish: return Language.Turkish;
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case UnityEngine.SystemLanguage.Ukrainian: return Language.Ukrainian;
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case UnityEngine.SystemLanguage.Unknown: return Language.Unspecified;
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case UnityEngine.SystemLanguage.Vietnamese: return Language.Vietnamese;
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default: return Language.Unspecified;
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}
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}
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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 override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, object dictionaryAsset, object userData)
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{
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TextAsset dictionaryTextAsset = dictionaryAsset as TextAsset;
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if (dictionaryTextAsset != null)
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{
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if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
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{
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return localizationManager.ParseData(dictionaryTextAsset.bytes, userData);
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}
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else
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{
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return localizationManager.ParseData(dictionaryTextAsset.text, userData);
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}
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}
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Log.Warning("Dictionary asset '{0}' is invalid.", dictionaryAssetName);
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return false;
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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="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 override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, byte[] dictionaryBytes, int startIndex, int length, object userData)
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{
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if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
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{
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return localizationManager.ParseData(dictionaryBytes, startIndex, length, userData);
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}
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else
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{
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return localizationManager.ParseData(Utility.Converter.GetString(dictionaryBytes, startIndex, length), userData);
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}
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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="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 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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int position = 0;
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string dictionaryLineString = null;
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while ((dictionaryLineString = dictionaryString.ReadLine(ref position)) != null)
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{
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if (dictionaryLineString[0] == '#')
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{
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continue;
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}
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string[] splitedLine = dictionaryLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
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if (splitedLine.Length != ColumnCount)
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{
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Log.Warning("Can not parse dictionary line string '{0}' which column count is invalid.", dictionaryLineString);
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return false;
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}
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string dictionaryKey = splitedLine[1];
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string dictionaryValue = splitedLine[3];
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if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
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{
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Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
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return false;
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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 string with exception '{0}'.", exception);
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return false;
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}
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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="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 override bool ParseData(ILocalizationManager localizationManager, byte[] dictionaryBytes, int startIndex, int length, object userData)
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{
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try
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{
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using (MemoryStream memoryStream = new MemoryStream(dictionaryBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
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{
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string dictionaryKey = binaryReader.ReadString();
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string dictionaryValue = binaryReader.ReadString();
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if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
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{
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Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
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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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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 bytes with exception '{0}'.", exception);
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return false;
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}
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}
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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 override void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset)
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{
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m_ResourceComponent.UnloadAsset(dictionaryAsset);
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}
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private void Start()
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{
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m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
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if (m_ResourceComponent == null)
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{
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Log.Fatal("Resource component is invalid.");
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return;
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}
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}
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}
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}
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