TextAutoLanguage2.cs 5.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using Newtonsoft.Json;
  6. using TMPro;
  7. /* 自定义多语言组件-2代 */
  8. public class TextAutoLanguage2 : MonoBehaviour
  9. {
  10. [SerializeField] string textKey;
  11. [SerializeField] RectTransform layoutRebuildObject;
  12. static LanguageEnum currentLanguageEnum = LanguageEnum.Chinese;
  13. static Dictionary<string, string> languageDictionary = null;
  14. static HashSet<TextAutoLanguage2> textAutoLanguages = new HashSet<TextAutoLanguage2>();
  15. public object[] textFormatArgs = {};
  16. [SerializeField] LanguageFontSize[] languageFontSizes = {};
  17. private static bool inited = false;
  18. // 语言变更后的事件
  19. public static event Action<LanguageEnum> OnLanguageChanged;
  20. public static void Init()
  21. {
  22. if (inited) return;
  23. inited = true;
  24. int id = PlayerPrefs.GetInt("Language", 0);
  25. ChangeLanguage((LanguageEnum) id);
  26. }
  27. public static void ChangeLanguage(LanguageEnum languageEnum)
  28. {
  29. string fileName = "cn";
  30. if (languageEnum == LanguageEnum.English)
  31. {
  32. fileName = "en";
  33. }
  34. else if (languageEnum == LanguageEnum.Japan) {
  35. fileName = "Japan";
  36. }
  37. languageDictionary = JsonConvert.DeserializeObject<Dictionary<string, string>>(Resources.Load<TextAsset>("TextAutoLanguage2/" + fileName).text);
  38. currentLanguageEnum = languageEnum;
  39. PlayerPrefs.SetInt("Language", ((int)languageEnum));
  40. foreach (var textAutoLanguage in textAutoLanguages)
  41. {
  42. try {
  43. textAutoLanguage.ApplyToText();
  44. } catch (Exception e) { Debug.LogError(e.Message); }
  45. }
  46. // 触发语言变更的事件
  47. OnLanguageChanged?.Invoke(languageEnum);
  48. }
  49. public static LanguageEnum GetLanguage()
  50. {
  51. Init();
  52. return currentLanguageEnum;
  53. }
  54. public static string GetTextByKey(string textKey) {
  55. Init();
  56. return languageDictionary[textKey];
  57. }
  58. public static string GetTextByCNKey(string textKey) {
  59. Init();
  60. if (currentLanguageEnum == LanguageEnum.Chinese) {
  61. return textKey;
  62. }
  63. string resText = null;
  64. languageDictionary.TryGetValue(textKey, out resText);
  65. if (resText == null) {
  66. return textKey;
  67. }
  68. return resText;
  69. }
  70. void Awake()
  71. {
  72. Init();
  73. }
  74. void Start()
  75. {
  76. textAutoLanguages.Add(this);
  77. ApplyToText();
  78. }
  79. void OnDestroy()
  80. {
  81. textAutoLanguages.Remove(this);
  82. }
  83. /**记录组件的默认字体大小 */
  84. private int defaultFontSize = -1;
  85. public void SetTextKey(string textKey)
  86. {
  87. this.textKey = textKey;
  88. string text = languageDictionary[textKey];
  89. if (textFormatArgs.Length > 0)
  90. {
  91. text = String.Format(text, textFormatArgs);
  92. }
  93. Text textComp = GetComponent<Text>();
  94. if (textComp != null) {
  95. textComp.text = text;
  96. //如果有指定当前语言的字体大小,就更新字体大小,否则恢复默认字体大小
  97. if (defaultFontSize == -1)
  98. { //首次记录组件的默认字体大小
  99. defaultFontSize = textComp.fontSize;
  100. }
  101. else
  102. {
  103. textComp.fontSize = defaultFontSize;
  104. }
  105. if (languageFontSizes.Length > 0)
  106. {
  107. foreach (var languageFontSize in languageFontSizes)
  108. {
  109. if (languageFontSize.language == currentLanguageEnum)
  110. {
  111. if(languageFontSize.fontSize > 0) textComp.fontSize = languageFontSize.fontSize;
  112. if(languageFontSize.lineSpacing > 0) textComp.lineSpacing = languageFontSize.lineSpacing;
  113. break;
  114. }
  115. }
  116. }
  117. //重置指定节点的布局
  118. if (layoutRebuildObject)
  119. {
  120. LayoutRebuilder.ForceRebuildLayoutImmediate(layoutRebuildObject);
  121. }
  122. } else {
  123. TextMeshProUGUI textMeshProUGUI = GetComponent<TextMeshProUGUI>();
  124. textMeshProUGUI.text = text;
  125. //如果是中文,设置一个间距
  126. //if (currentLanguageEnum == LanguageEnum.Chinese)
  127. //{
  128. // textMeshProUGUI.lineSpacing = 31;
  129. //}
  130. //如果有指定当前语言的字体大小,就更新字体大小,否则恢复默认字体大小
  131. if (defaultFontSize == -1)
  132. { //首次记录组件的默认字体大小
  133. defaultFontSize = (int)textMeshProUGUI.fontSize;
  134. }
  135. else
  136. {
  137. textMeshProUGUI.fontSize = defaultFontSize;
  138. }
  139. if (languageFontSizes.Length > 0)
  140. {
  141. foreach (var languageFontSize in languageFontSizes)
  142. {
  143. if (languageFontSize.language == currentLanguageEnum)
  144. {
  145. if(languageFontSize.fontSize >0) textMeshProUGUI.fontSize = languageFontSize.fontSize;
  146. if (languageFontSize.lineSpacing > 0) textMeshProUGUI.lineSpacing = languageFontSize.lineSpacing;
  147. break;
  148. }
  149. }
  150. }
  151. }
  152. }
  153. public string GetTextKey()
  154. {
  155. return this.textKey;
  156. }
  157. public void ApplyToText()
  158. {
  159. SetTextKey(textKey);
  160. Text text = GetComponent<Text>();
  161. if(text) onApplyToNext?.Invoke(text);
  162. }
  163. public Action<Text> onApplyToNext;
  164. }
  165. [Serializable]
  166. public class LanguageFontSize {
  167. public LanguageEnum language;
  168. public int fontSize;
  169. public float lineSpacing;
  170. }
  171. public enum LanguageEnum {
  172. Chinese, English, Japan
  173. }