TextAutoLanguage2.cs 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179
  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. public static void Init()
  19. {
  20. if (inited) return;
  21. inited = true;
  22. int id = PlayerPrefs.GetInt("Language", 0);
  23. ChangeLanguage((LanguageEnum) id);
  24. }
  25. public static void ChangeLanguage(LanguageEnum languageEnum)
  26. {
  27. string fileName = "cn";
  28. if (languageEnum == LanguageEnum.English) fileName = "en";
  29. languageDictionary = JsonConvert.DeserializeObject<Dictionary<string, string>>(Resources.Load<TextAsset>("TextAutoLanguage2/" + fileName).text);
  30. currentLanguageEnum = languageEnum;
  31. PlayerPrefs.SetInt("Language", ((int)languageEnum));
  32. foreach (var textAutoLanguage in textAutoLanguages)
  33. {
  34. try {
  35. textAutoLanguage.ApplyToText();
  36. } catch (Exception e) { Debug.LogError(e.Message); }
  37. }
  38. }
  39. public static LanguageEnum GetLanguage()
  40. {
  41. Init();
  42. return currentLanguageEnum;
  43. }
  44. public static string GetTextByKey(string textKey) {
  45. Init();
  46. return languageDictionary[textKey];
  47. }
  48. public static string GetTextByCNKey(string textKey) {
  49. Init();
  50. if (currentLanguageEnum == LanguageEnum.Chinese) {
  51. return textKey;
  52. }
  53. string resText = null;
  54. languageDictionary.TryGetValue(textKey, out resText);
  55. if (resText == null) {
  56. return textKey;
  57. }
  58. return resText;
  59. }
  60. void Awake()
  61. {
  62. Init();
  63. }
  64. void Start()
  65. {
  66. textAutoLanguages.Add(this);
  67. ApplyToText();
  68. }
  69. void OnDestroy()
  70. {
  71. textAutoLanguages.Remove(this);
  72. }
  73. /**记录组件的默认字体大小 */
  74. private int defaultFontSize = -1;
  75. public void SetTextKey(string textKey)
  76. {
  77. this.textKey = textKey;
  78. string text = languageDictionary[textKey];
  79. if (textFormatArgs.Length > 0)
  80. {
  81. text = String.Format(text, textFormatArgs);
  82. }
  83. Text textComp = GetComponent<Text>();
  84. if (textComp != null) {
  85. textComp.text = text;
  86. //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
  87. if (defaultFontSize == -1)
  88. { //首次记录组件的默认字体大小
  89. defaultFontSize = textComp.fontSize;
  90. }
  91. else
  92. {
  93. textComp.fontSize = defaultFontSize;
  94. }
  95. if (languageFontSizes.Length > 0)
  96. {
  97. foreach (var languageFontSize in languageFontSizes)
  98. {
  99. if (languageFontSize.language == currentLanguageEnum)
  100. {
  101. if(languageFontSize.fontSize > 0) textComp.fontSize = languageFontSize.fontSize;
  102. if(languageFontSize.lineSpacing > 0) textComp.lineSpacing = languageFontSize.lineSpacing;
  103. break;
  104. }
  105. }
  106. }
  107. //重置指定节点的布局
  108. if (layoutRebuildObject)
  109. {
  110. LayoutRebuilder.ForceRebuildLayoutImmediate(layoutRebuildObject);
  111. }
  112. } else {
  113. TextMeshProUGUI textMeshProUGUI = GetComponent<TextMeshProUGUI>();
  114. textMeshProUGUI.text = text;
  115. //如果是中文,设置一个间距
  116. //if (currentLanguageEnum == LanguageEnum.Chinese)
  117. //{
  118. // textMeshProUGUI.lineSpacing = 31;
  119. //}
  120. //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
  121. if (defaultFontSize == -1)
  122. { //首次记录组件的默认字体大小
  123. defaultFontSize = (int)textMeshProUGUI.fontSize;
  124. }
  125. else
  126. {
  127. textMeshProUGUI.fontSize = defaultFontSize;
  128. }
  129. if (languageFontSizes.Length > 0)
  130. {
  131. foreach (var languageFontSize in languageFontSizes)
  132. {
  133. if (languageFontSize.language == currentLanguageEnum)
  134. {
  135. if(languageFontSize.fontSize >0) textMeshProUGUI.fontSize = languageFontSize.fontSize;
  136. if (languageFontSize.lineSpacing > 0) textMeshProUGUI.lineSpacing = languageFontSize.lineSpacing;
  137. break;
  138. }
  139. }
  140. }
  141. }
  142. }
  143. public string GetTextKey()
  144. {
  145. return this.textKey;
  146. }
  147. public void ApplyToText()
  148. {
  149. SetTextKey(textKey);
  150. Text text = GetComponent<Text>();
  151. if(text) onApplyToNext?.Invoke(text);
  152. }
  153. public Action<Text> onApplyToNext;
  154. }
  155. [Serializable]
  156. public class LanguageFontSize {
  157. public LanguageEnum language;
  158. public int fontSize;
  159. public float lineSpacing;
  160. }
  161. public enum LanguageEnum {
  162. Chinese, English
  163. }