TextAutoLanguage2.cs 5.0 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. 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. textComp.fontSize = languageFontSize.fontSize;
  102. break;
  103. }
  104. }
  105. }
  106. //重置指定节点的布局
  107. if (layoutRebuildObject)
  108. {
  109. LayoutRebuilder.ForceRebuildLayoutImmediate(layoutRebuildObject);
  110. }
  111. } else {
  112. TextMeshProUGUI textMeshProUGUI = GetComponent<TextMeshProUGUI>();
  113. textMeshProUGUI.text = text;
  114. //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
  115. if (defaultFontSize == -1)
  116. { //首次记录组件的默认字体大小
  117. defaultFontSize = (int)textMeshProUGUI.fontSize;
  118. }
  119. else
  120. {
  121. textMeshProUGUI.fontSize = defaultFontSize;
  122. }
  123. if (languageFontSizes.Length > 0)
  124. {
  125. foreach (var languageFontSize in languageFontSizes)
  126. {
  127. if (languageFontSize.language == currentLanguageEnum)
  128. {
  129. textMeshProUGUI.fontSize = languageFontSize.fontSize;
  130. break;
  131. }
  132. }
  133. }
  134. }
  135. }
  136. public string GetTextKey()
  137. {
  138. return this.textKey;
  139. }
  140. public void ApplyToText()
  141. {
  142. SetTextKey(textKey);
  143. Text text = GetComponent<Text>();
  144. if(text) onApplyToNext?.Invoke(text);
  145. }
  146. public Action<Text> onApplyToNext;
  147. }
  148. [Serializable]
  149. public class LanguageFontSize {
  150. public LanguageEnum language;
  151. public int fontSize;
  152. }
  153. public enum LanguageEnum {
  154. Chinese, English
  155. }