Example #1
0
        private static void GetAllUITextLocalizations(UnityEditor.MenuCommand cmd)
        {
            UITextLocalizationManager current = cmd.context as UITextLocalizationManager;

            if (current == null)
            {
                Debug.LogError("统计失败!");
                return;
            }

            current.GetAllUITextLocalizations();
            Debug.Log("统计所有的Text本地化组件完成!");
        }
Example #2
0
        /// <summary>
        /// 生成配置文件关键字
        /// </summary>
        private void GenConfigKey()
        {
            UITextLocalizationManager textLocalizationMgr = gameObject.GetComponentInParent <UITextLocalizationManager>();
            Transform tfRoot = textLocalizationMgr == null ? transform.root : textLocalizationMgr.transform;

            //fileName = tfRoot.name;

            key = transform.name;
            Transform tfParent = transform.parent;

            while (tfParent != null && tfParent != tfRoot.parent)
            {
                key      = tfParent.name + "/" + key;
                tfParent = tfParent.parent;
            }
        }
Example #3
0
        private static void GenTextLocalizationByAppend(UnityEditor.MenuCommand cmd)
        {
            UITextLocalizationManager current = cmd.context as UITextLocalizationManager;

            if (current == null)
            {
                Debug.LogError("生成失败!");
                return;
            }

            GameObject goSelected = current.gameObject;
            List <TMPro.TextMeshProUGUI> textMeshes = new List <TMPro.TextMeshProUGUI>();

            goSelected.GetComponentsInChildren <TMPro.TextMeshProUGUI>(true, textMeshes);
            textMeshes = textMeshes.Where((textMesh) =>
            {
                if (textMesh.tag == "TMPro.TextMeshProUGUI" || textMesh.tag == "TextIngnoreLocalization")     //动态文本不处理
                {
                    return(false);
                }
                if (string.IsNullOrEmpty(textMesh.text))     //空文本不处理
                {
                    return(false);
                }
                float result;
                if (float.TryParse(textMesh.text, out result))     //数字不处理
                {
                    return(false);
                }
                return(true);
            }).ToList();

            if (textMeshes.Count == 0)
            {
                Debug.Log("没有Text组件需要本地化!");
                DestroyImmediate(current);
                return;
            }

            string fileName = goSelected.name;
            string filePath = EditorUtility.SaveFilePanel("生成Text组件本地化脚本", Application.dataPath + "/Resources/Localization/cn/UIStatic", fileName + ".txt", "txt");

            if (string.IsNullOrEmpty(filePath))
            {
                Debug.Log("已取消Text组件需要本地化!");
                return;
            }
            fileName = Path.GetFileNameWithoutExtension(filePath);

            foreach (var obj in System.Enum.GetValues(typeof(LocalizationManager.LanguageType)))
            {
                LocalizationManager.LanguageType languageType = (LocalizationManager.LanguageType)obj;
                string languageName = obj.ToString();

                filePath = string.Format("{0}/Resources/Localization/{1}/UIStatic/{2}.txt", Application.dataPath, languageName, fileName);
                JsonData jsonData = new JsonData();
                if (File.Exists(filePath))
                {
                    jsonData = JsonMapper.ToObject(Resources.Load <TextAsset>(string.Format("Localization/{0}/UIStatic/{1}", languageName, fileName)).text);
                }


                foreach (TMPro.TextMeshProUGUI textMesh in textMeshes)
                {
                    UITextLocalization textLocalization = textMesh.gameObject.GetComponent <UITextLocalization>();
                    if (textLocalization == null)
                    {
                        textLocalization = textMesh.gameObject.AddComponent <UITextLocalization>();
                    }
                    else
                    {
                        textLocalization.Reset();
                    }
                    textLocalization.fileName = fileName;

                    //if (isExitFile && jsonData.Contains(textLocalization.key))
                    //    continue;
                    if (jsonData.Contains(textLocalization.key))
                    {
                        continue;
                    }

                    string value = textMesh.text;
                    if (languageType != LocalizationManager.LanguageType.cn)
                    {
                        value += string.Format("({0})", languageName);
                    }
                    jsonData[textLocalization.key] = value;
                }

                StringBuilder sb = new StringBuilder();
                sb.Append("{\n");
                int dex = 0;
                foreach (string key in jsonData.Keys)
                {
                    if (dex == 0)
                    {
                        sb.Append(string.Format("\"{0}\":\"{1}\"\n", key, jsonData[key]));
                    }
                    else
                    {
                        sb.Append(string.Format("\"{0}\":\"{1}\",\n", key, jsonData[key]));
                    }
                }
                sb.Append("}");

                StreamWriter sw = new StreamWriter(filePath, false, Encoding.UTF8);
                sw.Write(sb.ToString());
                sw.Flush();
                sw.Close();
            }

            current.GetAllUITextLocalizations();
            AssetDatabase.Refresh();
            Debug.Log("生成Text组件本地化脚本完成!");
        }