コード例 #1
0
        private static async void Init()
        {
            _phrases = new Dictionary <string, Dictionary <string, string> >(0);
            ChangeLanguage(PlayerPrefs.GetString("JEngine.Core.Localization.language", CultureInfo.InstalledUICulture.Name));

            var file = (TextAsset)await AssetMgr.LoadAsync(CsvLoc, typeof(TextAsset));

            if (file == null)
            {
                Log.PrintError("Localization模块无效,因为没有获取到表格文件");
                return;
            }

            //获取全部行
            List <string> allRows = new List <string>(0);

            byte[]       array  = Encoding.UTF8.GetBytes(file.text);
            MemoryStream stream = new MemoryStream(array);
            StreamReader sr     = new StreamReader(stream, Encoding.Default);
            String       line;

            while ((line = sr.ReadLine()) != null)
            {
                allRows.Add(line);
            }
            sr.Close();

            string pattern = ",(?=(?:[^\\" + '"' + "]*\\" + '"' + "[^\\" + '"' + "]*\\" + '"' + ")*[^\\" + '"' + "]*$)";

            //获取语言
            var header = Regex.Split(allRows[0], pattern);

            for (int i = 1; i < header.Length; i++)
            {
                //某语言
                string lang = _getExactValue(header[i]).ToLower();
                //获取key和value
                Dictionary <string, string> p = new Dictionary <string, string>();
                for (int j = 1; j < allRows.Count; j++)
                {
                    //某一行
                    string row = allRows[j];
                    //切割
                    var cells = Regex.Split(row, pattern);
                    //添加key-value
                    p.Add(_getExactValue(cells[0]), _getExactValue(cells[i]));
                }
                //添加lang
                _phrases.Add(lang, p);
            }
        }
コード例 #2
0
ファイル: JResource.cs プロジェクト: ErQing/JEngine
        /// <summary>
        /// 异步并行加载热更资源(可加回调)
        /// Load hot update resource async but parallel (can add callback)
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <param name="callback"></param>
        /// <param name="mode"></param>
        public static async void LoadResAsync <T>(string path, Action <T> callback, MatchMode mode = MatchMode.AutoMatch) where T : UnityEngine.Object
        {
            var asset = await AssetMgr.LoadAsync(path, typeof(T));

            callback?.Invoke(asset as T);
        }