void SelectLanguageGUI()
    {
        GUILayout.BeginHorizontal();
        currentLanguage = EditorDrawGUIUtil.DrawPopup("当前语言", currentLanguage, config.gameExistLanguages, (lan) =>
        {
            if (!string.IsNullOrEmpty(selectFullFileName))
            {
                currentFileDataTable = LanguageDataUtils.LoadFileData(lan, selectFullFileName);
            }
            Debug.Log("切换到:" + lan);
            LanguageManager.SetLanguage(lan);
        });
        if (currentLanguage == SystemLanguage.Chinese)
        {
            currentLanguage = SystemLanguage.ChineseSimplified;
        }

        if (GUILayout.Button("加载上一次保存"))
        {
            DataManager.CleanCache();
            LanguageManager.IsInit = false;
            GlobalEvent.DispatchEvent(EditorEvent.LanguageDataEditorChange);
            currentFileDataTable = LanguageDataUtils.LoadFileData(currentLanguage, selectFullFileName);
            GUI.FocusControl("");
        }
        if (GUILayout.Button("检查修复多语言完整性"))
        {
            CheckAllLanguageFileIntact();
        }
        GUILayout.EndHorizontal();
    }
 private void CreateNewLangusge(SystemLanguage lan)
 {
     if (config == null)
     {
         config = new LanguageSettingConfig();
     }
     if (config.defaultLanguage == SystemLanguage.Unknown)
     {
         config.defaultLanguage = lan;
         config.gameExistLanguages.Add(lan);
         currentLanguage = lan;
     }
     else
     {
         foreach (var item in s_languageFullKeyFileNameList)
         {
             DataTable dt = LanguageDataUtils.LoadFileData(config.defaultLanguage, item);
             Dictionary<string, string> dic = new Dictionary<string, string>();
             foreach (var id in dt.TableIDs)
             {
                 dic.Add(id, "");
             }
             CreateLanguageNewFile(lan, item, dic);
         }
     }
     SaveData();
     AssetDatabase.Refresh();
     Init();
 }
示例#3
0
 private static DataTable LoadDataTable(SystemLanguage language, string fullFileName)
 {
     if (Application.isPlaying)
     {
         string    name = GetLanguageDataName(language, fullFileName);
         TextAsset text = ResourceManager.Load <TextAsset>(name);
         if (text == null)
         {
             Debug.LogError("Error: no Language file :" + name);
             return(null);
         }
         if (loadTextFileTimesDic.ContainsKey(name))
         {
             loadTextFileTimesDic[name]++;
         }
         else
         {
             loadTextFileTimesDic.Add(name, 1);
         }
         DataTable data = DataTable.Analysis(text.text);
         return(data);
     }
     else
     {
         return(LanguageDataUtils.LoadFileData(language, fullFileName));
     }
 }
    private void Init()
    {
        win = this;
       config= LanguageDataUtils.LoadEditorConfig();

        if(config == null)
        {
            return;
        }

        if (!config.gameExistLanguages.Contains(currentLanguage))
        {
            currentLanguage = config.defaultLanguage;
        }
        s_languageFullKeyFileNameList= LanguageDataEditorUtils.LoadLangusgeAllFileNames(currentLanguage);
        if (!string.IsNullOrEmpty(selectFullFileName))
        {
            currentFileDataTable = LanguageDataUtils.LoadFileData(currentLanguage, selectFullFileName);
        }
        if (treeViewState == null)
            treeViewState = new TreeViewState();

        treeView = new FolderTreeView(treeViewState);

        treeView.SetData(s_languageFullKeyFileNameList);
        treeView.dblclickItemCallBack = ModuleFileDblclickItemCallBack;
        treeView.selectCallBack = ModuleFileFolderSelectCallBack;
    }
    /// <summary>
    /// 检查修复多语言完整性
    /// </summary>
    private void CheckAllLanguageFileIntact()
    {
        List <string> defaultFullKeyNameList = LanguageDataEditorUtils.LoadLangusgeAllFileNames(config.defaultLanguage);
        StringBuilder logBuider = new StringBuilder();

        logBuider.Append("开始修复多语言完整....\n");
        logBuider.Append("基准语言:" + config.defaultLanguage + "\n");

        foreach (var nowLan in config.gameExistLanguages)
        {
            if (nowLan == config.defaultLanguage)
            {
                continue;
            }
            logBuider.Append("开始检查语言:" + nowLan + "\n");
            List <string> nowFullKeyNameList = LanguageDataEditorUtils.LoadLangusgeAllFileNames(nowLan);
            foreach (var fullKeyFileName in defaultFullKeyNameList)
            {
                DataTable dt = LanguageDataUtils.LoadFileData(config.defaultLanguage, fullKeyFileName);
                if (!nowFullKeyNameList.Contains(fullKeyFileName))
                {
                    Dictionary <string, string> dic = new Dictionary <string, string>();
                    foreach (var id in dt.TableIDs)
                    {
                        dic.Add(id, "");
                    }
                    CreateLanguageNewFile(nowLan, fullKeyFileName, dic);

                    logBuider.Append(nowLan + "缺少文件:" + fullKeyFileName + " 已添加!\n");
                }
                else
                {
                    DataTable     nowDT   = LanguageDataUtils.LoadFileData(nowLan, fullKeyFileName);
                    List <string> addKeys = new List <string>();
                    foreach (var id in dt.TableIDs)
                    {
                        if (!nowDT.TableIDs.Contains(id))
                        {
                            addKeys.Add(id);
                        }
                    }
                    AddNewKey(nowLan, fullKeyFileName, addKeys.ToArray());
                    if (addKeys.Count > 0)
                    {
                        logBuider.Append(nowLan + "=>" + fullKeyFileName + "缺少字段:\n");
                        foreach (var item in addKeys)
                        {
                            logBuider.Append("\t" + item + "\n");
                        }
                        logBuider.Append("\n");
                    }
                }
            }
        }
        logBuider.Append("多语言完整性修复完成!\n");
        AssetDatabase.Refresh();
        Debug.Log(logBuider.ToString());
        ShowNotification(new GUIContent("修复完成"));
    }
    /// <summary>
    /// 模块文件中双击操作,选择文件
    /// </summary>
    /// <param name="t"></param>
    private void ModuleFileDblclickItemCallBack(FolderTreeViewItem t)
    {
        if (t.isDirectory)
            return;

        selectFullFileName = t.fullPath;
        currentFileDataTable = LanguageDataUtils.LoadFileData(currentLanguage, selectFullFileName);
        toolbarOption = 1;
    }
 private void DeleteKey(string fullKeyFileName, string key)
 {
     foreach (var language in config.gameExistLanguages)
     {
         DataTable data = LanguageDataUtils. LoadFileData(language, fullKeyFileName);
         data.RemoveData(key);
         LanguageDataEditorUtils.SaveData(language, fullKeyFileName, data);
     }
 }
    void SaveData()
    {
        LanguageDataUtils. SaveEditorConfig(config);
        LanguageDataEditorUtils.SaveData(currentLanguage, selectFullFileName, currentFileDataTable);

        LanguageManager.IsInit = false;

        LanguageManager.Release();
        GlobalEvent.DispatchEvent(EditorEvent.LanguageDataEditorChange);
    }
    /// <summary>
    /// 获取某种语言的多语言值
    /// </summary>
    /// <param name="language"></param>
    /// <param name="fullFileName">"/"格式的文件名</param>
    /// <param name="key"></param>
    /// <returns></returns>
    private string GetLanguageValue(SystemLanguage language, string fullFileName, string key)
    {
        DataTable data = LanguageDataUtils.LoadFileData(language, fullFileName);

        if (data.ContainsKey(key) && data[key].ContainsKey(LanguageManager.c_valueKey))
        {
            return(data[key][LanguageManager.c_valueKey]);
        }

        return("");
    }
示例#10
0
    public static void Init()
    {
        //Debug.Log("1 当前语言: " + Application.systemLanguage + " isInit " + isInit);

        if (!isInit)
        {
            isInit = true;

            config = LanguageDataUtils.LoadEditorConfig();
            SetLanguage(ApplicationManager.Langguage);
        }
    }
    void SaveData()
    {
        LanguageDataUtils.SaveEditorConfig(config);
        LanguageDataEditorUtils.SaveData(currentLanguage, selectFullFileName, currentFileDataTable);



        LanguageManager.Release();
        LanguageManager.SetLanguage(currentLanguage);

        GlobalEvent.DispatchEvent(EditorEvent.LanguageDataEditorChange);
        UnityEditor.AssetDatabase.Refresh();
    }
    private void AddNewKey(string fullKeyFileName, string key)
    {
        foreach (var language in config.gameExistLanguages)
        {
            DataTable data = LanguageDataUtils.LoadFileData(language, fullKeyFileName);
            SingleData sd = new SingleData();
            sd.Add(LanguageManager.c_mainKey, key);
            sd.Add(LanguageManager.c_valueKey, "");
            data.AddData(sd);

            LanguageDataEditorUtils.SaveData(language, fullKeyFileName, data);
        }
    }
    void EditorLanguageModuleFileGUI()
    {
        GUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("▲多语言模块列表(双击选择文件)");
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("新增模块", GUILayout.Width(70)))
        {
            AddLanguageModelGUI();
        }
        GUILayout.EndHorizontal();
        GUILayout.Space(9);
        GUIStyle style = "box";

        if (!string.IsNullOrEmpty(selectItemFullName))
        {
            style = "U2D.createRect";
        }
        GUILayout.BeginHorizontal(style);
        GUILayout.Label("选择的文件:" + selectItemFullName);
        if (!string.IsNullOrEmpty(selectItemFullName))
        {
            if (GUILayout.Button("删除", GUILayout.Width(40)))
            {
                if (EditorUtility.DisplayDialog("提示", "确定删除 :" + selectItemFullName, "OK", "Cancel"))
                {
                    if (selectItemFullName == selectFullFileName)
                    {
                        selectFullFileName = "";
                    }
                    s_languageFullKeyFileNameList.Remove(selectItemFullName);


                    foreach (var lan in config.gameExistLanguages)
                    {
                        string path = LanguageDataUtils.GetLanguageSavePath(lan, selectItemFullName);
                        FileUtils.DeleteFile(path);
                    }
                    // SaveData();
                    AssetDatabase.Refresh();
                    selectItemFullName = "";
                    OnEnable();
                }
            }
        }
        GUILayout.EndHorizontal();
        GUILayout.Space(8);
        Rect rect = GUILayoutUtility.GetRect(0, 100000, 0, 100000);

        treeView.OnGUI(rect);
    }
示例#14
0
    public static void Init()
    {
        //Debug.Log("1 当前语言: " + Application.systemLanguage + " isInit " + isInit);

        if (!isInit)
        {
            isInit = true;
            if (config == null)
            {
                config = LanguageDataUtils.LoadRuntimeConfig();
            }
            SetLanguage(ApplicationManager.Langguage);
        }
    }
    public static List <string> GetLanguageAllFunKeyList()
    {
        List <string>         list        = new List <string>();
        LanguageSettingConfig config      = LanguageDataUtils.LoadEditorConfig();
        List <string>         allFilePath = LoadLangusgeAllFileNames(config.defaultLanguage);

        foreach (var item in allFilePath)
        {
            DataTable data = LanguageDataUtils.LoadFileData(config.defaultLanguage, item);
            foreach (var key in data.TableIDs)
            {
                list.Add(item + "/" + key);
            }
        }
        return(list);
    }
示例#16
0
 public static void Init()
 {
     if (!isInit)
     {
         isInit = true;
         if (config == null)
         {
             config = LanguageDataUtils.LoadRuntimeConfig();
         }
         if (config == null)
         {
             return;
         }
         s_currentLanguage = SetConfig();
         Debug.Log("使用语言:" + s_currentLanguage);
     }
 }
示例#17
0
    public static void Init()
    {
        //Debug.Log("1 当前语言: " + Application.systemLanguage + " isInit " + isInit);

        if (!isInit)
        {
            isInit = true;
            if (config == null)
            {
                config = LanguageDataUtils.LoadRuntimeConfig();
            }
            if (config == null)
            {
                return;
            }
            s_currentLanguage = SetConfig();
            Debug.Log("使用语言:" + s_currentLanguage);
            // SetLanguage(SetConfig());
        }
    }
 private void CreateNewLangusge(SystemLanguage lan)
 {
     if (config.defaultLanguage == SystemLanguage.Unknown)
     {
         config.defaultLanguage = lan;
         currentLanguage        = lan;
     }
     else
     {
         foreach (var item in s_languageFullKeyFileNameList)
         {
             DataTable dt = LanguageDataUtils.LoadFileData(config.defaultLanguage, item);
             Dictionary <string, string> dic = new Dictionary <string, string>();
             foreach (var id in dt.TableIDs)
             {
                 dic.Add(id, "");
             }
             CreateLanguageNewFile(lan, item, dic);
         }
     }
 }
    void SelectLanguageGUI()
    {
        GUILayout.BeginHorizontal();
        currentLanguage = EditorDrawGUIUtil.DrawPopup("当前语言", currentLanguage, config.gameExistLanguages, (lan) =>
           {

           });
        if (currentLanguage == SystemLanguage.Chinese)
            currentLanguage = SystemLanguage.ChineseSimplified;

        if (GUILayout.Button("加载上一次保存"))
        {

            DataManager.CleanCache();
            LanguageManager.IsInit = false;
            GlobalEvent.DispatchEvent(EditorEvent.LanguageDataEditorChange);
            currentFileDataTable = LanguageDataUtils.LoadFileData(currentLanguage, selectFullFileName);
            GUI.FocusControl("");
        }
        GUILayout.EndHorizontal();
    }
    private void SearchValueGUI()
    {
        searchValue = EditorDrawGUIUtil.DrawSearchField(searchValue);

        if (!string.IsNullOrEmpty(searchValue))
        {
            if (searchValue.Contains("/"))
            {
                string[] tempV      = searchValue.Split('/');
                string   key        = tempV[tempV.Length - 1];
                int      indexEnd   = searchValue.LastIndexOf("/");
                string   moduleName = searchValue.Remove(indexEnd);
                if (s_languageFullKeyFileNameList.Contains(moduleName))
                {
                    if (selectFullFileName != moduleName)
                    {
                        selectFullFileName = moduleName;
                        Debug.Log("moduleName :" + moduleName);
                        currentFileDataTable = LanguageDataUtils.LoadFileData(currentLanguage, selectFullFileName);
                        Debug.Log("currentFileDataTable :" + currentFileDataTable);
                        Debug.Log("  keys:" + currentFileDataTable.TableIDs.Count);
                    }
                    searchKey = key;
                }
                else
                {
                    selectFullFileName = "";
                    searchKey          = "";
                }
            }
            else
            {
                searchKey = searchValue;
            }
        }
        else
        {
            searchKey = "";
        }
    }
示例#21
0
    void MergeLanguage(string path, SystemLanguage language)
    {
        Debug.Log("MergeLanguage " + path);

        string languageKey = FileTool.GetFileNameByPath(FileTool.RemoveExpandName(path)).Replace(LanguageManager.c_DataFilePrefix + language + "_", "").Replace("_", "/");

        Debug.Log("languageKey " + languageKey);

        string    content     = ResourceIOTool.ReadStringByFile(path);
        DataTable aimLanguage = DataTable.Analysis(content);

        DataTable localLanguage = LanguageDataUtils.LoadFileData(language, languageKey);

        foreach (var key in aimLanguage.TableIDs)
        {
            string value = aimLanguage[key].GetString(LanguageManager.c_valueKey);

            SingleData sd = new SingleData();
            sd.Add(LanguageManager.c_mainKey, key);
            sd.Add(LanguageManager.c_valueKey, value);

            if (!localLanguage.TableIDs.Contains(key))
            {
                Debug.Log("新增字段 " + key + " -> " + value);
                localLanguage.AddData(sd);
            }
            else
            {
                if (localLanguage[key].GetString(LanguageManager.c_valueKey) != value)
                {
                    Debug.Log("更新字段 key" + key + " Value >" + localLanguage[key].GetString(LanguageManager.c_valueKey) + "< newValue >" + value + "<");
                    localLanguage[key] = sd;
                }
            }
        }

        LanguageDataEditorUtils.SaveData(language, languageKey, localLanguage);
    }
    private void AddNewKey(SystemLanguage language, string fullKeyFileName, string[] keys)
    {
        if (keys == null || keys.Length == 0)
        {
            return;
        }
        DataTable data = LanguageDataUtils.LoadFileData(language, fullKeyFileName);

        foreach (var key in keys)
        {
            if (data.ContainsKey(key))
            {
                continue;
            }
            SingleData sd = new SingleData();
            sd.Add(LanguageManager.c_mainKey, key);
            sd.Add(LanguageManager.c_valueKey, "");
            data.AddData(sd);
        }
        LanguageDataEditorUtils.SaveData(language, fullKeyFileName, data);

        UnityEditor.AssetDatabase.Refresh();
    }