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UnityGameFramework
/
Scripts
/
Runtime
/
Localization
/
DefaultLocalizationHelper.cs
UnityGameFramework
/
Scripts
/
Runtime
/
Localization
/
DefaultLocalizationHelper.cs
DefaultLocalizationHelper.cs 11.63 KB
Copy Edit Raw Blame History
Jiang Yin authored 2019年01月24日 23:05 +08:00 . 修改 BinaryReader/Writer 的重载参数
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2019 Jiang Yin. All rights reserved.
// Homepage: http://gameframework.cn/
// Feedback: mailto:jiangyin@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Localization;
using System;
using System.IO;
using System.Text;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认本地化辅助器。
/// </summary>
public class DefaultLocalizationHelper : LocalizationHelperBase
{
private static readonly string[] RowSplitSeparator = new string[] { "\r\n", "\r", "\n" };
private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
private const int ColumnCount = 4;
private ResourceComponent m_ResourceComponent = null;
private ILocalizationManager m_LocalizationManager = null;
/// <summary>
/// 获取系统语言。
/// </summary>
public override Language SystemLanguage
{
get
{
switch (Application.systemLanguage)
{
case UnityEngine.SystemLanguage.Afrikaans: return Language.Afrikaans;
case UnityEngine.SystemLanguage.Arabic: return Language.Arabic;
case UnityEngine.SystemLanguage.Basque: return Language.Basque;
case UnityEngine.SystemLanguage.Belarusian: return Language.Belarusian;
case UnityEngine.SystemLanguage.Bulgarian: return Language.Bulgarian;
case UnityEngine.SystemLanguage.Catalan: return Language.Catalan;
case UnityEngine.SystemLanguage.Chinese: return Language.ChineseSimplified;
case UnityEngine.SystemLanguage.ChineseSimplified: return Language.ChineseSimplified;
case UnityEngine.SystemLanguage.ChineseTraditional: return Language.ChineseTraditional;
case UnityEngine.SystemLanguage.Czech: return Language.Czech;
case UnityEngine.SystemLanguage.Danish: return Language.Danish;
case UnityEngine.SystemLanguage.Dutch: return Language.Dutch;
case UnityEngine.SystemLanguage.English: return Language.English;
case UnityEngine.SystemLanguage.Estonian: return Language.Estonian;
case UnityEngine.SystemLanguage.Faroese: return Language.Faroese;
case UnityEngine.SystemLanguage.Finnish: return Language.Finnish;
case UnityEngine.SystemLanguage.French: return Language.French;
case UnityEngine.SystemLanguage.German: return Language.German;
case UnityEngine.SystemLanguage.Greek: return Language.Greek;
case UnityEngine.SystemLanguage.Hebrew: return Language.Hebrew;
case UnityEngine.SystemLanguage.Hungarian: return Language.Hungarian;
case UnityEngine.SystemLanguage.Icelandic: return Language.Icelandic;
case UnityEngine.SystemLanguage.Indonesian: return Language.Indonesian;
case UnityEngine.SystemLanguage.Italian: return Language.Italian;
case UnityEngine.SystemLanguage.Japanese: return Language.Japanese;
case UnityEngine.SystemLanguage.Korean: return Language.Korean;
case UnityEngine.SystemLanguage.Latvian: return Language.Latvian;
case UnityEngine.SystemLanguage.Lithuanian: return Language.Lithuanian;
case UnityEngine.SystemLanguage.Norwegian: return Language.Norwegian;
case UnityEngine.SystemLanguage.Polish: return Language.Polish;
case UnityEngine.SystemLanguage.Portuguese: return Language.PortuguesePortugal;
case UnityEngine.SystemLanguage.Romanian: return Language.Romanian;
case UnityEngine.SystemLanguage.Russian: return Language.Russian;
case UnityEngine.SystemLanguage.SerboCroatian: return Language.SerboCroatian;
case UnityEngine.SystemLanguage.Slovak: return Language.Slovak;
case UnityEngine.SystemLanguage.Slovenian: return Language.Slovenian;
case UnityEngine.SystemLanguage.Spanish: return Language.Spanish;
case UnityEngine.SystemLanguage.Swedish: return Language.Swedish;
case UnityEngine.SystemLanguage.Thai: return Language.Thai;
case UnityEngine.SystemLanguage.Turkish: return Language.Turkish;
case UnityEngine.SystemLanguage.Ukrainian: return Language.Ukrainian;
case UnityEngine.SystemLanguage.Unknown: return Language.Unspecified;
case UnityEngine.SystemLanguage.Vietnamese: return Language.Vietnamese;
default: return Language.Unspecified;
}
}
}
/// <summary>
/// 解析字典。
/// </summary>
/// <param name="text">要解析的字典文本。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否解析字典成功。</returns>
public override bool ParseDictionary(string text, object userData)
{
try
{
string[] rowTexts = text.Split(RowSplitSeparator, StringSplitOptions.None);
for (int i = 0; i < rowTexts.Length; i++)
{
if (rowTexts[i].Length <= 0 || rowTexts[i][0] == '#')
{
continue;
}
string[] splitLine = rowTexts[i].Split(ColumnSplitSeparator, StringSplitOptions.None);
if (splitLine.Length != ColumnCount)
{
Log.Warning("Can not parse dictionary '{0}'.", text);
return false;
}
string dictionaryName = splitLine[1];
string dictionaryValue = splitLine[3];
if (!AddRawString(dictionaryName, dictionaryValue))
{
Log.Warning("Can not add raw string with key '{0}' which may be invalid or duplicate.", dictionaryName);
return false;
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse dictionary '{0}' with exception '{1}'.", text, Utility.Text.Format("{0}\n{1}", exception.Message, exception.StackTrace));
return false;
}
}
/// <summary>
/// 解析字典。
/// </summary>
/// <param name="bytes">要解析的字典二进制流。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否解析字典成功。</returns>
public override bool ParseDictionary(byte[] bytes, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(bytes, false))
{
return ParseDictionary(memoryStream, userData);
}
}
/// <summary>
/// 解析字典。
/// </summary>
/// <param name="stream">要解析的字典二进制流。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否解析字典成功。</returns>
public override bool ParseDictionary(Stream stream, object userData)
{
try
{
using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8))
{
while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
{
string dictionaryName = binaryReader.ReadString();
string dictionaryValue = binaryReader.ReadString();
if (!AddRawString(dictionaryName, dictionaryValue))
{
Log.Warning("Can not add raw string with config name '{0}' which may be invalid or duplicate.", dictionaryName);
return false;
}
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse config with exception '{0}'.", Utility.Text.Format("{0}\n{1}", exception.Message, exception.StackTrace));
return false;
}
}
/// <summary>
/// 释放字典资源。
/// </summary>
/// <param name="dictionaryAsset">要释放的字典资源。</param>
public override void ReleaseDictionaryAsset(object dictionaryAsset)
{
m_ResourceComponent.UnloadAsset(dictionaryAsset);
}
/// <summary>
/// 加载字典。
/// </summary>
/// <param name="dictionaryName">字典名称。</param>
/// <param name="dictionaryAsset">字典资源。</param>
/// <param name="loadType">字典加载方式。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否加载成功。</returns>
protected override bool LoadDictionary(string dictionaryName, object dictionaryAsset, LoadType loadType, object userData)
{
TextAsset textAsset = dictionaryAsset as TextAsset;
if (textAsset == null)
{
Log.Warning("Dictionary asset '{0}' is invalid.", dictionaryName);
return false;
}
bool retVal = false;
switch (loadType)
{
case LoadType.Text:
retVal = m_LocalizationManager.ParseDictionary(textAsset.text, userData);
break;
case LoadType.Bytes:
retVal = m_LocalizationManager.ParseDictionary(textAsset.bytes, userData);
break;
case LoadType.Stream:
using (MemoryStream stream = new MemoryStream(textAsset.bytes, false))
{
retVal = m_LocalizationManager.ParseDictionary(stream, userData);
}
break;
default:
Log.Warning("Unknown load type.");
return false;
}
if (!retVal)
{
Log.Warning("Dictionary asset '{0}' parse failure.", dictionaryName);
}
return retVal;
}
/// <summary>
/// 增加字典。
/// </summary>
/// <param name="dictionaryKey">字典主键。</param>
/// <param name="dictionaryValue">字典内容。</param>
/// <returns>是否增加字典成功。</returns>
protected bool AddRawString(string dictionaryKey, string dictionaryValue)
{
return m_LocalizationManager.AddRawString(dictionaryKey, dictionaryValue);
}
private void Start()
{
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
if (m_ResourceComponent == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
m_LocalizationManager = GameFrameworkEntry.GetModule<ILocalizationManager>();
if (m_LocalizationManager == null)
{
Log.Fatal("Localization manager is invalid.");
return;
}
}
}
}
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