Unity:语言国际化实现

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Json格式的语言包:

[
  {
    "id": "TXT_NAME",
    "Chinese": "名字",
    "English": "Name"
  },
  {
    "id": "IMG_GEM",
    "Chinese": "Net://https://www.nvsay.com/uploads/allimg/161111/177-1611111436450-L.jpg",
    "English": "Net://https://img.mp.sohu.com/upload/20170621/23117ec121394e2584f0dcc617fc0f75_th.png"
  },
  {
    "id": "IMG_GBT",
    "Chinese": "Res://Imgs/001",
    "English": "Res://Imgs/003"
  },
  {
    "id": "IMG_HHL",
    "Chinese": "Imgs/002",
    "English": "Imgs/004"
  },
  {
    "id": "IMG_TT",
    "Chinese": "AB://AssetBundles/imgs|001",
    "English": "AB://AssetBundles/imgs|002"
  }
]

需要进行国际化的UI脚本基类 :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public abstract class UILocalization<T> : MonoBehaviour where T : Component
{
    [SerializeField]
    protected T m_Target;
    [SerializeField]
    protected string m_Key;
    // 替换参数
    protected object[] m_Args = null;

    // 设置键
    public virtual void SetKey(string key,params object[] args)
    {
        if (key != m_Key)
        {
            m_Key = key;
            m_Args = args;
            OnChange();
        }
    }

    public void OnChange()
    {
        if (!string.IsNullOrEmpty(m_Key) && m_Target != null)
        {
            RefreshShow();
        }
        m_Args = null;
    }

    // 刷新显示
    protected abstract void RefreshShow();

    protected virtual void Start()
    {
        LocalizationManager.Instance.Register(OnChange);
        OnChange();
    }

    // 获取本地化数据
    protected string GetLocalizationData()
    {
        string data = LocalizationManager.Instance.GetLocalizationData(m_Key);
        if (m_Args.IsNotNull() && m_Args.Length > 0)
        {
            return string.Format(data, m_Args);
        }
        return data;
    }

    // 获取组件
    protected virtual void OnValidate()
    {
        if (m_Target == null)
            m_Target = GetComponent<T>();
    }

    protected virtual void OnDestroy()
    {
        LocalizationManager.Instance.Unregister(OnChange);
    }
}

文本脚本: 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TextLocalization : UILocalization<Text>
{
    protected override void RefreshShow()
    {
        m_Target.text = GetLocalizationData();
    }
}

图片脚本: 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ImageLocalization : UILocalization<Image>
{
    public enum SrcMode
    {
        // 自动通过配置表中的url识别
        Auto = 0,
        // Resources方式加载
        Resources,
        // AB包加载
        AssetBundle,
        // 网络加载
        Net,
    }

    [SerializeField]
    protected SrcMode m_SrcMode = SrcMode.Auto;

    protected override void RefreshShow()
    {
        string url = GetLocalizationData();

        switch (m_SrcMode)
        {
            case SrcMode.Auto:
                LoadAuto(url, m_Target);
                break;
            case SrcMode.Resources:
                StartCoroutine(LoadRes(url, m_Target));
                break;
            case SrcMode.AssetBundle:
                StartCoroutine(LoadAB(url, m_Target));
                break;
            case SrcMode.Net:
                StartCoroutine(LoadNet(url, m_Target));
                break;
        }
    }

    private void LoadAuto(string url, Image target)
    {

        if (url.StartsWith("Res://"))
        {
            string targetURL = url.RemovePrefixString("Res://");
            StartCoroutine(LoadRes(targetURL, target));
        }
        else if (url.StartsWith("AB://"))
        {
            string targetURL = url.RemovePrefixString("AB://");
            StartCoroutine(LoadAB(targetURL, target));
        }
        else if (url.StartsWith("Net://"))
        {
            string targetURL = url.RemovePrefixString("Net://");
            StartCoroutine(LoadNet(targetURL, target));
        }
    }

    private IEnumerator LoadNet(string url, Image target)
    {
        WWW loader = new WWW(url);
        yield return loader;
        Texture2D texture = loader.texture;
        if (texture != null)
        {
            Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
            target.sprite = sprite;
        }
    }

    private IEnumerator LoadAB(string url, Image target)
    {
       
        //TODO AB 
        string[] temps = url.Split('|');
        string path = temps[0];
        string name = temps[1];
        
        AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(Application.dataPath + "/" + path);
        yield return request;
        AssetBundleRequest assetReq = request.assetBundle.LoadAssetAsync<Sprite>(name);
        yield return assetReq;
        Sprite sprite = assetReq.asset as Sprite;
        target.sprite = sprite;
        AssetBundle.UnloadAllAssetBundles(false);
    }

    private IEnumerator LoadRes(string url, Image target)
    {
        ResourceRequest request = Resources.LoadAsync<Sprite>(url);
        yield return request;
        Sprite sprite = request.asset as Sprite;
        //Sprite sprite = Resources.Load<Sprite>(url);
        target.sprite = sprite;
    }
}

语言国际化管理器: 

using System;
using System.Collections.Generic;
using LitJson;
using System.IO;


public class LocalizationManager
{
    #region 单例
    private static LocalizationManager m_Instance = null;
    public static LocalizationManager Instance
    {
        get
        {
            if (m_Instance == null)
                m_Instance = new LocalizationManager();
            return m_Instance;
        }
    }
    #endregion

    // 当前的语言
    private Language m_Language = Language.Chinese;
    public Language Language
    {
        get
        {
            return m_Language;
        }
    }
    // 语言列表
    private List<string> m_LanguageList;
    // 配置文件路径
    private string m_ConfigPath;
    // 语言数据字典
    private Dictionary<string, string> m_LanguageCfgTabel;
    // 注册的回调
    private Action m_Callback;

    // 初始化
    public void Init(string configPath)
    {
        m_LanguageList = new List<string>();
        m_ConfigPath = configPath;
        m_LanguageCfgTabel = new Dictionary<string, string>();
        LoadConfig(configPath);
    }

    // 设置语言
    public void SetLanguage(Language language)
    {
        if (m_Language != language)
        {
            this.m_Language = language;
            LoadConfig(m_ConfigPath);            
            if (m_Callback != null)
            {
                m_Callback();
            }
        }
    }

    // 记载配置文件
    public void LoadConfig(string path)
    {
        // 加载语言配置表
        if (!File.Exists(path))
        {
            throw new Exception("配置文件不存在,请检查路径是否错误!Path=" + path);
        }
        m_LanguageCfgTabel.Clear();
        string asset;
        using (StreamReader sr = new StreamReader(path))
        {
             asset = sr.ReadToEnd();
        }

        if (!string.IsNullOrEmpty(asset))
        {
            JsonData datas = JsonMapper.ToObject(asset);
            string dataKey = m_Language.ToString();
            string key = "";
            string value = "";
            foreach (JsonData data in datas)
            {
                key = data["id"].ToString();
                value = data[dataKey].ToString();
                AddDataToTabel(key, value);
            }
        }
    }

    // 设置本地化语言列表
    public void SetLanguageList(params string[] languages)
    {
        if (languages != null && languages.Length > 0)
        {
            for (int i = 0; i < languages.Length; i++)
            {
                m_LanguageList.Add(languages[i]);
            }
        }
    }

    // 获取本地化数据
    public string GetLocalizationData(string key)
    {
        string data;
        if(!m_LanguageCfgTabel.TryGetValue(key,out data))
        {
            throw new System.Exception(string.Format("获取数据失败,key:{0}不存在!",key));
        }
        return data;
    }

    // 注册更改语言后的回调
    public void Register(Action callback)
    {
        m_Callback += callback;
    }

    // 取消注册回调
    public void Unregister(Action callback)
    {
        m_Callback -= callback;
    }

    // 添加语言数据到语言表
    private void AddDataToTabel(string key, string data)
    {
        if (m_LanguageCfgTabel.ContainsKey(key))
        {
            throw new System.Exception(string.Format("key:{0}已经存在,请检查配置表中的键值重复项!", key));
        }
        else
        {
            m_LanguageCfgTabel.Add(key, data);
        }
    }
}

语言枚举:

/// <summary>
/// 语言类型
/// </summary>
public enum Language
{
    Chinese,
    English
}

 测试,挂载在GameObject上进行初始化:

using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
    private void Awake()
    {
        LocalizationManager.Instance.Init(Application.dataPath + "/Configs/localization.json");
    }

    int index = 0;
    public void OnChangeLanguageBtnClick()
    {
        index++;
        LocalizationManager.Instance.SetLanguage((Language)(index % 2));

    }
}

挂载在UI物体上的脚本: 

 

演示: 

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