Unity多语言
实现效果:
点击语言按钮前:
点击语言按钮后:
LanguageLod.cs绑定到空对象即可,选择中文和英文文本
语言切换按钮
LanguageChange.cs绑定到切换语言的按钮上,事件中添加LanguageChange中的click方法
多语言显示文本
在所有需要多语言的文本上绑定TextValue.cs
填写语言文本Chinese.txt 和English.txt 中对应的Key值
Key值只允许使用英文大小写字符、数字和下划线“_”
以当前为例:当前Text需要显示的内容是“语言”和“Language”所以填写“Main_01”
所有脚本目录
全部脚本
多语言核心脚本
Assets/Scripts/LanguageManager.cs
using System;
using System.Collections.Generic;
using UnityEngine;
public class LanguageManager : MonoBehaviour
{
private static LanguageManager _Manager;
/// <summary>
/// 单例模式可方便调用
/// </summary>
public static LanguageManager GetManager
{
get
{
if (_Manager == null)
{
GameObject Go = new GameObject("LanguageManager");
GameObject.DontDestroyOnLoad(Go);
_Manager = Go.AddComponent<LanguageManager>();
}
return _Manager;
}
}
//切换语言回调
private List<Action> CallBack = new List<Action>();
/// <summary>
/// 语言类型
/// </summary>
public enum LanguageType
{
/// <summary>
/// 中文
/// </summary>
Chinese,
/// <summary>
/// 英文
/// </summary>
English,
/// <summary>
/// 其他语言
/// </summary>
Other
}
//默认语言类型
private LanguageType m_Language = LanguageType.Chinese;
/// <summary>
/// 加载时从Json文本中获取保存的语言类型
/// </summary>
private void Awake()
{
TestJson testJson = new TestJson();
string language = testJson.ReadLanguage();
if (language == "Chinese")
{
m_Language = LanguageType.Chinese;
}
else if (language == "English")
{
m_Language = LanguageType.English;
}
}
/// <summary>
/// 初始化语言包
/// </summary>
/// <param name="language"></param>
public void Init(params Language[] language)
{
ReadText(language);
}
/// <summary>
/// 获取值
/// </summary>
/// <param name="Key"></param>
/// <returns></returns>
public string GetValueToKey(string Key)
{
if (!Dic_Language.ContainsKey(m_Language))
return Key;
Dictionary<string, string> Temp_Language = new Dictionary<string, string>();
if (!Dic_Language.TryGetValue(m_Language, out Temp_Language))
return Key;
return GetValue(Key, Temp_Language);
}
/// <summary>
/// 添加语言切换回调(方便实现项目中的语言切换功能)
/// </summary>
/// <param name="action"></param>
public void Add(Action action)
{
if (CallBack.Contains(action))
return;
CallBack.Add(action);
}
/// <summary>
/// 获取当前语言
/// </summary>
public LanguageType Get_LanguageType
{
get
{
return m_Language;
}
}
/// <summary>
/// 切换语言
/// </summary>
public LanguageType Setting_LanguageType
{
set
{
m_Language = value;
for (int i = 0; i < CallBack.Count; i++)
{
var fn = CallBack[i];
if (fn != null)
fn();
}
}
}
/// <summary>
/// 语言字典
/// </summary>
protected Dictionary<LanguageType, Dictionary<string, string>> Dic_Language = new Dictionary<LanguageType, Dictionary<string, string>>();
private void ReadText(Language[] varLanguage)
{
for (int i = 0; i < varLanguage.Length; i++)
{
Language Temp_Language = varLanguage[i];
if (Dic_Language.ContainsKey(Temp_Language.m_Type))
{
Dictionary<string, string> Temp_DIC_Language = Dic_Language[Temp_Language.m_Type];
ReadTextAsset(Temp_Language, Temp_DIC_Language);
}
else
{
Dictionary<string, string> Temp_DIC_Language = new Dictionary<string, string>();
ReadTextAsset(Temp_Language, Temp_DIC_Language);
Dic_Language.Add(Temp_Language.m_Type, Temp_DIC_Language);
}
}
}
/// <summary>
/// 读取Txt文本
/// </summary>
/// <param name="varTextAsset"></param>
/// <param name="varDic"></param>
private void ReadTextAsset(Language varTextAsset, Dictionary<string, string> varDic)
{
string Text;
if (varTextAsset.m_Txt != null)
Text = varTextAsset.m_Txt.text;
else if (varTextAsset.bytes != null)
Text = System.Text.Encoding.UTF8.GetString(varTextAsset.bytes);
else
Text = varTextAsset.text;
if (string.IsNullOrEmpty(Text))
return;
string temp_Content = Text.Replace("\r\n", "\f");
string[] varContent = temp_Content.Split('\f');
if (varContent == null)
return;
List<string> LanguageList = RemovedNullString(varContent);
if (LanguageList.Count == 0)
return;
for (int i = 0; i < LanguageList.Count; i++)
{
string Temp_Content = LanguageList[i];
if (!Temp_Content.Contains("Text"))
continue;
string Key;
string Value = "";
string[] TempLanguage = Temp_Content.Split('=');
if (TempLanguage.Length < 2)
continue;
Key = TempLanguage[0];
if (!TestingKeyLegal(ref Key))
continue;
for (int jx = 1; jx < TempLanguage.Length; jx++)
{
if (jx == 1)
Value += TempLanguage[jx];
else
Value += "=" + TempLanguage[jx];
}
Value = TestingValueLegal(Value);
if (!varDic.ContainsKey(Key))
varDic.Add(Key, Value);
}
}
/// <summary>
/// 移除数组中无效的字符串
/// </summary>
/// <param name="varContent"></param>
/// <returns></returns>
private List<string> RemovedNullString(string[] varContent)
{
List<string> LanguageList = new List<string>();
for (int i = 0; i < varContent.Length; i++)
{
if (string.IsNullOrEmpty(varContent[i]))
continue;
LanguageList.Add(varContent[i]);
}
return LanguageList;
}
/// <summary>
/// 检测Key的合法性
/// </summary>
/// <param name="Key"></param>
/// <returns></returns>
private bool TestingKeyLegal(ref string Key)
{
//string TempKey = Key;
Key = Key.Trim();
string[] content = Key.Split(' ');
if (content.Length != 2)
return false;
if (content[0] != "Text")
return false;
Key = content[1];
//限制Key值得组成成员
string TestingString = "0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_";
char[] tempkey = Key.ToCharArray();
for (int i = 0; i < tempkey.Length; i++)
{
char ms = tempkey[i];
if (!TestingString.Contains(ms.ToString()))
return false;
}
return true;
}
/// <summary>
/// 检测Value值的合法性
/// </summary>
/// <param name="Value"></param>
/// <returns></returns>
private string TestingValueLegal(string Value)
{
//先移除两头无效的空格
Value = Value.Trim();
//当值中存在中括号时,移除两头的中括号
if (Value.Contains("[") && Value.Contains("]"))
{
Value = Value.Trim('[', ']');
}
return Value;
}
private string GetValue(string Key, Dictionary<string, string> varDic)
{
if (!varDic.ContainsKey(Key))
return Key;
string Value = "";
if (varDic.TryGetValue(Key, out Value))
return ClearSpilth(Value);
return Key;
}
/// <summary>
/// 移除多余的字符
/// </summary>
/// <param name="varValue"></param>
/// <returns></returns>
private string ClearSpilth(string varValue)
{
string Value = varValue;
if (Value.Contains("\\n"))
Value = Value.Replace("\\n", "\n");
if (Value.Contains("\\r"))
Value = Value.Replace("\\r", "\r");
if (Value.Contains("\\\\"))
Value = Value.Replace("\\\\", "\\");
if (Value.Contains("\\t"))
Value = Value.Replace("\\t", "\t");
if (Value.Contains("\\v"))
Value = Value.Replace("\\v", "\v");
return Value;
}
/// <summary>
/// 语言结构
/// </summary>
public struct Language
{
/// <summary>
/// 语言类型
/// </summary>
public LanguageType m_Type;
/// <summary>
/// 语言文本
/// </summary>
public TextAsset m_Txt;
/// <summary>
/// 语言文本
/// </summary>
public byte[] bytes;
/// <summary>
/// 语言文本
/// </summary>
public string text;
}
}
初始化语言,绑定语言文本
Assets/Scripts/LanguageLod.cs
using UnityEngine;
using static LanguageManager;
public class LanguageLod : MonoBehaviour
{
public TextAsset chinese;
public TextAsset english;
private void Awake()
{
//初始化语言包
LanguageManager.GetManager.Init(new Language
{
m_Type = LanguageType.Chinese,
m_Txt = chinese,
},
new Language
{
m_Type = LanguageType.English,
m_Txt = english,
}
);
}
}
切换语言
Assets/Scripts/LanguageChange.cs
using UnityEngine;
public class LanguageChange : MonoBehaviour
{
public void click()
{
TestJson testJson = gameObject.AddComponent<TestJson>();
LanguageManager languageManager = LanguageManager.GetManager;
if (languageManager.Get_LanguageType == LanguageManager.LanguageType.Chinese)
{
languageManager.Setting_LanguageType = LanguageManager.LanguageType.English;
testJson.WriteLanguage("English");
}
else if (languageManager.Get_LanguageType == LanguageManager.LanguageType.English)
{
languageManager.Setting_LanguageType = LanguageManager.LanguageType.Chinese;
testJson.WriteLanguage("Chinese");
}
}
}
绑定到需要多语言的按钮文本上
Assets/Scripts/ValueToKey.cs
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("UI/TextValue")]
public class ValueToKey : MonoBehaviour
{
[SerializeField]
private string Key;
public string GetKey { get { return Key; } }
/// <summary>
///
/// </summary>
public Text m_Content;
public TextMesh m_Content_3D;
private void Awake()
{
LanguageManager.GetManager.Add(GetValueToKey);
m_Content_3D = this.transform.GetComponent<TextMesh>();
if (m_Content == null)
m_Content = this.transform.GetComponent<Text>();
GetValueToKey();
}
/// <summary>
/// 设置Key值并更新Value
/// </summary>
/// <param name="varKey"></param>
public void SettingKey(string varKey)
{
Key = varKey;
GetValueToKey();
}
private void OnEnable()
{
if (!string.IsNullOrEmpty(Key))
{
GetValueToKey();
}
}
private void GetValueToKey()
{
string Value = LanguageManager.GetManager.GetValueToKey(Key);
if (m_Content != null)
m_Content.text = Value;
if (m_Content_3D != null)
m_Content_3D.text = Value;
}
}
Assets/Scripts/Chinese.txt
Text Main_01 = [语言]
Text Main_02 = [返回]
Text Main_03 = [是]
Text Main_04 = [否]
Assets/Scripts/English.txt
Text Main_01 = [Language]
Text Main_02 = [Return]
Text Main_03 = [Yes]
Text Main_04 = [No]
读写Json的脚本
为了保存程序关闭时的语言类型,加入了Json文本
Assets/StreamingAssets/Language.json
{
"LanguageString": "English"
}
实现对Json文本读写方法脚本
TestJson.cs
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class TestJson : MonoBehaviour
{
string jsonpath;
public void WriteLanguage(string langua)
{
jsonpath = Application.streamingAssetsPath + "/Language.json";
Languagedata languagedata = new Languagedata();
languagedata.LanguageString = langua;
string json = JsonUtility.ToJson(languagedata, true);
File.WriteAllText(jsonpath, json);
}
public string ReadLanguage()
{
jsonpath = Application.streamingAssetsPath + "/Language.json";
string json = File.ReadAllText(jsonpath);
Languagedata languagedata = new Languagedata();
languagedata = JsonUtility.FromJson<Languagedata>(json);
return languagedata.LanguageString;
}
}
[Serializable]
public class FaMenKeyAndValue
{
public string key;
public bool value;
}
public class Jsondata
{
public List<FaMenKeyAndValue> faMenKeyAndValue;
}
public class Languagedata
{
public string LanguageString;
}