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− | ==ダウンロード==
| + | [[Unity/多言語化/全体]] |
− | https://learn.unity.com/tutorial/recorded-video-session-localization-tools/?tab=detail#5c7f8528edbc2a002053b671
| + | |
− | <pre>
| + | |
− | LocalizationData.cs
| + | |
− | LocalizationManager.cs
| + | |
− | StartupManager.cs
| + | |
− | LocalizedText.cs
| + | |
− | LocalizedTextEditor.cs
| + | |
− | </pre>
| + | |
| | | |
− | ==翻訳ファイルサンプル==
| + | [[Unity/多言語化/Androidのアプリ名]] |
− | Assets/StreamingAssets/localizedText_ja.json
| + | |
− | <pre>
| + | |
− | {
| + | |
− | "items":[
| + | |
− | {"key":"title","value":"タイトル1"},
| + | |
− | {"key":"edit","value":"編集1"}
| + | |
− | ]
| + | |
− | }
| + | |
− | </pre>
| + | |
− | Assets/StreamingAssets/localizedText_en.json
| + | |
− | <pre>
| + | |
− | {
| + | |
− | "items":[
| + | |
− | {"key":"title","value":"title1"},
| + | |
− | {"key":"edit","value":"edit1"}
| + | |
− | ]
| + | |
− | }
| + | |
− | </pre>
| + | |
| | | |
− | ==上記DLしたファイル設定とカスタマイズ==
| + | [[Unity/多言語化/iOSのアプリ名]] |
− | LocalizationData.cs
| + | |
− | <pre>
| + | |
− | [System.Serializable] | + | |
− | public class LocalizationData
| + | |
− | {
| + | |
− | public LocalizationItem[] items;
| + | |
− | }
| + | |
| | | |
− | [System.Serializable] | + | [[Unity/多言語化/公式多言語]] |
− | public class LocalizationItem
| + | |
− | {
| + | |
− | public string key;
| + | |
− | public string value;
| + | |
− | }
| + | |
− | </pre>
| + | |
− | LocalizationManager.cs
| + | |
− | <pre>
| + | |
− | using System.Collections;
| + | |
− | using System.Collections.Generic;
| + | |
− | using UnityEngine;
| + | |
− | using System.IO;
| + | |
− | | + | |
− | public class LocalizationManager : MonoBehaviour {
| + | |
− | | + | |
− | public static LocalizationManager instance;
| + | |
− | | + | |
− | private Dictionary<string, string> localizedText;
| + | |
− | private bool isReady = false;
| + | |
− | private string missingTextString = "Localized text not found";
| + | |
− | | + | |
− | // Use this for initialization
| + | |
− | void Awake ()
| + | |
− | {
| + | |
− | if (instance == null) {
| + | |
− | instance = this;
| + | |
− | } else if (instance != this)
| + | |
− | {
| + | |
− | Destroy (gameObject);
| + | |
− | }
| + | |
− | DontDestroyOnLoad (gameObject);
| + | |
− | }
| + | |
− | public void LoadLocalizedText(string fileName)
| + | |
− | {
| + | |
− | localizedText = new Dictionary<string, string> ();
| + | |
− | string filePath = Path.Combine (Application.streamingAssetsPath, fileName);
| + | |
− | if (File.Exists (filePath)) {
| + | |
− | string dataAsJson = File.ReadAllText (filePath);
| + | |
− | LocalizationData loadedData = JsonUtility.FromJson<LocalizationData> (dataAsJson);
| + | |
− | | + | |
− | for (int i = 0; i < loadedData.items.Length; i++)
| + | |
− | {
| + | |
− | localizedText.Add (loadedData.items [i].key, loadedData.items [i].value);
| + | |
− | }
| + | |
− | Debug.Log ("Data loaded, dictionary contains: " + localizedText.Count + " entries");
| + | |
− | } else
| + | |
− | {
| + | |
− | Debug.LogError ("Cannot find file!");
| + | |
− | }
| + | |
− | | + | |
− | isReady = true;
| + | |
− | }
| + | |
− | public string GetLocalizedValue(string key)
| + | |
− | {
| + | |
− | string result = missingTextString;
| + | |
− | if (localizedText.ContainsKey (key))
| + | |
− | {
| + | |
− | result = localizedText [key];
| + | |
− | }
| + | |
− | return result;
| + | |
− | }
| + | |
− | | + | |
− | public bool GetIsReady()
| + | |
− | {
| + | |
− | return isReady;
| + | |
− | }
| + | |
− | }
| + | |
− | </pre>
| + | |
− | StartupManager.cs
| + | |
− | <pre>
| + | |
− | using System.Collections;
| + | |
− | using System.Collections.Generic;
| + | |
− | using UnityEngine;
| + | |
− | using UnityEngine.SceneManagement;
| + | |
− | | + | |
− | public class StartupManager : MonoBehaviour {
| + | |
− | | + | |
− | // Use this for initialization
| + | |
− | private IEnumerator Start ()
| + | |
− | {
| + | |
− | while (!LocalizationManager.instance.GetIsReady ())
| + | |
− | {
| + | |
− | yield return null;
| + | |
− | }
| + | |
− | | + | |
− | SceneManager.LoadScene ("MenuScreen");
| + | |
− | }
| + | |
− | | + | |
− | }
| + | |
− | </pre>
| + | |
− | LocalizedText.cs
| + | |
− | <pre>
| + | |
− | using System.Collections.Generic;
| + | |
− | using UnityEngine;
| + | |
− | using UnityEngine.UI;
| + | |
− | | + | |
− | public class LocalizedText : MonoBehaviour {
| + | |
− | | + | |
− | public string key;
| + | |
− | | + | |
− | void Start ()
| + | |
− | {
| + | |
− | Text text = GetComponent<Text> ();
| + | |
− | LocalizationManager manager = LocalizationManager.instance;
| + | |
− | if (manager == null)
| + | |
− | {
| + | |
− | return;
| + | |
− | }
| + | |
− | string str = manager.GetLocalizedValue(key);
| + | |
− | if (str == null)
| + | |
− | {
| + | |
− | return;
| + | |
− | }
| + | |
− | Debug.Log("LocalizedText key=" + key);
| + | |
− | text.text = str;
| + | |
− | }
| + | |
− | | + | |
− | }
| + | |
− | </pre>
| + | |
− | LocalizedTextEditor.cs
| + | |
− | <pre>
| + | |
− | using System.Collections;
| + | |
− | using System.Collections.Generic;
| + | |
− | using UnityEngine;
| + | |
− | using UnityEditor;
| + | |
− | using System.IO;
| + | |
− | | + | |
− | public class LocalizedTextEditor : EditorWindow
| + | |
− | {
| + | |
− | public LocalizationData localizationData;
| + | |
− | | + | |
− | [MenuItem ("Window/Localized Text Editor")]
| + | |
− | static void Init()
| + | |
− | {
| + | |
− | EditorWindow.GetWindow (typeof(LocalizedTextEditor)).Show ();
| + | |
− | }
| + | |
− | | + | |
− | private void OnGUI()
| + | |
− | {
| + | |
− | if (localizationData != null)
| + | |
− | {
| + | |
− | SerializedObject serializedObject = new SerializedObject (this);
| + | |
− | SerializedProperty serializedProperty = serializedObject.FindProperty ("localizationData");
| + | |
− | EditorGUILayout.PropertyField (serializedProperty, true);
| + | |
− | serializedObject.ApplyModifiedProperties ();
| + | |
− | | + | |
− | if (GUILayout.Button ("Save data"))
| + | |
− | {
| + | |
− | SaveGameData ();
| + | |
− | }
| + | |
− | }
| + | |
− | | + | |
− | if (GUILayout.Button ("Load data"))
| + | |
− | {
| + | |
− | LoadGameData ();
| + | |
− | }
| + | |
− | | + | |
− | if (GUILayout.Button ("Create new data"))
| + | |
− | {
| + | |
− | CreateNewData ();
| + | |
− | }
| + | |
− | }
| + | |
− | | + | |
− | private void LoadGameData()
| + | |
− | {
| + | |
− | string filePath = EditorUtility.OpenFilePanel ("Select localization data file", Application.streamingAssetsPath, "json");
| + | |
− | | + | |
− | if (!string.IsNullOrEmpty (filePath))
| + | |
− | {
| + | |
− | string dataAsJson = File.ReadAllText (filePath);
| + | |
− | localizationData = JsonUtility.FromJson<LocalizationData> (dataAsJson);
| + | |
− | }
| + | |
− | }
| + | |
− | | + | |
− | private void SaveGameData()
| + | |
− | {
| + | |
− | string filePath = EditorUtility.SaveFilePanel ("Save localization data file", Application.streamingAssetsPath, "", "json");
| + | |
− | | + | |
− | if (!string.IsNullOrEmpty(filePath))
| + | |
− | {
| + | |
− | string dataAsJson = JsonUtility.ToJson(localizationData);
| + | |
− | File.WriteAllText (filePath, dataAsJson);
| + | |
− | }
| + | |
− | }
| + | |
− | | + | |
− | private void CreateNewData()
| + | |
− | {
| + | |
− | localizationData = new LocalizationData ();
| + | |
− | }
| + | |
− | }
| + | |
− | </pre>
| + | |
− | LocalizationManagerStarter.cs
| + | |
− | <pre>
| + | |
− | using System.Collections;
| + | |
− | using UnityEngine;
| + | |
− | | + | |
− | [DefaultExecutionOrder(-1)]
| + | |
− | public class LocalizationManagerStarter : MonoBehaviour
| + | |
− | {
| + | |
− | IEnumerator Start()
| + | |
− | {
| + | |
− | var lang = Application.systemLanguage;
| + | |
− | string setlang = "";
| + | |
− | if (lang == SystemLanguage.Japanese)
| + | |
− | {
| + | |
− | setlang = "localizedText_ja.json";
| + | |
− | }
| + | |
− | else if (lang == SystemLanguage.ChineseSimplified)
| + | |
− | {
| + | |
− | setlang = "localizedText_zh-Hans.json";
| + | |
− | }
| + | |
− | else if (lang == SystemLanguage.ChineseTraditional)
| + | |
− | {
| + | |
− | setlang = "localizedText_zh-Hant.json";
| + | |
− | }
| + | |
− | else
| + | |
− | {
| + | |
− | setlang = "localizedText_en.json";
| + | |
− | }
| + | |
− | LocalizationManager manager = LocalizationManager.instance;
| + | |
− | manager.LoadLocalizedText(setlang);
| + | |
− | while (!LocalizationManager.instance.GetIsReady()) yield return null;
| + | |
− | }
| + | |
− | }
| + | |
− | </pre>
| + | |
− | ==設置方法==
| + | |
− | #起動sceneに適当に空のGameObjectを作る
| + | |
− | #そこにLocalizationManagerとLocalizationManagerStarterを貼り付ける
| + | |
− | #翻訳したいTextオブジェクトにAddComponentsでLocalizedTextを選択しKeyにjsonのkeyに指定したtitle1などと入れる。
| + | |
− | | + | |
− | 無事翻訳できた。
| + | |
− | | + | |
− | ==参考==
| + | |
− | https://www.growthsoftware.jp/unity-multilang/
| + | |
− | | + | |
− | https://qiita.com/chocho/items/c32e75bf498d8beec08f
| + | |