「Unity/多言語化」の版間の差分
提供: 初心者エンジニアの簡易メモ
行69: | 行69: | ||
Destroy (gameObject); | Destroy (gameObject); | ||
} | } | ||
− | |||
DontDestroyOnLoad (gameObject); | DontDestroyOnLoad (gameObject); | ||
} | } | ||
− | |||
public void LoadLocalizedText(string fileName) | public void LoadLocalizedText(string fileName) | ||
{ | { | ||
localizedText = new Dictionary<string, string> (); | localizedText = new Dictionary<string, string> (); | ||
string filePath = Path.Combine (Application.streamingAssetsPath, fileName); | string filePath = Path.Combine (Application.streamingAssetsPath, fileName); | ||
− | |||
if (File.Exists (filePath)) { | if (File.Exists (filePath)) { | ||
string dataAsJson = File.ReadAllText (filePath); | string dataAsJson = File.ReadAllText (filePath); | ||
行86: | 行83: | ||
localizedText.Add (loadedData.items [i].key, loadedData.items [i].value); | localizedText.Add (loadedData.items [i].key, loadedData.items [i].value); | ||
} | } | ||
− | |||
Debug.Log ("Data loaded, dictionary contains: " + localizedText.Count + " entries"); | Debug.Log ("Data loaded, dictionary contains: " + localizedText.Count + " entries"); | ||
} else | } else | ||
行95: | 行91: | ||
isReady = true; | isReady = true; | ||
} | } | ||
− | |||
public string GetLocalizedValue(string key) | public string GetLocalizedValue(string key) | ||
{ | { | ||
行103: | 行98: | ||
result = localizedText [key]; | result = localizedText [key]; | ||
} | } | ||
− | |||
return result; | return result; | ||
− | |||
} | } | ||
行112: | 行105: | ||
return isReady; | return isReady; | ||
} | } | ||
− | |||
} | } | ||
</pre> | </pre> | ||
StartupManager.cs | StartupManager.cs | ||
LocalizedText.cs | 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; | ||
+ | } | ||
+ | text.text = str; | ||
+ | } | ||
+ | |||
+ | } | ||
+ | </pre> | ||
LocalizedTextEditor.cs | 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> | ||
==参考== | ==参考== |
2020年5月19日 (火) 01:56時点における版
ダウンロード
LocalizationData.cs LocalizationManager.cs StartupManager.cs LocalizedText.cs LocalizedTextEditor.cs
翻訳ファイルサンプル
Assets/StreamingAssets/localizedText_ja.json
{ "items":[ {"key":"title","value":"タイトル1"}, {"key":"edit","value":"編集1"} ] }
Assets/StreamingAssets/localizedText_en.json
{ "items":[ {"key":"title","value":"title1"}, {"key":"edit","value":"edit1"} ] }
上記DLしたファイル設定とカスタマイズ
LocalizationData.cs
[System.Serializable] public class LocalizationData { public LocalizationItem[] items; } [System.Serializable] public class LocalizationItem { public string key; public string value; }
LocalizationManager.cs
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; } }
StartupManager.cs LocalizedText.cs
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; } text.text = str; } }
LocalizedTextEditor.cs
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 (); } }