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「Unity/多言語化」の版間の差分

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移動: 案内検索
(翻訳ファイルサンプル)
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==翻訳ファイルサンプル==
 
==翻訳ファイルサンプル==
Assets/StreamingAssets/localizedText_ja.json
+
AndroidでStreamingAssetsが取得できなかったので、Resourcesに入れた。
 +
 
 +
Assets/Resources/Localization/localizedText_ja.json
 
<pre>
 
<pre>
 
{
 
{
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}
 
}
 
</pre>
 
</pre>
Assets/StreamingAssets/localizedText_en.json
+
Assets/Resources/Localization//localizedText_en.json
 
<pre>
 
<pre>
 
{
 
{

2020年5月19日 (火) 13:53時点における版

ダウンロード

https://learn.unity.com/tutorial/recorded-video-session-localization-tools/?tab=detail#5c7f8528edbc2a002053b671

LocalizationData.cs
LocalizationManager.cs
StartupManager.cs
LocalizedText.cs
LocalizedTextEditor.cs

翻訳ファイルサンプル

AndroidでStreamingAssetsが取得できなかったので、Resourcesに入れた。

Assets/Resources/Localization/localizedText_ja.json

{
  "items":[
    {"key":"title","value":"タイトル1"},
    {"key":"edit","value":"編集1"}
  ]
}

Assets/Resources/Localization//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)//, Font font)
    {
        LoadAsset(fileName);
    }

    public void LoadAsset(string fileName)
    {
        string filePath = Path.Combine("Localization", fileName);
        filePath = filePath.Replace(".json", "");
        string dataAsJson = Resources.Load<TextAsset>(filePath).text;
        LoadJson(dataAsJson);
    }
    private void LoadJson(string dataAsJson)
    {
        localizedText = new Dictionary<string, string>();
        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");
        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

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");
    }

}

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;
        }
        Debug.Log("LocalizedText key=" + key);
        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 ();
    }
}

LocalizationManagerStarter.cs

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;
    }
}

設置方法

  1. 起動sceneに適当に空のGameObjectを作る
  2. そこにLocalizationManagerとLocalizationManagerStarterを貼り付ける
  3. 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。

アプリタイトル多言語

Assets/Plugins/Android/res/values-ja/strings.xml

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string name="app_name">タイトル1</string>
</resources>

Androidの場合は読み込めない

StreamingAssetsではAndroidの場合は読み込めないのでResourcesに移動する必要がある。

参考:https://teratail.com/questions/169361

参考

https://www.growthsoftware.jp/unity-multilang/

https://qiita.com/chocho/items/c32e75bf498d8beec08f