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(内容を「==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.js...」で置換)
(Admin (トーク) による版 10629 を取り消し)
行1: 行1:
 +
==ダウンロード==
 +
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==
 
==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。
 
AndroidでStreamingAssetsが取得できなかったので、Resourcesに入れた。
行20: 行30:
 
}
 
}
 
</pre>
 
</pre>
 +
 +
==上記DLしたファイル設定とカスタマイズ==
 +
LocalizationData.cs
 +
<pre>
 +
[System.Serializable]
 +
public class LocalizationData
 +
{
 +
    public LocalizationItem[] items;
 +
}
 +
 +
[System.Serializable]
 +
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)//, 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;
 +
    }
 +
}
 +
</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。
 +
 +
==アプリタイトル多言語==
 +
Assets/Plugins/Android/res/values-ja/strings.xml
 +
<pre>
 +
<?xml version="1.0" encoding="utf-8"?>
 +
<resources>
 +
    <string name="app_name">タイトル1</string>
 +
</resources>
 +
</pre>
 +
 +
==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

2020年5月19日 (火) 13:57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