facebook twitter hatena line email

「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
移動: 案内検索
(アプリタイトル多言語)
 
(同じ利用者による、間の20版が非表示)
行1: 行1:
==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]]
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
+
[[Unity/多言語化/iOSのアプリ名]]
<pre>
+
{
+
  "items":[
+
    {"key":"title","value":"タイトル1"},
+
    {"key":"edit","value":"編集1"}
+
  ]
+
}
+
</pre>
+
Assets/Resources/Localization//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/公式多言語]]
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)
+
    {
+
        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。
+
 
+
==Androidのアプリタイトルの多言語化==
+
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
+

2022年8月17日 (水) 02:01時点における最新版

Unity/多言語化/全体

Unity/多言語化/Androidのアプリ名

Unity/多言語化/iOSのアプリ名

Unity/多言語化/公式多言語