「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
ナビゲーションに移動 検索に移動
編集の要約なし
編集の要約なし
 
(同じ利用者による、間の34版が非表示)
1行目: 1行目:
==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
LocalizedText.cs
LocalizedTextEditor.cs
 
==参考==
https://www.growthsoftware.jp/unity-multilang/
 
https://qiita.com/chocho/items/c32e75bf498d8beec08f

2022年8月16日 (火) 17:01時点における最新版