|
|
| (同じ利用者による、間の33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
| |
| <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
| |
| <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==
| |
| https://www.growthsoftware.jp/unity-multilang/
| |
| | |
| https://qiita.com/chocho/items/c32e75bf498d8beec08f
| |