「Unity/多言語化」の版間の差分
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編集の要約なし |
編集の要約なし |
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| 263行目: | 263行目: | ||
} | } | ||
</pre> | </pre> | ||
==設置方法== | |||
#起動sceneに適当に空のGameObjectを作っる | |||
#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。 | |||
==参考== | ==参考== | ||
https://www.growthsoftware.jp/unity-multilang/ | https://www.growthsoftware.jp/unity-multilang/ | ||
https://qiita.com/chocho/items/c32e75bf498d8beec08f | https://qiita.com/chocho/items/c32e75bf498d8beec08f | ||
2020年5月18日 (月) 17:01時点における版
ダウンロード
LocalizationData.cs LocalizationManager.cs StartupManager.cs LocalizedText.cs LocalizedTextEditor.cs
翻訳ファイルサンプル
Assets/StreamingAssets/localizedText_ja.json
{
"items":[
{"key":"title","value":"タイトル1"},
{"key":"edit","value":"編集1"}
]
}
Assets/StreamingAssets/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)
{
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;
}
}
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;
}
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
- 起動sceneに適当に空のGameObjectを作っる
- 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。