Unity/多言語化
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 LocalizedText.cs LocalizedTextEditor.cs