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65 行
2.1 KiB
65 行
2.1 KiB
using System;
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using UnityEngine.Localization;
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using UnityEngine.Localization.Tables;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Localization;
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#endif
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public static class LocalizationUtils
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{
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#if UNITY_EDITOR
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/// <summary>
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/// (Editor only)
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/// Gets a locale to use in edit mode in the editor.
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/// </summary>
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/// <param name="tableCollection">Optional table collection with which to filter the available locales.</param>
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/// <returns>The locale, null if none usable found.</returns>
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static Locale Editor_GetValidLocaleInEditMode(LocalizationTableCollection tableCollection)
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{
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foreach (var locale in LocalizationEditorSettings.GetLocales())
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{
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if (locale != null && (tableCollection == null || tableCollection.GetTable(locale.Identifier) != null))
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return locale;
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}
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return null;
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}
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#endif
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/// <summary>
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/// Gets the localized string from an already loaded table, taking into account whether we are in edit mode, play mode, or a build.
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/// </summary>
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/// <param name="localizedStringReference">The <see cref="LocalizedString"/>.</param>
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/// <returns>The localized string.</returns>
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public static string GetLocalizedStringImmediateSafe(this LocalizedString localizedStringReference)
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{
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// If we are in the editor in edit mode, we need to find a valid locale and get the localized string from it:
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#if UNITY_EDITOR
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if (EditorApplication.isPlaying)
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return String.Empty;
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string text = null;
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if (!localizedStringReference.IsEmpty)
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{
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var tableCollection = LocalizationEditorSettings.GetStringTableCollection(localizedStringReference.TableReference);
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Locale locale = Editor_GetValidLocaleInEditMode(tableCollection);
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if (locale != null)
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{
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StringTable table = (StringTable)tableCollection.GetTable(locale.Identifier);
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if (table != null)
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text = table.GetEntryFromReference(localizedStringReference.TableEntryReference).LocalizedValue;
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}
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}
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return text;
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#endif
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// At runtime (build or editor in play mode), we just get the localized string normally:
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return localizedStringReference.GetLocalizedString().Result;
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}
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}
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