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93 行
3.7 KiB
93 行
3.7 KiB
using System.Collections.Generic;
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using UnityEngine.Localization.Settings;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.UI;
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namespace UnityEngine.Localization.Samples
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{
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/// <summary>
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/// This example shows how a language selection menu can be implemented using UGUI.
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/// </summary>
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[RequireComponent(typeof(Dropdown))]
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public class LanguageSelectionMenuUGUIDropdown : MonoBehaviour
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{
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Dropdown m_Dropdown;
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AsyncOperationHandle m_InitializeOperation;
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void Start()
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{
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// First we setup the dropdown component.
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m_Dropdown = GetComponent<Dropdown>();
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m_Dropdown.onValueChanged.AddListener(OnSelectionChanged);
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// Clear the options an add a loading message while we wait for the localization system to initialize.
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m_Dropdown.ClearOptions();
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m_Dropdown.options.Add(new Dropdown.OptionData("Loading..."));
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m_Dropdown.interactable = false;
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// SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
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m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync;
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if (m_InitializeOperation.IsDone)
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{
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InitializeCompleted(m_InitializeOperation);
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}
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else
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{
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m_InitializeOperation.Completed += InitializeCompleted;
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}
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}
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void InitializeCompleted(AsyncOperationHandle obj)
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{
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// Create an option in the dropdown for each Locale
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var options = new List<string>();
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int selectedOption = 0;
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var locales = LocalizationSettings.AvailableLocales.Locales;
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for (int i = 0; i < locales.Count; ++i)
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{
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var locale = locales[i];
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if (LocalizationSettings.SelectedLocale == locale)
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selectedOption = i;
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var displayName = locales[i].Identifier.CultureInfo != null ? locales[i].Identifier.CultureInfo.NativeName : locales[i].ToString();
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options.Add(displayName);
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}
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// If we have no Locales then something may have gone wrong.
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if (options.Count == 0)
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{
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options.Add("No Locales Available");
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m_Dropdown.interactable = false;
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}
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else
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{
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m_Dropdown.interactable = true;
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}
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m_Dropdown.ClearOptions();
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m_Dropdown.AddOptions(options);
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m_Dropdown.SetValueWithoutNotify(selectedOption);
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LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
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}
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void OnSelectionChanged(int index)
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{
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// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
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LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged;
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var locale = LocalizationSettings.AvailableLocales.Locales[index];
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LocalizationSettings.SelectedLocale = locale;
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// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
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LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
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}
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void LocalizationSettings_SelectedLocaleChanged(Locale locale)
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{
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// We need to update the dropdown selection to match.
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var selectedIndex = LocalizationSettings.AvailableLocales.Locales.IndexOf(locale);
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m_Dropdown.SetValueWithoutNotify(selectedIndex);
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}
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}
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}
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