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120 行
3.9 KiB

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.Serialization;
public class UISettingsLanguageComponent : MonoBehaviour
{
[FormerlySerializedAs("languageDropdown")]
[SerializeField] UISettingItemFiller _languageField = default;
AsyncOperationHandle m_InitializeOperation;
List<string> languageList = new List<string>();
public event UnityAction<Locale> _save = delegate { };
private int _currentSelectedOption = 0;
private int _savedSelectedOption = default;
[SerializeField] private UIGenericButton _saveButton;
[SerializeField] private UIGenericButton _resetButton;
void OnEnable()
{
m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync;
if (m_InitializeOperation.IsDone)
{
InitializeCompleted(m_InitializeOperation);
}
else
{
m_InitializeOperation.Completed += InitializeCompleted;
}
_saveButton.Clicked += SaveSettings;
_resetButton.Clicked += ResetSettings;
_languageField._nextOption += NextOption;
_languageField._previousOption += PreviousOption;
}
private void OnDisable()
{
ResetSettings();
_saveButton.Clicked -= SaveSettings;
_resetButton.Clicked -= ResetSettings;
_languageField._nextOption -= NextOption;
_languageField._previousOption -= PreviousOption;
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged;
}
void InitializeCompleted(AsyncOperationHandle obj)
{
m_InitializeOperation.Completed -= InitializeCompleted;
// Create an option in the dropdown for each Locale
languageList = new List<string>();
List<Locale> locales = LocalizationSettings.AvailableLocales.Locales;
for (int i = 0; i < locales.Count; ++i)
{
var locale = locales[i];
if (LocalizationSettings.SelectedLocale == locale)
_currentSelectedOption = i;
var displayName = locales[i].Identifier.CultureInfo != null ? locales[i].Identifier.CultureInfo.NativeName : locales[i].ToString();
languageList.Add(displayName);
}
_languageField.FillSettingField(languageList.Count, _currentSelectedOption, languageList[_currentSelectedOption]);
_savedSelectedOption = _currentSelectedOption;
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
}
void NextOption()
{
_currentSelectedOption++;
_currentSelectedOption = Mathf.Clamp(_currentSelectedOption, 0, languageList.Count - 1);
OnSelectionChanged();
}
void PreviousOption()
{
_currentSelectedOption--;
_currentSelectedOption = Mathf.Clamp(_currentSelectedOption, 0, languageList.Count - 1);
OnSelectionChanged();
}
void OnSelectionChanged()
{
// Unsubscribe from SelectedLocaleChanged so we don't get an unnecessary callback from the change we are about to make.
LocalizationSettings.SelectedLocaleChanged -= LocalizationSettings_SelectedLocaleChanged;
var locale = LocalizationSettings.AvailableLocales.Locales[_currentSelectedOption];
LocalizationSettings.SelectedLocale = locale;
// Resubscribe to SelectedLocaleChanged so that we can stay in sync with changes that may be made by other scripts.
LocalizationSettings.SelectedLocaleChanged += LocalizationSettings_SelectedLocaleChanged;
}
void LocalizationSettings_SelectedLocaleChanged(Locale locale)
{
// We need to update the dropdown selection to match.
var selectedIndex = LocalizationSettings.AvailableLocales.Locales.IndexOf(locale);
_languageField.FillSettingField(languageList.Count, selectedIndex, languageList[selectedIndex]);
}
public void SaveSettings()
{
Locale _currentLocale = LocalizationSettings.AvailableLocales.Locales[_currentSelectedOption];
_savedSelectedOption = _currentSelectedOption;
_save.Invoke(_currentLocale);
}
public void ResetSettings()
{
_currentSelectedOption = _savedSelectedOption;
OnSelectionChanged();
}
}