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switch(Application.systemLanguage){
case SystemLanguage.Chinese://中文
case SystemLanguage.ChineseSimplified://中文简体
//这两个要一起判断,有的机型返回Chinese,有的返回ChineseSimplified
break;
case SystemLanguage.ChineseTraditional://中文繁体
break;
case SystemLanguage.English://
break;
case SystemLanguage.Unknown://
break;
//...
}
因我的项目马来语,菲律宾语,方案一不能判定,采用AndroidAPI
getResources().getConfiguration().locale.getLanguage()
//如下图,getLanguage返回值为前半截 "en" 指英语
getResources().getConfiguration().locale.getCountry()
//如下图,getCountry返回值为后半截 "US" 指国家
if (Application.platform == RuntimePlatform.Android)
{
//获得系统国家代码
AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject _unityContext = unityClass.GetStatic<AndroidJavaObject>("currentActivity");
AndroidJavaObject locale = _unityContext.Call<AndroidJavaObject>("getResources").Call<AndroidJavaObject>("getConfiguration").Get<AndroidJavaObject>("locale");
string countryCode = locale.Call<string>("getCountry");
return countryCode;
}
else
{
return "CN";
}
提示:夜神模拟器可以设置不同语言环境测试,很方便。
翻译或策划可能提供的文档是下图这样,第一行可能还有汉语写的什么语言,我去掉了,也可以在代码的遍历忽略第一行
拿到的json可能是这样
或这样(有的会被Unicode)
我是单独弄了个工程做这个,路径什么的比较随便
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using OfficeOpenXml;
using LitJson;
public class ExcelToXML
{
static Dictionary<string, string>[] dics;
[MenuItem("Tools/读取Excel")]
public static void ReadExcel()
{
dics = new Dictionary<string, string>[9];
for (int i = 0; i < 9; i++)
{
if (dics[i] == null)
{
dics[i] = new Dictionary<string, string>();
}
}
string tempKey = "";
string outPutDir = Application.dataPath + "\\" + "Excel.xlsx";//路径根据自己需求来
using (ExcelPackage package = new ExcelPackage(new FileStream(outPutDir, FileMode.Open)))
{
for (int i = 1; i <= package.Workbook.Worksheets.Count; ++i)
{
ExcelWorksheet sheet = package.Workbook.Worksheets[i];
for (int m = sheet.Dimension.Start.Row, n = sheet.Dimension.End.Row; m <= n; m++)
{
for (int j = sheet.Dimension.Start.Column, k = sheet.Dimension.End.Column; j <= k; j++)
{
if (sheet.GetValue(m, j) != null)
{
string str = sheet.GetValue(m, j).ToString();
if (str != null)
{
// do something
Debug.Log(str + "----" + m + "/" + j);
if (j == 1)
{
tempKey = str;
}
else
{
dics[j - 2].Add(tempKey, str);
}
}
}
}
}
}
}
Write();
}
// 简体中文 英文 西班牙 YinNi MaLai YueNan FeiLvBin TaiGuo BaXi
public static void Write()
{
string[] list = { "Chinese", "English", "Xibanya", "Yinni", "Malaixiya", "Yuenan", "Feilvbin", "Taiguo", "Baxi" };
for (int i = 0; i < dics.Length; i++)
{
//找到当前路径
FileInfo file = new FileInfo(Application.dataPath + "\\" + list[i] + ".Json"); //路径根据自己需求来
//判断有没有文件,有则打开文件,,没有创建后打开文件
StreamWriter sw = file.CreateText();
//ToJson接口将你的列表类传进去,,并自动转换为string类型
string json = JsonMapper.ToJson(dics[i]);
Debug.Log(json);
//将转换好的字符串存进文件,
// sw.Write()
sw.WriteLine(json);
// File.WriteAllText(Application.dataPath+"\\"+i+".Json",json ,System.Text.Encoding.UTF8);
//注意释放资源
sw.Close();
sw.Dispose();
AssetDatabase.Refresh();
}
}
}
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Text.RegularExpressions;
public enum LanguageEnum//根据需求自己添加
{
NONE,
CHINESE,
ENGLISH,
FEILVBIN,
MALAIXIYA
}
public class Languages : Singleton<Languages>//单例脚本就不写了
{
private LanguageEnum _curLanguage = LanguageEnum.NONE;
public LanguageEnum CurLanguage
{
get
{
if (_curLanguage == LanguageEnum.NONE)
{
_curLanguage = GetLanguage();
}
return _curLanguage;
}
}
private Dictionary<string, string> _dicTexts = new Dictionary<string, string>();
public void Init()
{
string name = "Chinese";
switch (CurLanguage)
{
case LanguageEnum.CHINESE:
name = "Chinese";
break;
case LanguageEnum.ENGLISH:
name = "English";
break;
case LanguageEnum.FEILVBIN:
name = "Feilvbin";
break;
case LanguageEnum.MALAIXIYA:
name = "Malaixiya";
break;
}
string fileName = name;
string url = "config/" + fileName;
var self = this;
Resources.Load(url);
string str = (Resources.Load(url) as TextAsset).text;
_dicTexts = JsonConvert.DeserializeObject<Dictionary<string, string>>(str);//我用的JosnDotnet 根据自己方法解析
switch (Application.systemLanguage)
{
case SystemLanguage.Chinese://中文
case SystemLanguage.ChineseSimplified://中文简体
case SystemLanguage.ChineseTraditional://中文繁体
break;
case SystemLanguage.English:
break;
case SystemLanguage.Unknown:
break;
default:
break;
}
}
public string GetText(string key)
{
if (_dicTexts.ContainsKey(key))
{
string str = _dicTexts[key].Replace("\\n", "\n");
return Unicode2String(str);
}
else
{
if (Application.platform == RuntimePlatform.WindowsEditor)
{
Debug.LogError($"未获取到:{key}的文案");
return "<color=red>无文案</color>";
}
else
{
return "";
}
}
}
/// <summary>
/// Unicode转字符串
/// </summary>
/// <param name="source">经过Unicode编码的字符串</param>
/// <returns>正常字符串</returns>
public static string Unicode2String(string source)
{
return new Regex(@"\\u([0-9A-F]{4})", RegexOptions.IgnoreCase | RegexOptions.Compiled).Replace(
source, x => string.Empty + Convert.ToChar(Convert.ToUInt16(x.Result("$1"), 16)));
}
public LanguageEnum GetCountry()
{
if (Application.platform == RuntimePlatform.Android)
{
//获得系统国家代码
AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject _unityContext = unityClass.GetStatic<AndroidJavaObject>("currentActivity");
AndroidJavaObject locale = _unityContext.Call<AndroidJavaObject>("getResources").Call<AndroidJavaObject>("getConfiguration").Get<AndroidJavaObject>("locale");
string country = locale.Call<string>("getCountry");
return GetLanguage(country);
}
else
{
return LanguageEnum.CHINESE;
}
}
private LanguageEnum GetLanguage(string code)
{
LanguageEnum temp = LanguageEnum.CHINESE;
switch (code)
{
case "PH":
temp = LanguageEnum.FEILVBIN;//菲律宾Filipino PH PHL
break;
case "MY":
temp = LanguageEnum.MALAIXIYA;//马来西亚MY MYS
break;
case "CN":
case "TW":
temp = LanguageEnum.CHINESE;
break;
default:
temp = LanguageEnum.ENGLISH;
break;
}
return temp;
}
}
Languages.Instance.Init();//游戏开始调用初始化
text.text = Languages.Instance.GetText("001006");//界面使用
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