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Unity 中英文转换_unity中文改英文

unity中文改英文

在Resources下创建文件夹LanguageTxt,再其创建“Chinese.txt”及“English.txt”(记得保存文本时选择UTF-8)

Chinese.txt

Btn:这是一个按钮

English.txt

Btn:This is a button

在Scripts下创建“LanguageManager.cs”及“UIText.cs”

LanguageManager.cs

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public enum Language
{
    Chinese,
    English,
}

public class LanguageManager : MonoBehaviour
{

    public List<UIText> uitest;

    public Language language;
    private Dictionary<string, string> Chinesedict = new Dictionary<string, string>();
    private Dictionary<string, string> Englishdict = new Dictionary<string, string>();

    private static LanguageManager instance;

    public static LanguageManager Instance
    {
        get
        {
            return instance;
        }
    }

    private void Awake()
    {
        instance = this;

        GetChineseLanguageContent(Language.Chinese);
        GetChineseLanguageContent(Language.English);
    }

    public IEnumerable Start()
    {
        yield return new WaitForSeconds(1);
    }

    public void ChangeLanguage()
    {
        uitest.Clear();
        uitest = FindObjectsOfType<UIText>().ToList();

        if (language == Language.Chinese)
        {
            language = Language.English;
        }
        else
        {
            language = Language.Chinese;
        }
        for (int i = 0; i < uitest.Count; i++)
        {
            uitest[i].GetTextLanguage(language);
        }
    }

    public void GetChineseLanguageContent(Language lan)
    {
        TextAsset ta = null;
        if (lan == Language.Chinese)
            ta = Resources.Load<TextAsset>("LanguageTxt/Chinese");
        else if (lan == Language.English)
        {
            ta = Resources.Load<TextAsset>("LanguageTxt/English");
        }

        if (ta == null)
        {
            Debug.Log("语言文件为空,请检查");
            return;
        }

        string[] lines = ta.text.Split('\n');

        foreach (string str in lines)
        {
            if (string.IsNullOrEmpty(str))
            {
                continue;
            }
            string[] s = str.Split(':');

            if (lan == Language.Chinese)
            {
                if (!Chinesedict.ContainsKey(s[0]))
                {
                    Chinesedict.Add(s[0], s[1]);
                }
            }
            else if (lan == Language.English)
            {
                if (!Englishdict.ContainsKey(s[0]))
                {
                    Englishdict.Add(s[0], s[1]);
                }
            }
        }
    }

    public string LanguageSetUIText(Language lan, string key)
    {
        if (lan == Language.Chinese)
        {
            if (!Chinesedict.ContainsKey(key))
            {
                return string.Empty;
            }
            else
            {
                return Chinesedict[key];
            }
        }
        else
        {
            if (!Englishdict.ContainsKey(key))
            {
                return string.Empty;
            }
            else
            {
                return Englishdict[key];
            }
        }
    }
}

===========================================================================================

UIText.cs

using UnityEngine;

using UnityEngine.UI;

public delegate void DelegateGetText();

public class UIText : MonoBehaviour
{

    [SerializeField]

    private string key;

    void Start()
    {
        GetTextLanguage(LanguageManager.Instance.language);
    }

    void Update()
    {

    }

    public void GetTextLanguage(Language lan)
    {

        if (!string.IsNullOrEmpty(key))
        {
            string value = LanguageManager.Instance.LanguageSetUIText(lan, key);

            if (!string.IsNullOrEmpty(value))
                GetComponent<Text>().text = value;
        }
    }
}

===========================================================================================

在场景中新建“GameObject”,命名为“LanguageManarger”,添加“LanguageManager.cs”

UI界面新建一个按钮,按钮调用“LanguageManarger”中“ChangeLanguage”方法

按钮下的Text添加“UIText.cs”在“Key”中输入字典名称

文本名称一定要与枚举名称对应上,不然读取不到文本数据

===========================================================================================

效果图

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