com.alicizax.unity.framework/Editor/Localization/LocalizationSettingsProvider.cs

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using System.Text;
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using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditorInternal;
namespace AlicizaX.Localization.Editor
{
internal class LocalizationSettingsProvider : UnityEditor.SettingsProvider
{
private SerializedObject _serializedObject;
private SerializedProperty _languageTypes;
private ReorderableList _languageList;
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private SerializedProperty _genLangaugeTypePath;
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public LocalizationSettingsProvider() : base("Project/Localization Settings", SettingsScope.Project)
{
}
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public override void OnActivate(string searchContext, VisualElement rootElement)
{
InitGUI();
}
private void InitGUI()
{
var setting = LocalizationConfiguration.Instance;
_serializedObject?.Dispose();
_serializedObject = new SerializedObject(setting);
_languageTypes = _serializedObject.FindProperty("LanguageTypes");
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_genLangaugeTypePath = _serializedObject.FindProperty("_genLangaugeTypePath");
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// 自定义 ReorderableList
_languageList = new ReorderableList(_serializedObject, _languageTypes,
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draggable: false, // 禁止拖拽
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displayHeader: true,
displayAddButton: true,
displayRemoveButton: true);
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_languageList.drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "Language Types"); };
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_languageList.drawElementCallback = (rect, index, isActive, isFocused) =>
{
var element = _languageTypes.GetArrayElementAtIndex(index);
rect.y += 2;
// 只显示可编辑的 string 字段
element.stringValue = EditorGUI.TextField(
new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight),
element.stringValue);
};
}
public override void OnGUI(string searchContext)
{
if (_serializedObject == null || !_serializedObject.targetObject)
{
InitGUI();
}
_serializedObject.Update();
EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_genLangaugeTypePath);
if (GUILayout.Button("Generate Language Types"))
{
RegenerateLanguageTypes();
}
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_languageList.DoLayoutList();
if (EditorGUI.EndChangeCheck())
{
_serializedObject.ApplyModifiedProperties();
LocalizationConfiguration.Save();
}
}
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private void RegenerateLanguageTypes()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("using System.Collections.Generic;");
sb.AppendLine("");
sb.AppendLine("/// <summary>");
sb.AppendLine("/// AutoGenerate");
sb.AppendLine("/// </summary>");
sb.AppendLine("public static class LanguageTypes");
sb.AppendLine("{");
sb.AppendLine("\tpublic static readonly IReadOnlyList<string> Types = new List<string>");
sb.AppendLine("\t{");
for (int i = 0; i < LocalizationConfiguration.Instance.LanguageTypeNames.Count; i++)
{
sb.AppendLine($"\t\t\"{LocalizationConfiguration.Instance.LanguageTypeNames[i]}\",");
}
sb.AppendLine("\t};");
sb.AppendLine("");
sb.AppendLine("\tpublic static string IndexToString(int index)");
sb.AppendLine("\t{");
sb.AppendLine("\t\tif (index < 0 || index >= Types.Count) return \"Unknown\";");
sb.AppendLine("\t\treturn Types[index];");
sb.AppendLine("\t}");
sb.AppendLine("");
sb.AppendLine("\tpublic static int StringToIndex(string s)");
sb.AppendLine("\t{");
sb.AppendLine("\t\tint index = -1;");
sb.AppendLine("\t\tfor (int i = 0; i < Types.Count; i++)");
sb.AppendLine("\t\t{");
sb.AppendLine("\t\t\tif (Types[i] == s)");
sb.AppendLine("\t\t\t{");
sb.AppendLine("\t\t\t\tindex = i;");
sb.AppendLine("\t\t\t\tbreak;");
sb.AppendLine("\t\t\t}");
sb.AppendLine("\t\t}");
sb.AppendLine("");
sb.AppendLine("\t\treturn index;");
sb.AppendLine("\t}");
sb.AppendLine("");
sb.AppendLine("}");
System.IO.File.WriteAllText(_genLangaugeTypePath.stringValue, sb.ToString());
AssetDatabase.Refresh();
}
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public override void OnDeactivate()
{
base.OnDeactivate();
LocalizationConfiguration.Save();
}
static LocalizationSettingsProvider s_provider;
[SettingsProvider]
public static SettingsProvider CreateMyCustomSettingsProvider()
{
if (s_provider == null)
{
s_provider = new LocalizationSettingsProvider();
}
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return s_provider;
}
}
}