fix
This commit is contained in:
parent
152faa5991
commit
80d3a482b7
@ -17,6 +17,10 @@ namespace AlicizaX.Localization.Editor
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private SerializedProperty generateScriptCodeFirstConfig;
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private List<string> popConfig = new List<string>();
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// Track original state for comparison
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private List<string> _originalLanguages = new List<string>();
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private bool _hasUnsavedChanges = false;
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public LocalizationSettingsProvider() : base("Project/Localization Settings", SettingsScope.Project)
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{
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}
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@ -34,6 +38,14 @@ namespace AlicizaX.Localization.Editor
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_languageTypes = _serializedObject.FindProperty("LanguageTypes");
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_genLangaugeTypePath = _serializedObject.FindProperty("_genLangaugeTypePath");
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generateScriptCodeFirstConfig = _serializedObject.FindProperty("generateScriptCodeFirstConfig");
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// Store original language list
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_originalLanguages.Clear();
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for (int i = 0; i < _languageTypes.arraySize; i++)
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{
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_originalLanguages.Add(_languageTypes.GetArrayElementAtIndex(i).stringValue);
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}
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// 自定义 ReorderableList
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_languageList = new ReorderableList(_serializedObject, _languageTypes,
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draggable: false,
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@ -58,9 +70,15 @@ namespace AlicizaX.Localization.Editor
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}
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else
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{
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element.stringValue = EditorGUI.TextField(
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EditorGUI.BeginChangeCheck();
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string newValue = EditorGUI.TextField(
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new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight),
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element.stringValue);
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if (EditorGUI.EndChangeCheck())
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{
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element.stringValue = newValue;
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_hasUnsavedChanges = true;
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}
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}
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};
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@ -69,6 +87,31 @@ namespace AlicizaX.Localization.Editor
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{
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return list.index >= 2; // 只有索引 >=2 的项才能删除
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};
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// Hook for when a language is added
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_languageList.onAddCallback = list =>
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{
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int newIndex = _languageTypes.arraySize;
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_languageTypes.InsertArrayElementAtIndex(newIndex);
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var newElement = _languageTypes.GetArrayElementAtIndex(newIndex);
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newElement.stringValue = "NewLanguage";
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_hasUnsavedChanges = true;
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};
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// Hook for when a language is removed
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_languageList.onRemoveCallback = list =>
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{
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if (list.index < 2)
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{
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EditorUtility.DisplayDialog("Cannot Remove", "The first two languages (ChineseSimplified and English) cannot be removed.", "OK");
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return;
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}
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// Just remove from the list, no immediate sync
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_languageTypes.DeleteArrayElementAtIndex(list.index);
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_hasUnsavedChanges = true;
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};
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popConfig.Clear();
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if (setting.LanguageTypeNames.Count > 0)
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{
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@ -110,6 +153,27 @@ namespace AlicizaX.Localization.Editor
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_serializedObject.ApplyModifiedProperties();
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LocalizationConfiguration.Save();
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}
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// Add Save button
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EditorGUILayout.Space(10);
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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using (new EditorGUI.DisabledGroupScope(!_hasUnsavedChanges))
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{
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if (GUILayout.Button("Save Language Changes", GUILayout.Width(200), GUILayout.Height(30)))
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{
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ApplyLanguageChanges();
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}
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}
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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if (_hasUnsavedChanges)
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{
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EditorGUILayout.HelpBox("You have unsaved language changes. Click 'Save Language Changes' to apply them to all GameLocalizationTable assets.", MessageType.Warning);
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}
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}
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private void RegenerateLanguageTypes()
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@ -172,6 +236,152 @@ namespace AlicizaX.Localization.Editor
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LocalizationConfiguration.Save();
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}
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private void ApplyLanguageChanges()
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{
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// Get current language list
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List<string> currentLanguages = new List<string>();
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for (int i = 0; i < _languageTypes.arraySize; i++)
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{
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currentLanguages.Add(_languageTypes.GetArrayElementAtIndex(i).stringValue);
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}
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// Detect changes
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List<string> addedLanguages = new List<string>();
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List<string> removedLanguages = new List<string>();
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Dictionary<string, string> renamedLanguages = new Dictionary<string, string>(); // old -> new
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// Find added languages
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foreach (var lang in currentLanguages)
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{
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if (!_originalLanguages.Contains(lang))
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{
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addedLanguages.Add(lang);
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}
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}
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// Find removed languages
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foreach (var lang in _originalLanguages)
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{
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if (!currentLanguages.Contains(lang))
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{
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removedLanguages.Add(lang);
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}
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}
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// Detect renames (same index, different name)
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for (int i = 0; i < Mathf.Min(_originalLanguages.Count, currentLanguages.Count); i++)
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{
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if (_originalLanguages[i] != currentLanguages[i])
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{
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// Check if this is a rename (not an add/remove)
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if (!addedLanguages.Contains(currentLanguages[i]) && !removedLanguages.Contains(_originalLanguages[i]))
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{
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renamedLanguages[_originalLanguages[i]] = currentLanguages[i];
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}
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}
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}
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// Apply changes to all tables
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string[] guids = AssetDatabase.FindAssets("t:GameLocaizationTable");
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int tablesUpdated = 0;
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foreach (string guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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GameLocaizationTable table = AssetDatabase.LoadAssetAtPath<GameLocaizationTable>(assetPath);
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if (table == null)
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continue;
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bool tableModified = false;
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// Handle renames first
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foreach (var rename in renamedLanguages)
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{
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LocalizationLanguage language = table.Languages.Find(lang => lang.LanguageName == rename.Key);
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if (language != null)
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{
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language.LanguageName = rename.Value;
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language.name = rename.Value;
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tableModified = true;
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}
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}
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// Handle additions
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foreach (var newLang in addedLanguages)
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{
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// Skip if already exists
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if (table.Languages.Exists(lang => lang.LanguageName == newLang))
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continue;
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// Create new LocalizationLanguage asset
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LocalizationLanguage newLanguage = ScriptableObject.CreateInstance<LocalizationLanguage>();
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newLanguage.name = newLang;
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newLanguage.LanguageName = newLang;
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newLanguage.Strings = new List<LocalizationLanguage.LocalizationString>();
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// Synchronize keys from existing table structure
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foreach (var section in table.TableSheet)
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{
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foreach (var item in section.SectionSheet)
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{
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string sectionKey = section.SectionName.Replace(" ", "");
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string itemKey = item.Key.Replace(" ", "");
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string fullKey = sectionKey + "." + itemKey;
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newLanguage.Strings.Add(new LocalizationLanguage.LocalizationString
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{
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SectionId = section.Id,
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EntryId = item.Id,
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Key = fullKey,
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Value = string.Empty
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});
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}
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}
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AssetDatabase.AddObjectToAsset(newLanguage, table);
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table.Languages.Add(newLanguage);
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tableModified = true;
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}
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// Handle removals
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foreach (var removedLang in removedLanguages)
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{
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LocalizationLanguage languageToDelete = table.Languages.Find(lang => lang.LanguageName == removedLang);
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if (languageToDelete != null)
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{
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table.Languages.Remove(languageToDelete);
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UnityEngine.Object.DestroyImmediate(languageToDelete, true);
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tableModified = true;
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}
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}
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if (tableModified)
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{
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EditorUtility.SetDirty(table);
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tablesUpdated++;
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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// Update original languages list
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_originalLanguages.Clear();
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_originalLanguages.AddRange(currentLanguages);
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_hasUnsavedChanges = false;
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// Log results
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if (addedLanguages.Count > 0)
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Debug.Log($"Added {addedLanguages.Count} language(s) to {tablesUpdated} table(s): {string.Join(", ", addedLanguages)}");
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if (removedLanguages.Count > 0)
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Debug.Log($"Removed {removedLanguages.Count} language(s) from {tablesUpdated} table(s): {string.Join(", ", removedLanguages)}");
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if (renamedLanguages.Count > 0)
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Debug.Log($"Renamed {renamedLanguages.Count} language(s) in {tablesUpdated} table(s)");
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EditorUtility.DisplayDialog("Success", $"Language changes applied to {tablesUpdated} GameLocalizationTable(s).", "OK");
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}
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static LocalizationSettingsProvider s_provider;
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[SettingsProvider]
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