com.alicizax.unity.framework/Runtime/Localization/LocalizationComponent.cs
陈思海 6397cc03b2 框架大更新
1.进步优化UI系统 加载问题 性能问题 Canvas重绘问题 边界处理问题
2.优化对象池和游戏对象池的性能 游戏对象池根据窗口 策略定期清理
3.优化整个AppService 和ServiceWorld结构 固定三大类 具体参考代码
2026-03-31 17:25:20 +08:00

153 lines
4.8 KiB
C#

using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using AlicizaX.Resource.Runtime;
using UnityEngine;
namespace AlicizaX.Localization.Runtime
{
/// <summary>
/// ±¾µØ»¯×é¼þ¡£
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Localization")]
public sealed class LocalizationComponent : MonoBehaviour
{
private const string DefaultLanguage = "ChineseSimplified";
private const string RuntimeLanguagePrefsKey = "AlicizaX.Localization.Language";
private ILocalizationService _mLocalizationService = null;
public static string PrefsKey = Application.dataPath.GetHashCode() + "Language";
[SerializeField] private string _language;
[SerializeField] private List<GameLocaizationTable> _startupTables = new();
[SerializeField] private List<string> _startupTableLocations = new();
[SerializeField] private string _resourcePackageName = string.Empty;
internal void SetLanguage(string language)
{
_language = language;
}
internal static void SaveLanguagePreference(string language)
{
if (string.IsNullOrEmpty(language))
{
return;
}
#if UNITY_EDITOR
UnityEditor.EditorPrefs.SetString(PrefsKey, language);
#endif
PlayerPrefs.SetString(RuntimeLanguagePrefsKey, language);
PlayerPrefs.Save();
}
private static string LoadLanguagePreference(string fallbackLanguage)
{
string fallback = string.IsNullOrEmpty(fallbackLanguage) ? DefaultLanguage : fallbackLanguage;
string language = PlayerPrefs.GetString(RuntimeLanguagePrefsKey, fallback);
#if UNITY_EDITOR
language = UnityEditor.EditorPrefs.GetString(PrefsKey, language);
#endif
return string.IsNullOrEmpty(language) ? fallback : language;
}
private void Awake()
{
if (!AppServices.App.TryGet<ILocalizationService>(out _mLocalizationService))
{
_mLocalizationService = AppServices.App.Register(new LocalizationService());
}
if (_mLocalizationService == null)
{
Log.Info("Localization manager is invalid.");
return;
}
_language = LoadLanguagePreference(_language);
_mLocalizationService.Initialize(_language);
ApplyStartupTables(_startupTables);
if (_startupTableLocations != null && _startupTableLocations.Count > 0)
{
LoadStartupTablesAsync().Forget();
}
}
private void ApplyStartupTables(List<GameLocaizationTable> tables)
{
if (tables == null || tables.Count == 0)
{
return;
}
bool applied = false;
for (int i = 0; i < tables.Count; i++)
{
GameLocaizationTable table = tables[i];
if (table == null)
{
continue;
}
if (!applied)
{
_mLocalizationService.CoverAddLocalizationConfig(table);
applied = true;
continue;
}
_mLocalizationService.IncreAddLocalizationConfig(table);
}
}
private async UniTaskVoid LoadStartupTablesAsync()
{
if (!AppServices.TryGet<IResourceService>(out var resourceService))
{
return;
}
List<GameLocaizationTable> loadedTables = new(_startupTableLocations.Count);
for (int i = 0; i < _startupTableLocations.Count; i++)
{
string location = _startupTableLocations[i];
if (string.IsNullOrEmpty(location))
{
continue;
}
GameLocaizationTable table = await resourceService.LoadAssetAsync<GameLocaizationTable>(location, default, _resourcePackageName);
if (table != null)
{
loadedTables.Add(table);
}
}
if (loadedTables.Count == 0)
{
return;
}
if (_startupTables == null)
{
_startupTables = new List<GameLocaizationTable>(loadedTables.Count);
}
for (int i = 0; i < loadedTables.Count; i++)
{
GameLocaizationTable table = loadedTables[i];
if (_startupTables.Contains(table))
{
continue;
}
_startupTables.Add(table);
_mLocalizationService.IncreAddLocalizationConfig(table);
}
}
}
}