527 lines
21 KiB
C#
527 lines
21 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using AlicizaX.Editor;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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namespace AlicizaX.Localization.Editor
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{
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internal sealed class LocalizationSettingsProvider : EditorWindow
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{
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private const string WindowTitle = "Localization Settings";
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private const string MenuPath = "Tools/AlicizaX/Localization/Open Localization Settings";
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private SerializedObject _serializedObject;
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private SerializedProperty _languageTypes;
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private SerializedProperty _genLangaugeTypePath;
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private SerializedProperty _generateScriptCodeFirstConfig;
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private SerializedProperty _generateLanguageTypesNamespace;
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private SerializedProperty _generateLanguageTypesTemplate;
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private ReorderableList _languageList;
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private readonly List<string> _languagePopupOptions = new();
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private readonly List<string> _originalLanguages = new();
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private readonly List<GameLocaizationTable> _localizationTables = new();
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private Vector2 _scrollPosition;
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private bool _hasUnsavedChanges;
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[MenuItem(MenuPath)]
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private static void Open()
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{
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LocalizationSettingsProvider window = GetWindow<LocalizationSettingsProvider>();
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window.titleContent = new GUIContent(WindowTitle);
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window.minSize = new Vector2(760f, 520f);
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window.Show();
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}
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private void OnEnable()
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{
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InitGUI();
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RefreshLocalizationTables();
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}
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private void OnFocus()
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{
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RefreshLocalizationTables();
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}
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private void OnDisable()
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{
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_serializedObject?.Dispose();
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_serializedObject = null;
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LocalizationConfiguration.Save();
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}
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private void InitGUI()
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{
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LocalizationConfiguration setting = LocalizationConfiguration.Instance;
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_serializedObject?.Dispose();
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_serializedObject = new SerializedObject(setting);
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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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_generateLanguageTypesNamespace = _serializedObject.FindProperty("generateLanguageTypesNamespace");
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_generateLanguageTypesTemplate = _serializedObject.FindProperty("generateLanguageTypesTemplate");
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CaptureOriginalLanguages();
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BuildLanguageList();
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RefreshLanguagePopupOptions();
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}
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private void CaptureOriginalLanguages()
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{
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_originalLanguages.Clear();
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if (_languageTypes == null)
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{
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return;
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}
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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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}
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private void BuildLanguageList()
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{
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_languageList = new ReorderableList(_serializedObject, _languageTypes,
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draggable: false,
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displayHeader: true,
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displayAddButton: true,
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displayRemoveButton: true);
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_languageList.drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "Language Types"); };
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_languageList.drawElementCallback = (rect, index, isActive, isFocused) =>
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{
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SerializedProperty element = _languageTypes.GetArrayElementAtIndex(index);
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rect.y += 2f;
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bool isBuiltInLanguage = index < 2;
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using (new EditorGUI.DisabledGroupScope(isBuiltInLanguage))
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{
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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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_languageList.onCanRemoveCallback = list => list.index >= 2;
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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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SerializedProperty 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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_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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_languageTypes.DeleteArrayElementAtIndex(list.index);
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_hasUnsavedChanges = true;
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};
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}
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private void RefreshLanguagePopupOptions()
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{
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_languagePopupOptions.Clear();
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IReadOnlyList<string> languageNames = LocalizationConfiguration.Instance.LanguageTypeNames;
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for (int i = 0; i < languageNames.Count; i++)
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{
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string name = languageNames[i].Or("Unknown");
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_languagePopupOptions.Add(name);
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}
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}
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private void RefreshLocalizationTables()
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{
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_localizationTables.Clear();
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string[] guids = AssetDatabase.FindAssets("t:GameLocaizationTable");
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for (int i = 0; i < guids.Length; i++)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
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GameLocaizationTable table = AssetDatabase.LoadAssetAtPath<GameLocaizationTable>(assetPath);
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if (table != null)
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{
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_localizationTables.Add(table);
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}
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}
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}
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private void OnGUI()
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{
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if (_serializedObject == null || !_serializedObject.targetObject)
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{
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InitGUI();
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}
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_serializedObject.Update();
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RefreshLanguagePopupOptions();
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EditorGUILayout.Space();
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_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
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DrawLanguageTypesSection();
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EditorGUILayout.Space(8f);
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DrawLanguageTypesGenerateSection();
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EditorGUILayout.Space(8f);
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DrawLocalizationTablesSection();
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EditorGUILayout.EndScrollView();
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if (_serializedObject.ApplyModifiedProperties())
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{
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LocalizationConfiguration.Save();
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}
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}
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private void DrawLanguageTypesSection()
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{
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using (new EditorDrawing.BorderBoxScope(new GUIContent("Language Types"), roundedBox: false))
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{
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_languageList.DoLayoutList();
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EditorGUILayout.Space(10f);
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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(200f), GUILayout.Height(30f)))
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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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}
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private void DrawLanguageTypesGenerateSection()
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{
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using (new EditorDrawing.BorderBoxScope(new GUIContent("Generate LanguageTypes"), roundedBox: false))
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{
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EditorGUILayout.PropertyField(_genLangaugeTypePath, new GUIContent("File Path"));
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EditorGUILayout.PropertyField(_generateLanguageTypesNamespace, new GUIContent("Namespace"));
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EditorDrawing.DrawStringSelectPopup(
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new GUIContent("生成多语言Key索引文件时的注释首选语言"),
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new GUIContent("None"),
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_languagePopupOptions.ToArray(),
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_generateScriptCodeFirstConfig.stringValue,
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selected =>
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{
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_generateScriptCodeFirstConfig.stringValue = selected;
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_serializedObject.ApplyModifiedProperties();
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LocalizationConfiguration.Save();
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});
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EditorGUILayout.LabelField("Template", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("Use placeholders: {NAMESPACE_START}, {NAMESPACE_END}, {LANGUAGE_CONSTANTS}, {LANGUAGE_LIST}", MessageType.None);
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EditorGUI.BeginChangeCheck();
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string template = EditorGUILayout.TextArea(_generateLanguageTypesTemplate.stringValue, GUILayout.MinHeight(240f));
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if (EditorGUI.EndChangeCheck())
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{
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_generateLanguageTypesTemplate.stringValue = template;
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}
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Reset Template", GUILayout.Width(140f)))
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{
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_generateLanguageTypesTemplate.stringValue = LocalizationConfiguration.DefaultTemplate;
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}
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if (GUILayout.Button("Generate Language Types", GUILayout.Width(180f)))
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{
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RegenerateLanguageTypes();
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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private void DrawLocalizationTablesSection()
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{
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using (new EditorDrawing.BorderBoxScope(new GUIContent("LocalizationTable"), roundedBox: false))
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{
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if (GUILayout.Button("Refresh LocalizationTable List", GUILayout.Width(220f)))
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{
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RefreshLocalizationTables();
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}
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EditorGUILayout.Space(4f);
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if (_localizationTables.Count == 0)
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{
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EditorGUILayout.HelpBox("No LocalizationTable assets found in the project.", MessageType.Info);
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return;
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}
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for (int i = 0; i < _localizationTables.Count; i++)
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{
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DrawLocalizationTableEntry(_localizationTables[i], i);
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if (i < _localizationTables.Count - 1)
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{
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EditorGUILayout.Space(6f);
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}
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}
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}
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}
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private void DrawLocalizationTableEntry(GameLocaizationTable table, int index)
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{
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SerializedObject tableSerializedObject = new SerializedObject(table);
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SerializedProperty pathProperty = tableSerializedObject.FindProperty("GenerateScriptCodePath");
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SerializedProperty namespaceProperty = tableSerializedObject.FindProperty("GenerateScriptCodeNamespace");
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using (new EditorDrawing.BorderBoxScope(new GUIContent($"LocalizationTable {index + 1}"), roundedBox: false))
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{
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using (new EditorGUI.DisabledGroupScope(true))
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{
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EditorGUILayout.ObjectField("Table", table, typeof(GameLocaizationTable), false);
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}
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tableSerializedObject.Update();
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EditorGUILayout.PropertyField(pathProperty, new GUIContent("Gen Code Path"));
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EditorGUILayout.PropertyField(namespaceProperty, new GUIContent("Namespace"));
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Gen Code", GUILayout.Width(120f)))
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{
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tableSerializedObject.ApplyModifiedProperties();
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EditorUtility.SetDirty(table);
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LocalizationWindowUtility.GenerateCode(table);
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}
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EditorGUILayout.EndHorizontal();
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if (tableSerializedObject.ApplyModifiedProperties())
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{
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EditorUtility.SetDirty(table);
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AssetDatabase.SaveAssets();
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}
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}
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}
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private void RegenerateLanguageTypes()
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{
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string filePath = _genLangaugeTypePath.stringValue;
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if (string.IsNullOrWhiteSpace(filePath))
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{
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EditorUtility.DisplayDialog("Invalid Path", "LanguageTypes output path cannot be empty.", "OK");
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return;
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}
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string directory = Path.GetDirectoryName(filePath);
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if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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string template = string.IsNullOrEmpty(_generateLanguageTypesTemplate.stringValue)
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? LocalizationConfiguration.DefaultTemplate
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: _generateLanguageTypesTemplate.stringValue;
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string generatedCode = BuildLanguageTypesCode(template, _generateLanguageTypesNamespace.stringValue, LocalizationConfiguration.Instance.LanguageTypeNames);
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File.WriteAllText(filePath, generatedCode, Encoding.UTF8);
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AssetDatabase.Refresh();
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}
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private static string BuildLanguageTypesCode(string template, string namespaceName, IReadOnlyList<string> languages)
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{
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StringBuilder constantsBuilder = new StringBuilder();
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StringBuilder listBuilder = new StringBuilder();
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for (int i = 0; i < languages.Count; i++)
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{
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string languageName = languages[i];
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constantsBuilder.AppendLine($" public const string {languageName} = \"{languageName}\";");
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listBuilder.AppendLine($" \"{languageName}\",");
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}
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string namespaceStart = string.IsNullOrWhiteSpace(namespaceName)
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? string.Empty
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: $"namespace {namespaceName}{Environment.NewLine}{{{Environment.NewLine}";
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string namespaceEnd = string.IsNullOrWhiteSpace(namespaceName)
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? string.Empty
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: $"{Environment.NewLine}}}";
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return template
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.Replace("{NAMESPACE_START}", namespaceStart)
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.Replace("{NAMESPACE_END}", namespaceEnd)
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.Replace("{LANGUAGE_CONSTANTS}", constantsBuilder.ToString().TrimEnd())
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.Replace("{LANGUAGE_LIST}", listBuilder.ToString().TrimEnd());
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}
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private void ApplyLanguageChanges()
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{
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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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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>();
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foreach (string 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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foreach (string 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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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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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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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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{
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continue;
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}
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bool tableModified = false;
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foreach (KeyValuePair<string, string> 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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foreach (string newLang in addedLanguages)
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{
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if (table.Languages.Exists(lang => lang.LanguageName == newLang))
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{
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continue;
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}
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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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foreach (GameLocaizationTable.TableData section in table.TableSheet)
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{
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foreach (GameLocaizationTable.SheetItem item in section.SectionSheet)
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{
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string sectionKey = section.SectionName.Replace(" ", string.Empty);
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string itemKey = item.Key.Replace(" ", string.Empty);
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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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foreach (string 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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_originalLanguages.Clear();
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_originalLanguages.AddRange(currentLanguages);
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_hasUnsavedChanges = false;
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RefreshLocalizationTables();
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if (addedLanguages.Count > 0)
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{
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Debug.Log($"Added {addedLanguages.Count} language(s) to {tablesUpdated} table(s): {string.Join(", ", addedLanguages)}");
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}
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if (removedLanguages.Count > 0)
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{
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Debug.Log($"Removed {removedLanguages.Count} language(s) from {tablesUpdated} table(s): {string.Join(", ", removedLanguages)}");
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}
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if (renamedLanguages.Count > 0)
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{
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Debug.Log($"Renamed {renamedLanguages.Count} language(s) in {tablesUpdated} table(s)");
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}
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EditorUtility.DisplayDialog("Success", $"Language changes applied to {tablesUpdated} GameLocalizationTable(s).", "OK");
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}
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}
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}
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