mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 02:35:06 +08:00
147 lines
4.7 KiB
C#
147 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.IO;
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using System.Linq;
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using nadena.dev.modular_avatar.ui;
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using nadena.dev.ndmf.localization;
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using nadena.dev.ndmf.ui;
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using Newtonsoft.Json;
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using UnityEditor;
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using UnityEngine;
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namespace nadena.dev.modular_avatar.core.editor
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{
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[InitializeOnLoad] // ensure that we register languages with NDMF on domain load
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internal static class Localization
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{
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public static event Action OnLangChange;
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private const string FallbackLanguage = "en";
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private const string localizationPathGuid = "488c994003974b3ab2796371cf627bca";
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private static string localizationPathRoot = AssetDatabase.GUIDToAssetPath(localizationPathGuid);
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private static ImmutableDictionary<string, string> SupportedLanguageDisplayNames
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= ImmutableDictionary<string, string>.Empty
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.Add("en-US", "English")
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.Add("ja-JP", "日本語")
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.Add("zh-Hans", "简体中文")
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.Add("zh-Hant", "繁體中文")
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.Add("ko-KR", "한국어");
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private static ImmutableList<string>
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SupportedLanguages = new string[] {"en-US", "ja-JP", "zh-Hans", "zh-Hant", "ko-KR"}.ToImmutableList();
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private static string[] DisplayNames = SupportedLanguages.Select(l =>
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{
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return SupportedLanguageDisplayNames.TryGetValue(l, out var displayName) ? displayName : l;
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}).ToArray();
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private static Dictionary<string, ImmutableDictionary<string, string>> Cache
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= new Dictionary<string, ImmutableDictionary<string, string>>();
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internal static string OverrideLanguage { get; set; } = null;
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public static Localizer L { get; private set; }
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public static UIElementLocalizer UI;
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static Localization()
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{
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Localizer localizer = new Localizer(SupportedLanguages[0], () =>
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{
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List<(string, Func<string, string>)> languages = new List<(string, Func<string, string>)>();
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foreach (var lang in SupportedLanguages)
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{
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languages.Add((lang, LanguageLookup(lang)));
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}
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return languages;
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});
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L = localizer;
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UI = new UIElementLocalizer(L);
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LanguagePrefs.RegisterLanguageChangeCallback(typeof(Localization), _ => OnLangChange?.Invoke());
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}
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private static Func<string,string> LanguageLookup(string lang)
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{
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var filename = localizationPathRoot + "/" + lang + ".json";
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try
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{
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var langData = File.ReadAllText(filename);
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var langMap = JsonConvert.DeserializeObject<Dictionary<string, string>>(langData);
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// return langMap.GetValueOrDefault; - Unity 2019 doesn't have this extension method
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return key =>
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{
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if (langMap.TryGetValue(key, out var val)) return val;
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else return null;
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};
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}
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catch (Exception e)
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{
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Debug.LogError("Failed to load language file " + filename);
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Debug.LogException(e);
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return (k) => null;
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}
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}
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[MenuItem(UnityMenuItems.TopMenu_ReloadLocalizations, false, UnityMenuItems.TopMenu_ReloadLocalizationsOrder)]
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public static void Reload()
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{
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Localizer.ReloadLocalizations();
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Cache.Clear();
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}
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public static GUIContent G(string key)
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{
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var tooltip = S(key + ".tooltip", null);
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return tooltip != null ? new GUIContent(S(key), tooltip) : new GUIContent(S(key));
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}
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public static string S(string key)
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{
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return S(key, key);
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}
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public static string S_f(string key, params string[] format)
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{
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try
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{
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return string.Format(S(key, key), format);
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}
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catch (FormatException)
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{
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return S(key, key) + "(" + string.Join(", ", format) + ")";
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}
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}
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public static string S(string key, string defValue)
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{
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if (L.TryGetLocalizedString(key, out var val))
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{
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return val;
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}
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else
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{
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return defValue;
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}
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}
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public static string GetSelectedLocalization()
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{
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return LanguagePrefs.Language;
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}
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public static void ShowLanguageUI()
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{
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EditorGUILayout.Separator();
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LanguageSwitcher.DrawImmediate();
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}
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}
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}
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