Unity 本地化(多语言)插件Localization

游戏本地化主要是文字和资源(图片等)随语言变化,比如游戏内一些艺术字使用的是图片,就要根据语言加载不同的图片

安装,配置

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Localization是unity官方推出的本地化插件,通过PackageManager安装
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使用前需要先创建本地化配置,Edit > Project Settings > Localization,生成总的配置文件
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Locale Generator用于添加或移出语言,每添加一种语言也会生成对应的配置文件,然后选择默认语言的配置文件,如上图

创建表格

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Window > Asset Management > Localization Tables 创建表格,用于建立不同资源之间的对应关系,就是一个key对应多个语言的资源,可以选择创建文本表或者资源表,写好表名后就可以创建了

文本表(String Table)

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这里先以文本表演示,创建一个表名为MyStringTable的String Table
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UI上添加一个TextMeshPro,右键选择Localize
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会自动添加一个脚本,指定表名和Entry Name(也就是表中的key),然后在场景中挂脚本进行测试

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;

public class TestLocalization : MonoBehaviour
{
    
    
    AsyncOperationHandle m_InitializeOperation;
    private Locale _chineseLocale;
    private Locale _englishLocale;

    void Start()
    {
    
    
        // SelectedLocaleAsync will ensure that the locales have been initialized and a locale has been selected.
        m_InitializeOperation = LocalizationSettings.SelectedLocaleAsync;
        if (m_InitializeOperation.IsDone)
        {
    
    
            InitializeCompleted(m_InitializeOperation);
        }
        else
        {
    
    
            m_InitializeOperation.Completed += InitializeCompleted;
        }
    }

    void InitializeCompleted(AsyncOperationHandle obj)
    {
    
    
        var locales = LocalizationSettings.AvailableLocales.Locales;
        for (int i = 0; i < locales.Count; ++i)
        {
    
    
            var locale = locales[i];
            if (locale.LocaleName == "Chinese (Simplified) (zh-Hans)")
            {
    
    
                _chineseLocale = locale;
            }
            else if (locale.LocaleName == "English (en)")
            {
    
    
                _englishLocale = locale;
            }
        }
    }

    private void OnGUI()
    {
    
    
        if (GUI.Button(new Rect(0, 0, 100, 50),"中文"))
        {
    
    
            LocalizationSettings.Instance.SetSelectedLocale(_chineseLocale);
        }
        
        if (GUI.Button(new Rect(0, 60, 100, 50),"英文"))
        {
    
    
            LocalizationSettings.Instance.SetSelectedLocale(_englishLocale);
        }
    }
}

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运行时修改Locale就可以改变语言,这种方法适用于界面上的静态文本,也可以在代码中获取对应的文本,需要指定表名和key,如下

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;

public class TestLocalization2 : MonoBehaviour
{
    
    
    public TextMeshProUGUI text;
    
    void Start()
    {
    
    
        StartCoroutine(LoadStrings());
    }
    
    IEnumerator LoadStrings()
    {
    
    
        // A string table may not be immediately available such as during initialization of the localization system or when a table has not been loaded yet.
        var loadingOperation = LocalizationSettings.StringDatabase.GetTableAsync("MyStringTable");
        yield return loadingOperation;

        if (loadingOperation.Status == AsyncOperationStatus.Succeeded)
        {
    
    
            var stringTable = loadingOperation.Result;
            text.text = stringTable.GetEntry("id_hello").GetLocalizedString();
        }
        else
        {
    
    
            Debug.LogError("Could not load String Table\n" + loadingOperation.OperationException.ToString());
        }
    }
}

或者在初始化时通过表名获得该文本表,然后由文本表获取字符串

using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;

public class TestLocalization3 : MonoBehaviour
{
    
    
    public LocalizedStringTable stringTable = new LocalizedStringTable {
    
     TableReference = "MyStringTable" };
    string m_TranslatedStringHello;

    void OnEnable()
    {
    
    
        stringTable.TableChanged += LoadStrings;
    }

    void OnDisable()
    {
    
    
        stringTable.TableChanged -= LoadStrings;
    }

    void LoadStrings(StringTable stringTable)
    {
    
    
        m_TranslatedStringHello = GetLocalizedString(stringTable, "id_hello");
    }

    static string GetLocalizedString(StringTable table, string entryName)
    {
    
    
        var entry = table.GetEntry(entryName);
        return entry.GetLocalizedString();
    }

    void OnGUI()
    {
    
    
        // We can check if the localization system is ready using the InitializationOperation.
        // Initialization involves loading locales and optionally preloading localized data for the current locale.
        if (!LocalizationSettings.InitializationOperation.IsDone)
        {
    
    
            GUILayout.Label("Initializing Localization");
            return;
        }
        GUILayout.Label(m_TranslatedStringHello);
    }
}

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Window > Asset Management > Localization Scene Controls
编辑器下,我们可以通过Localization Scene Controls来修改当前Locale,便于debug
如果游戏中的文本量不是很大,可以通过Localization的文本表管理,文本量很大的话还是建议通过Excel来管理,自己写一个管理器来加载文本

资源表(Asset Table)

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资源表的逻辑类似,先创建一个MyAssetTable,添加测试数据,因为资源项是Object类型,所以支持任何资源,这里添加两个sprite
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在UI上添加一个Image,右键选择Localize,自动添加脚本,指定表名和key,就可以测试了
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这个适用于界面上的静态图片,Raw Image和Audio Source组件同样支持右键选择Localize

拓展

我想让TextMeshPro的字体也随着语言改变,Localization也提供了接口支持拓展,首先创建三个脚本

using System;

namespace UnityEngine.Localization
{
    
    
    [Serializable]
    public class LocalizedTmpFont : LocalizedAsset<TMPro.TMP_FontAsset>
    {
    
    
        
    }
}
using System;
using UnityEngine.Events;

namespace UnityEngine.Localization.Events
{
    
    
    [Serializable]
    public class UnityEventTmpFont : UnityEvent<TMPro.TMP_FontAsset>
    {
    
    
    }
}
using TMPro;
using UnityEngine.Localization.Events;

namespace UnityEngine.Localization.Components
{
    
    
    [AddComponentMenu("Localization/Asset/Localize TmpFont Event")]
    public class LocalizeTmpFontEvent : LocalizedAssetEvent<TMPro.TMP_FontAsset, LocalizedTmpFont, UnityEventTmpFont>
    {
    
    
        private TextMeshProUGUI text;
        private void Awake()
        {
    
    
            text = GetComponent<TextMeshProUGUI>();
        }

        protected override void UpdateAsset(TMP_FontAsset localizedAsset)
        {
    
    
            base.UpdateAsset(localizedAsset);
            text.font = localizedAsset;
        }
    }
}

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资源表中也添加想要的字体
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最后就可以在TextMeshPro上挂LocalizeTmpFontEvent脚本,指定表名和id
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转载自blog.csdn.net/sinat_34014668/article/details/127471573