86 lines
2.2 KiB
C#
86 lines
2.2 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public enum LocalizationLanguage { English, Japanese, Spanish };
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public class Localization : ScriptableObject {
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const string path = "Assets/Resources/Localization.asset";
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public static LocalizationLanguage SelectedLanguage;
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public static readonly int LanguageCount = System.Enum.GetNames(typeof(LocalizationLanguage)).Length;
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public static readonly System.Array Langauges = typeof(LocalizationLanguage).GetEnumValues();
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private static Localization _Instance;
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public static Localization Instance{
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get {
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if (_Instance == null) {
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#if UNITY_EDITOR
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_Instance = AssetDatabase.LoadAssetAtPath<Localization>(path);
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if (_Instance == null) {
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_Instance = ScriptableObject.CreateInstance<Localization>();
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AssetDatabase.CreateAsset(_Instance, path);
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}
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#else
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_Instance = Resources.Load<Localization>("Localization");
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#endif
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}
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return _Instance;
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}
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}
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public static void RebuildKeyDictionary(){
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if (keyDictionary == null) keyDictionary = new Dictionary<string, string>();
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else keyDictionary.Clear();
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var locals = Instance.GetLocals();
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foreach (var l in locals){
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keyDictionary.Add(l.key, l.text);
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}
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}
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private static Dictionary<string, string> keyDictionary;
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public static string GetString(string key){
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if (keyDictionary == null){
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RebuildKeyDictionary();
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}
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if (keyDictionary.ContainsKey(key)) return keyDictionary[key];
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else return "E-R-R-O-R";
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}
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[System.Serializable]
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public struct Local{
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public string key;
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public string text;
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}
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public Local[] englishLocals;
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public Local[] japaneseLocals;
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public Local[] spanishLocals;
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public Local[] GetLocals(LocalizationLanguage language){
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switch (language) {
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case LocalizationLanguage.English:
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return englishLocals;
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case LocalizationLanguage.Japanese:
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return japaneseLocals;
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case LocalizationLanguage.Spanish:
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return spanishLocals;
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}
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return englishLocals;
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}
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public Local[] GetLocals() => GetLocals(SelectedLanguage);
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}
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