//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 loyalsoft. All rights reserved.
// Homepage: http://www.game7000.com/
// Feedback: http://www.game7000.com/
//------------------------------------------------------------
using GameFramework;
using GameFramework.Localization;
using System;
using System.IO;
using System.Text;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
///
/// 默认本地化辅助器。
///
public class DefaultLocalizationHelper : LocalizationHelperBase
{
private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
private static readonly string BytesAssetExtension = ".bytes";
private const int ColumnCount = 4;
private ResourceComponent m_ResourceComponent = null;
///
/// 获取系统语言。
///
public override Language SystemLanguage
{
get
{
switch (Application.systemLanguage)
{
case UnityEngine.SystemLanguage.Afrikaans: return Language.Afrikaans;
case UnityEngine.SystemLanguage.Arabic: return Language.Arabic;
case UnityEngine.SystemLanguage.Basque: return Language.Basque;
case UnityEngine.SystemLanguage.Belarusian: return Language.Belarusian;
case UnityEngine.SystemLanguage.Bulgarian: return Language.Bulgarian;
case UnityEngine.SystemLanguage.Catalan: return Language.Catalan;
case UnityEngine.SystemLanguage.Chinese: return Language.ChineseSimplified;
case UnityEngine.SystemLanguage.ChineseSimplified: return Language.ChineseSimplified;
case UnityEngine.SystemLanguage.ChineseTraditional: return Language.ChineseTraditional;
case UnityEngine.SystemLanguage.Czech: return Language.Czech;
case UnityEngine.SystemLanguage.Danish: return Language.Danish;
case UnityEngine.SystemLanguage.Dutch: return Language.Dutch;
case UnityEngine.SystemLanguage.English: return Language.English;
case UnityEngine.SystemLanguage.Estonian: return Language.Estonian;
case UnityEngine.SystemLanguage.Faroese: return Language.Faroese;
case UnityEngine.SystemLanguage.Finnish: return Language.Finnish;
case UnityEngine.SystemLanguage.French: return Language.French;
case UnityEngine.SystemLanguage.German: return Language.German;
case UnityEngine.SystemLanguage.Greek: return Language.Greek;
case UnityEngine.SystemLanguage.Hebrew: return Language.Hebrew;
case UnityEngine.SystemLanguage.Hungarian: return Language.Hungarian;
case UnityEngine.SystemLanguage.Icelandic: return Language.Icelandic;
case UnityEngine.SystemLanguage.Indonesian: return Language.Indonesian;
case UnityEngine.SystemLanguage.Italian: return Language.Italian;
case UnityEngine.SystemLanguage.Japanese: return Language.Japanese;
case UnityEngine.SystemLanguage.Korean: return Language.Korean;
case UnityEngine.SystemLanguage.Latvian: return Language.Latvian;
case UnityEngine.SystemLanguage.Lithuanian: return Language.Lithuanian;
case UnityEngine.SystemLanguage.Norwegian: return Language.Norwegian;
case UnityEngine.SystemLanguage.Polish: return Language.Polish;
case UnityEngine.SystemLanguage.Portuguese: return Language.PortuguesePortugal;
case UnityEngine.SystemLanguage.Romanian: return Language.Romanian;
case UnityEngine.SystemLanguage.Russian: return Language.Russian;
case UnityEngine.SystemLanguage.SerboCroatian: return Language.SerboCroatian;
case UnityEngine.SystemLanguage.Slovak: return Language.Slovak;
case UnityEngine.SystemLanguage.Slovenian: return Language.Slovenian;
case UnityEngine.SystemLanguage.Spanish: return Language.Spanish;
case UnityEngine.SystemLanguage.Swedish: return Language.Swedish;
case UnityEngine.SystemLanguage.Thai: return Language.Thai;
case UnityEngine.SystemLanguage.Turkish: return Language.Turkish;
case UnityEngine.SystemLanguage.Ukrainian: return Language.Ukrainian;
case UnityEngine.SystemLanguage.Unknown: return Language.Unspecified;
case UnityEngine.SystemLanguage.Vietnamese: return Language.Vietnamese;
default: return Language.Unspecified;
}
}
}
///
/// 读取字典。
///
/// 本地化管理器。
/// 字典资源名称。
/// 字典资源。
/// 用户自定义数据。
/// 是否读取字典成功。
public override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, object dictionaryAsset, object userData)
{
TextAsset dictionaryTextAsset = dictionaryAsset as TextAsset;
if (dictionaryTextAsset != null)
{
if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
{
return localizationManager.ParseData(dictionaryTextAsset.bytes, userData);
}
else
{
return localizationManager.ParseData(dictionaryTextAsset.text, userData);
}
}
Log.Warning("Dictionary asset '{0}' is invalid.", dictionaryAssetName);
return false;
}
///
/// 读取字典。
///
/// 本地化管理器。
/// 字典资源名称。
/// 字典二进制流。
/// 字典二进制流的起始位置。
/// 字典二进制流的长度。
/// 用户自定义数据。
/// 是否读取字典成功。
public override bool ReadData(ILocalizationManager localizationManager, string dictionaryAssetName, byte[] dictionaryBytes, int startIndex, int length, object userData)
{
if (dictionaryAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
{
return localizationManager.ParseData(dictionaryBytes, startIndex, length, userData);
}
else
{
return localizationManager.ParseData(Utility.Converter.GetString(dictionaryBytes, startIndex, length), userData);
}
}
///
/// 解析字典。
///
/// 本地化管理器。
/// 要解析的字典字符串。
/// 用户自定义数据。
/// 是否解析字典成功。
public override bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData)
{
try
{
int position = 0;
string dictionaryLineString = null;
while ((dictionaryLineString = dictionaryString.ReadLine(ref position)) != null)
{
if (dictionaryLineString[0] == '#')
{
continue;
}
string[] splitedLine = dictionaryLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
if (splitedLine.Length != ColumnCount)
{
Log.Warning("Can not parse dictionary line string '{0}' which column count is invalid.", dictionaryLineString);
return false;
}
string dictionaryKey = splitedLine[1];
string dictionaryValue = splitedLine[3];
if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
{
Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
return false;
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse dictionary string with exception '{0}'.", exception.ToString());
return false;
}
}
///
/// 解析字典。
///
/// 本地化管理器。
/// 要解析的字典二进制流。
/// 字典二进制流的起始位置。
/// 字典二进制流的长度。
/// 用户自定义数据。
/// 是否解析字典成功。
public override bool ParseData(ILocalizationManager localizationManager, byte[] dictionaryBytes, int startIndex, int length, object userData)
{
try
{
using (MemoryStream memoryStream = new MemoryStream(dictionaryBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
{
string dictionaryKey = binaryReader.ReadString();
string dictionaryValue = binaryReader.ReadString();
if (!localizationManager.AddRawString(dictionaryKey, dictionaryValue))
{
Log.Warning("Can not add raw string with dictionary key '{0}' which may be invalid or duplicate.", dictionaryKey);
return false;
}
}
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse dictionary bytes with exception '{0}'.", exception.ToString());
return false;
}
}
///
/// 释放字典资源。
///
/// 本地化管理器。
/// 要释放的字典资源。
public override void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset)
{
m_ResourceComponent.UnloadAsset(dictionaryAsset);
}
private void Start()
{
m_ResourceComponent = GameEntry.GetComponent();
if (m_ResourceComponent == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
}
}
}