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
Localization是unity官方推出的本地化插件,通过PackageManager安装
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
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
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)
这里先以文本表演示,创建一个表名为MyStringTable的String Table
UI上添加一个TextMeshPro,右键选择Localize
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);
}
}
}
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);
}
}
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)
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
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
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;
}
}
}
资源表中也添加想要的字体
最后就可以在TextMeshPro上挂LocalizeTmpFontEvent脚本,指定表名和id