項目現在需要做多語言切換部分,下面是一個基本多語言切換實現
1.
首先建立一個類來存放字符,其中包括一個靜態方法來根據Key和語言類型獲取對應字符
using System.Collections; using System.Collections.Generic; using UnityEngine; public static class multiLangConst { static Dictionary<string, string> LangMap_en = new Dictionary<string, string>{ {"txt_name", "Name"}, }; static Dictionary<string, string> LangMap_cn = new Dictionary<string, string>{ {"txt_name", "名字"}, }; public static string GetValue(string languageType, string key) { if (languageType == "en") { return LangMap_en[key]; } else if (languageType == "cn") { return LangMap_cn[key]; } return "N/A"; } }
2.
然后建立一個全局的委托
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class GameManager : MonoBehaviour { public delegate void OnLanguageChanged(string type); public static OnLanguageChanged onLanguageChanged = null; public void SetupLanguage(string type) { if (onLanguageChanged != null) { onLanguageChanged(type); } } }
3.
最后是一個Handler,掛在有Text組件的對象上
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class multiLangHandler : MonoBehaviour { [SerializeField, Header("Langkey")] private string LangKey = ""; void Awake() { GameManager.onLanguageChanged += onLanguageChanged; } private void OnDestroy() { GameManager.onLanguageChanged -= onLanguageChanged; } void onLanguageChanged(string languageType) { Text text = this.gameObject.GetComponent<Text>(); if (text != null) { var value = multiLangConst.GetValue(languageType, LangKey); text.text = value; return; } } }
最后通過按鈕來調用GameManager下面的SetupLanguage方法來進行語言切換。