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Merge pull request #178 from GeWuYou/feat/godot-localization-settings
Feat/godot localization settings
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commit
658a36fdd0
@ -19,6 +19,7 @@
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<ItemGroup>
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<ProjectReference Include="..\GFramework.Game\GFramework.Game.csproj"/>
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<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
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<ProjectReference Include="..\GFramework.Godot\GFramework.Godot.csproj"/>
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<ProjectReference Include="..\GFramework.SourceGenerators.Abstractions\GFramework.SourceGenerators.Abstractions.csproj"
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OutputItemType="Analyzer"
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ReferenceOutputAssembly="false"/>
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@ -0,0 +1,74 @@
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using GFramework.Core.Abstractions.Localization;
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using GFramework.Game.Abstractions.Setting;
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using GFramework.Game.Abstractions.Setting.Data;
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using GFramework.Godot.Setting;
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using GFramework.Godot.Setting.Data;
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namespace GFramework.Game.Tests.Setting;
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/// <summary>
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/// 覆盖 Godot 本地化设置应用器的语言同步行为,防止持久化语言仅影响 Godot 而未同步框架管理器。
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/// </summary>
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[TestFixture]
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public sealed class GodotLocalizationSettingsTests
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{
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[Test]
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public async Task Apply_ShouldSyncEnglishToGodotLocaleAndFrameworkLanguage()
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{
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var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
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manager.Setup(it => it.SetLanguage("eng"));
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string? appliedLocale = null;
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var applicator = CreateApplicator("English", manager.Object, locale => appliedLocale = locale);
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await applicator.Apply();
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Assert.That(appliedLocale, Is.EqualTo("en"));
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manager.Verify(it => it.SetLanguage("eng"), Times.Once);
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}
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[Test]
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public async Task Apply_ShouldSyncChineseToGodotLocaleAndFrameworkLanguage()
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{
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var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
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manager.Setup(it => it.SetLanguage("zhs"));
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string? appliedLocale = null;
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var applicator = CreateApplicator("简体中文", manager.Object, locale => appliedLocale = locale);
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await applicator.Apply();
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Assert.That(appliedLocale, Is.EqualTo("zh_CN"));
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manager.Verify(it => it.SetLanguage("zhs"), Times.Once);
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}
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[Test]
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public async Task Apply_ShouldFallbackUnknownLanguageToEnglish()
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{
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var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
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manager.Setup(it => it.SetLanguage("eng"));
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string? appliedLocale = null;
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var applicator = CreateApplicator("Esperanto", manager.Object, locale => appliedLocale = locale);
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await applicator.Apply();
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Assert.That(appliedLocale, Is.EqualTo("en"));
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manager.Verify(it => it.SetLanguage("eng"), Times.Once);
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}
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private static GodotLocalizationSettings CreateApplicator(
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string language,
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ILocalizationManager manager,
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Action<string> applyGodotLocale)
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{
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var settingsModel = new Mock<ISettingsModel>(MockBehavior.Strict);
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settingsModel.Setup(it => it.GetData<LocalizationSettings>()).Returns(new LocalizationSettings
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{
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Language = language
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});
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return new GodotLocalizationSettings(settingsModel.Object, new LocalizationMap(), () => manager,
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applyGodotLocale);
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}
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}
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@ -15,4 +15,5 @@ global using System;
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global using System.Collections.Generic;
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global using System.Linq;
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global using System.Threading;
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global using System.Threading.Tasks;
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global using System.Threading.Tasks;
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global using Godot;
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@ -18,12 +18,54 @@ namespace GFramework.Godot.Setting.Data;
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/// </summary>
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public class LocalizationMap
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{
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private const string DefaultFrameworkLanguage = "eng";
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private const string DefaultGodotLocale = "en";
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/// <summary>
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/// 用户语言 -> Godot locale 映射表
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/// 用户语言 -> Godot locale 映射表。
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/// </summary>
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public Dictionary<string, string> LanguageMap { get; set; } = new()
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{
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{ "简体中文", "zh_CN" },
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{ "English", "en" }
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};
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/// <summary>
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/// 用户语言 -> GFramework 本地化语言码映射表。
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/// </summary>
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public Dictionary<string, string> FrameworkLanguageMap { get; set; } = new()
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{
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{ "简体中文", "zhs" },
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{ "English", "eng" }
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};
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/// <summary>
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/// 解析用户保存的语言值对应的 Godot locale。
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/// </summary>
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/// <param name="storedLanguage">设置系统中保存的语言值。</param>
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/// <returns>对应的 Godot locale;未知值时回退为英文。</returns>
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public string ResolveGodotLocale(string? storedLanguage)
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{
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if (string.IsNullOrWhiteSpace(storedLanguage))
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{
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return DefaultGodotLocale;
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}
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return LanguageMap.GetValueOrDefault(storedLanguage, DefaultGodotLocale);
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}
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/// <summary>
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/// 解析用户保存的语言值对应的框架语言码。
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/// </summary>
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/// <param name="storedLanguage">设置系统中保存的语言值。</param>
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/// <returns>对应的框架语言码;未知值时回退为英文。</returns>
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public string ResolveFrameworkLanguage(string? storedLanguage)
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{
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if (string.IsNullOrWhiteSpace(storedLanguage))
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{
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return DefaultFrameworkLanguage;
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}
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return FrameworkLanguageMap.GetValueOrDefault(storedLanguage, DefaultFrameworkLanguage);
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}
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}
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@ -11,32 +11,83 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using GFramework.Core.Abstractions.Localization;
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using GFramework.Core.Architectures;
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using GFramework.Game.Abstractions.Setting;
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using GFramework.Game.Abstractions.Setting.Data;
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using GFramework.Godot.Setting.Data;
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using Godot;
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namespace GFramework.Godot.Setting;
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/// <summary>
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/// Godot本地化设置类,负责应用本地化配置到Godot引擎
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/// Godot 本地化设置类,负责将持久化语言配置同时应用到 Godot 引擎与 GFramework 本地化管理器。
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/// </summary>
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/// <param name="model">设置模型</param>
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/// <param name="localizationMap">本地化映射表</param>
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public class GodotLocalizationSettings(ISettingsModel model, LocalizationMap localizationMap)
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: IResetApplyAbleSettings
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public class GodotLocalizationSettings : IResetApplyAbleSettings
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{
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private readonly Action<string> _applyGodotLocale;
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private readonly Func<ILocalizationManager?> _localizationManagerResolver;
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private readonly LocalizationMap _localizationMap;
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private readonly ISettingsModel _model;
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/// <summary>
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/// 应用本地化设置到Godot引擎
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/// 初始化 Godot 本地化设置应用器,并默认从当前架构上下文解析框架本地化管理器。
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/// </summary>
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/// <param name="model">设置模型。</param>
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/// <param name="localizationMap">本地化映射表。</param>
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public GodotLocalizationSettings(ISettingsModel model, LocalizationMap localizationMap)
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: this(model, localizationMap, TryResolveLocalizationManager, TranslationServer.SetLocale)
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{
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}
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/// <summary>
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/// 初始化 Godot 本地化设置应用器。
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/// </summary>
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/// <param name="model">设置模型。</param>
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/// <param name="localizationMap">本地化映射表。</param>
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/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
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public GodotLocalizationSettings(
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ISettingsModel model,
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LocalizationMap localizationMap,
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Func<ILocalizationManager?> localizationManagerResolver)
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: this(model, localizationMap, localizationManagerResolver, TranslationServer.SetLocale)
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{
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}
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/// <summary>
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/// 初始化 Godot 本地化设置应用器,并显式指定 Godot locale 应用动作。
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/// 该重载主要用于测试或自定义引擎桥接。
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/// </summary>
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/// <param name="model">设置模型。</param>
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/// <param name="localizationMap">本地化映射表。</param>
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/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
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/// <param name="applyGodotLocale">Godot locale 应用动作。</param>
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public GodotLocalizationSettings(
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ISettingsModel model,
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LocalizationMap localizationMap,
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Func<ILocalizationManager?> localizationManagerResolver,
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Action<string> applyGodotLocale)
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{
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_model = model ?? throw new ArgumentNullException(nameof(model));
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_localizationMap = localizationMap ?? throw new ArgumentNullException(nameof(localizationMap));
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_localizationManagerResolver =
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localizationManagerResolver ?? throw new ArgumentNullException(nameof(localizationManagerResolver));
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_applyGodotLocale = applyGodotLocale ?? throw new ArgumentNullException(nameof(applyGodotLocale));
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}
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/// <summary>
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/// 应用本地化设置到 Godot 引擎与 GFramework 本地化管理器。
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/// </summary>
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/// <returns>完成的任务</returns>
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public Task Apply()
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{
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var settings = model.GetData<LocalizationSettings>();
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// 尝试从映射表获取 Godot locale
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var locale = localizationMap.LanguageMap.GetValueOrDefault(settings.Language, "en");
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// 默认值
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TranslationServer.SetLocale(locale);
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var settings = _model.GetData<LocalizationSettings>();
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var locale = _localizationMap.ResolveGodotLocale(settings.Language);
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var frameworkLanguage = _localizationMap.ResolveFrameworkLanguage(settings.Language);
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_applyGodotLocale(locale);
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// 设置系统持久化的是用户可见语言值;这里需要同步框架语言码,避免 Godot 与框架状态分裂。
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_localizationManagerResolver()?.SetLanguage(frameworkLanguage);
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return Task.CompletedTask;
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}
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@ -45,18 +96,30 @@ public class GodotLocalizationSettings(ISettingsModel model, LocalizationMap loc
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/// </summary>
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public void Reset()
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{
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model.GetData<LocalizationSettings>().Reset();
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_model.GetData<LocalizationSettings>().Reset();
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}
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/// <summary>
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/// 获取本地化设置的数据对象。
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/// 该属性提供对本地化设置数据的只读访问。
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/// </summary>
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public ISettingsData Data { get; } = model.GetData<LocalizationSettings>();
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public ISettingsData Data => _model.GetData<LocalizationSettings>();
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/// <summary>
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/// 获取本地化设置数据的类型。
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/// 该属性返回本地化设置数据的具体类型信息。
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/// </summary>
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public Type DataType { get; } = typeof(LocalizationSettings);
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private static ILocalizationManager? TryResolveLocalizationManager()
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{
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try
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{
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return GameContext.GetFirstArchitectureContext().GetSystem<ILocalizationManager>();
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}
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catch (InvalidOperationException)
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{
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return null;
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}
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}
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}
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@ -3,7 +3,7 @@
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## 概述
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Godot 设置模块是 GFramework.Godot 的核心组件之一,专门为 Godot 引擎提供游戏设置系统的实现。该模块将通用的设置框架与 Godot
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引擎的特定功能相结合,提供了音频设置和图形设置的完整解决方案。
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引擎的特定功能相结合,提供了音频设置、图形设置和本地化设置的完整解决方案。
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## 核心类
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@ -61,23 +61,55 @@ Godot 图形设置实现类,继承自 GraphicsSettings 并实现 IApplyAbleSet
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- 窗口位置自动居中
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- 多显示器支持
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### 本地化设置系统
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#### LocalizationMap
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本地化映射配置类,用于把设置系统中保存的用户可见语言值解析为:
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- Godot `TranslationServer` 使用的 locale
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- GFramework `ILocalizationManager` 使用的语言码
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默认映射如下:
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- `"简体中文"` -> Godot `zh_CN`,框架语言码 `zhs`
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- `"English"` -> Godot `en`,框架语言码 `eng`
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未知语言值会稳定回退到英文,避免重启后出现设置值与运行时语言状态不一致。
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#### GodotLocalizationSettings
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Godot 本地化设置实现类,负责把 `LocalizationSettings` 同时应用到 Godot 引擎与 GFramework 本地化管理器。
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**功能:**
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- 将语言设置应用到 `TranslationServer.SetLocale(...)`
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- 同步 `ILocalizationManager.SetLanguage(...)`
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- 通过统一映射避免 Godot locale 与框架语言码分裂
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## 架构设计
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```mermaid
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graph TD
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A[AudioSettings] --> B[GodotAudioSettings]
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C[GraphicsSettings] --> D[GodotGraphicsSettings]
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E[IApplyAbleSettings] --> B
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E --> D
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E[LocalizationSettings] --> F[GodotLocalizationSettings]
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G[IApplyAbleSettings] --> B
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G --> D
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G --> F
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G[AudioBusMap] --> B
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H[AudioBusMap] --> B
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I[LocalizationMap] --> F
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B --> I[AudioServer API]
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D --> J[DisplayServer API]
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B --> J[AudioServer API]
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D --> K[DisplayServer API]
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F --> L[TranslationServer API]
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F --> M[ILocalizationManager]
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K[SettingsSystem] --> L[Apply Method]
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L --> B
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L --> D
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N[SettingsSystem] --> O[Apply Method]
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O --> B
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O --> D
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O --> F
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```
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## 使用示例
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@ -568,4 +600,4 @@ var windowMode = DisplayServer.WindowGetMode();
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GD.Print($"Screen: {screenSize}");
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GD.Print($"Window: {windowSize} at {windowPos}");
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GD.Print($"Mode: {windowMode}");
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```
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```
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