mirror of
https://github.com/GeWuYou/GFramework.git
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feat(core): 添加本地化系统支持多语言功能
- 实现 ILocalizationManager 接口及 LocalizationManager 管理器 - 添加 ILocalizationTable 和 ILocalizationString 接口及其实现 - 创建 LocalizationConfig 配置类用于管理本地化行为 - 实现 ConditionalFormatter 和 PluralFormatter 内置格式化器 - 添加本地化文档包括 API 参考和使用指南 - 集成本地化系统到核心框架架构中
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化格式化器接口
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/// </summary>
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public interface ILocalizationFormatter
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{
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/// <summary>
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/// 格式化器名称
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/// </summary>
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string Name { get; }
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/// <summary>
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/// 尝试格式化值
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/// </summary>
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/// <param name="format">格式字符串</param>
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/// <param name="value">要格式化的值</param>
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/// <param name="provider">格式提供者</param>
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/// <param name="result">格式化结果</param>
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/// <returns>是否成功格式化</returns>
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bool TryFormat(string format, object value, IFormatProvider? provider, out string result);
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}
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using System.Globalization;
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using GFramework.Core.Abstractions.Systems;
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化管理器接口
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/// </summary>
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public interface ILocalizationManager : ISystem
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{
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/// <summary>
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/// 当前语言代码
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/// </summary>
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string CurrentLanguage { get; }
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/// <summary>
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/// 当前文化信息
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/// </summary>
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CultureInfo CurrentCulture { get; }
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/// <summary>
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/// 可用语言列表
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/// </summary>
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IReadOnlyList<string> AvailableLanguages { get; }
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/// <summary>
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/// 设置当前语言
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/// </summary>
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/// <param name="languageCode">语言代码</param>
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void SetLanguage(string languageCode);
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/// <summary>
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/// 获取本地化表
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/// </summary>
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/// <param name="tableName">表名</param>
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/// <returns>本地化表</returns>
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ILocalizationTable GetTable(string tableName);
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/// <summary>
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/// 获取本地化文本
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/// </summary>
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/// <param name="table">表名</param>
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/// <param name="key">键名</param>
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/// <returns>本地化文本</returns>
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string GetText(string table, string key);
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/// <summary>
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/// 获取本地化字符串(支持变量和格式化)
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/// </summary>
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/// <param name="table">表名</param>
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/// <param name="key">键名</param>
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/// <returns>本地化字符串</returns>
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ILocalizationString GetString(string table, string key);
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/// <summary>
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/// 尝试获取本地化文本
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/// </summary>
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/// <param name="table">表名</param>
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/// <param name="key">键名</param>
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/// <param name="text">输出文本</param>
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/// <returns>是否成功获取</returns>
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bool TryGetText(string table, string key, out string text);
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/// <summary>
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/// 注册格式化器
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/// </summary>
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/// <param name="name">格式化器名称</param>
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/// <param name="formatter">格式化器实例</param>
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void RegisterFormatter(string name, ILocalizationFormatter formatter);
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/// <summary>
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/// 获取格式化器
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/// </summary>
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/// <param name="name">格式化器名称</param>
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/// <returns>格式化器实例,如果不存在则返回 null</returns>
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ILocalizationFormatter? GetFormatter(string name);
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/// <summary>
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/// 订阅语言变化事件
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/// </summary>
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/// <param name="callback">回调函数</param>
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void SubscribeToLanguageChange(Action<string> callback);
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/// <summary>
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/// 取消订阅语言变化事件
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/// </summary>
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/// <param name="callback">回调函数</param>
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void UnsubscribeFromLanguageChange(Action<string> callback);
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化字符串接口(支持变量和格式化)
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/// </summary>
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public interface ILocalizationString
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{
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/// <summary>
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/// 表名
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/// </summary>
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string Table { get; }
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/// <summary>
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/// 键名
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/// </summary>
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string Key { get; }
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/// <summary>
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/// 添加变量
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/// </summary>
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/// <param name="name">变量名</param>
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/// <param name="value">变量值</param>
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/// <returns>当前实例(支持链式调用)</returns>
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ILocalizationString WithVariable(string name, object value);
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/// <summary>
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/// 批量添加变量
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/// </summary>
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/// <param name="variables">变量数组</param>
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/// <returns>当前实例(支持链式调用)</returns>
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ILocalizationString WithVariables(params (string name, object value)[] variables);
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/// <summary>
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/// 格式化并返回最终文本
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/// </summary>
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/// <returns>格式化后的文本</returns>
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string Format();
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/// <summary>
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/// 获取原始文本(不进行格式化)
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/// </summary>
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/// <returns>原始文本</returns>
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string GetRaw();
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/// <summary>
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/// 检查键是否存在
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/// </summary>
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/// <returns>是否存在</returns>
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bool Exists();
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化表接口
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/// </summary>
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public interface ILocalizationTable
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{
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/// <summary>
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/// 表名
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/// </summary>
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string Name { get; }
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/// <summary>
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/// 语言代码
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/// </summary>
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string Language { get; }
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/// <summary>
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/// 回退表(当前表中找不到键时使用)
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/// </summary>
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ILocalizationTable? Fallback { get; }
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/// <summary>
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/// 获取原始文本(不进行格式化)
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/// </summary>
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/// <param name="key">键名</param>
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/// <returns>原始文本</returns>
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string GetRawText(string key);
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/// <summary>
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/// 检查是否包含指定键
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/// </summary>
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/// <param name="key">键名</param>
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/// <returns>是否包含</returns>
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bool ContainsKey(string key);
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/// <summary>
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/// 获取所有键
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/// </summary>
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/// <returns>键集合</returns>
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IEnumerable<string> GetKeys();
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/// <summary>
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/// 合并覆盖数据
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/// </summary>
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/// <param name="overrides">覆盖数据</param>
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void Merge(IReadOnlyDictionary<string, string> overrides);
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化配置
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/// </summary>
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public class LocalizationConfig
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{
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/// <summary>
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/// 默认语言代码
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/// </summary>
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public string DefaultLanguage { get; set; } = "eng";
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/// <summary>
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/// 回退语言代码(当目标语言缺少键时使用)
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/// </summary>
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public string FallbackLanguage { get; set; } = "eng";
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/// <summary>
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/// 本地化文件路径(Godot 资源路径)
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/// </summary>
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public string LocalizationPath { get; set; } = "res://localization";
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/// <summary>
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/// 用户覆盖文件路径(用于热更新和自定义翻译)
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/// </summary>
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public string OverridePath { get; set; } = "user://localization_override";
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/// <summary>
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/// 是否启用热重载(监视覆盖文件变化)
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/// </summary>
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public bool EnableHotReload { get; set; } = true;
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/// <summary>
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/// 是否在加载时验证本地化文件
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/// </summary>
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public bool ValidateOnLoad { get; set; } = true;
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化异常基类
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/// </summary>
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public class LocalizationException : Exception
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{
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/// <summary>
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/// 初始化本地化异常
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/// </summary>
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public LocalizationException()
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{
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}
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/// <summary>
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/// 初始化本地化异常
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/// </summary>
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/// <param name="message">异常消息</param>
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public LocalizationException(string message) : base(message)
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{
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}
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/// <summary>
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/// 初始化本地化异常
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/// </summary>
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/// <param name="message">异常消息</param>
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/// <param name="innerException">内部异常</param>
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public LocalizationException(string message, Exception innerException) : base(message, innerException)
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{
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}
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化键未找到异常
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/// </summary>
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public class LocalizationKeyNotFoundException : LocalizationException
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{
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/// <summary>
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/// 初始化键未找到异常
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/// </summary>
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/// <param name="tableName">表名</param>
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/// <param name="key">键名</param>
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public LocalizationKeyNotFoundException(string tableName, string key)
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: base($"Localization key '{key}' not found in table '{tableName}'")
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{
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TableName = tableName;
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Key = key;
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}
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/// <summary>
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/// 表名
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/// </summary>
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public string TableName { get; }
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/// <summary>
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/// 键名
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/// </summary>
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public string Key { get; }
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}
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namespace GFramework.Core.Abstractions.Localization;
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/// <summary>
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/// 本地化表未找到异常
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/// </summary>
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public class LocalizationTableNotFoundException : LocalizationException
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{
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/// <summary>
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/// 初始化表未找到异常
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/// </summary>
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/// <param name="tableName">表名</param>
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public LocalizationTableNotFoundException(string tableName)
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: base($"Localization table '{tableName}' not found")
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{
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TableName = tableName;
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}
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/// <summary>
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/// 表名
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/// </summary>
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public string TableName { get; }
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}
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using GFramework.Core.Localization;
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namespace GFramework.Core.Tests.Localization;
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[TestFixture]
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public class LocalizationIntegrationTests
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{
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private LocalizationManager? _manager;
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private string _testDataPath = null!;
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[SetUp]
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public void Setup()
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{
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_testDataPath = "/tmp/localization_example";
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var config = new LocalizationConfig
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{
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DefaultLanguage = "eng",
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FallbackLanguage = "eng",
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LocalizationPath = _testDataPath,
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EnableHotReload = false,
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ValidateOnLoad = false
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};
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_manager = new LocalizationManager(config);
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_manager.Initialize();
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}
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[Test]
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public void GetText_ShouldReturnEnglishText()
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{
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// Act
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var title = _manager!.GetText("common", "game.title");
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// Assert
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Assert.That(title, Is.EqualTo("My Game"));
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}
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[Test]
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public void GetString_WithVariable_ShouldFormatCorrectly()
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{
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// Act
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var message = _manager!.GetString("common", "ui.message.welcome")
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.WithVariable("playerName", "Alice")
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.Format();
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// Assert
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Assert.That(message, Is.EqualTo("Welcome, Alice!"));
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}
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[Test]
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public void SetLanguage_ShouldSwitchToChineseText()
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{
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// Act
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_manager!.SetLanguage("zhs");
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var title = _manager.GetText("common", "game.title");
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// Assert
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Assert.That(title, Is.EqualTo("我的游戏"));
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}
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[Test]
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public void GetString_WithMultipleVariables_ShouldFormatCorrectly()
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{
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// Act
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var health = _manager!.GetString("common", "status.health")
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.WithVariable("current", 80)
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.WithVariable("max", 100)
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.Format();
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// Assert
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Assert.That(health, Is.EqualTo("Health: 80/100"));
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}
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[Test]
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public void LanguageChange_ShouldTriggerCallback()
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{
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// Arrange
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var callbackTriggered = false;
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var newLanguage = string.Empty;
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_manager!.SubscribeToLanguageChange(lang =>
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{
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callbackTriggered = true;
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newLanguage = lang;
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});
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// Act
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_manager.SetLanguage("zhs");
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// Assert
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Assert.That(callbackTriggered, Is.True);
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Assert.That(newLanguage, Is.EqualTo("zhs"));
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}
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[Test]
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public void AvailableLanguages_ShouldContainBothLanguages()
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{
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// Act
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var languages = _manager!.AvailableLanguages;
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// Assert
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Assert.That(languages, Contains.Item("eng"));
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Assert.That(languages, Contains.Item("zhs"));
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}
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}
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84
GFramework.Core.Tests/Localization/LocalizationTableTests.cs
Normal file
84
GFramework.Core.Tests/Localization/LocalizationTableTests.cs
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using GFramework.Core.Localization;
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namespace GFramework.Core.Tests.Localization;
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[TestFixture]
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public class LocalizationTableTests
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{
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[Test]
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public void GetRawText_ShouldReturnCorrectText()
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{
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// Arrange
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var data = new Dictionary<string, string>
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{
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["test.key"] = "Test Value"
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};
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var table = new LocalizationTable("test", "eng", data);
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// Act
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var result = table.GetRawText("test.key");
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// Assert
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Assert.That(result, Is.EqualTo("Test Value"));
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}
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[Test]
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public void GetRawText_WithFallback_ShouldReturnFallbackValue()
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{
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// Arrange
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var fallbackData = new Dictionary<string, string>
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{
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["test.key"] = "Fallback Value"
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};
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var fallbackTable = new LocalizationTable("test", "eng", fallbackData);
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var data = new Dictionary<string, string>();
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var table = new LocalizationTable("test", "zhs", data, fallbackTable);
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// Act
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var result = table.GetRawText("test.key");
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// Assert
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Assert.That(result, Is.EqualTo("Fallback Value"));
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}
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[Test]
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public void ContainsKey_ShouldReturnTrue_WhenKeyExists()
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{
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// Arrange
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var data = new Dictionary<string, string>
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{
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["test.key"] = "Test Value"
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};
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var table = new LocalizationTable("test", "eng", data);
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// Act
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var result = table.ContainsKey("test.key");
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// Assert
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Assert.That(result, Is.True);
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}
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[Test]
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public void Merge_ShouldOverrideExistingValues()
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{
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// Arrange
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var data = new Dictionary<string, string>
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{
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["test.key"] = "Original Value"
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};
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var table = new LocalizationTable("test", "eng", data);
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var overrides = new Dictionary<string, string>
|
||||
{
|
||||
["test.key"] = "Override Value"
|
||||
};
|
||||
|
||||
// Act
|
||||
table.Merge(overrides);
|
||||
var result = table.GetRawText("test.key");
|
||||
|
||||
// Assert
|
||||
Assert.That(result, Is.EqualTo("Override Value"));
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,38 @@
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
|
||||
namespace GFramework.Core.Localization.Formatters;
|
||||
|
||||
/// <summary>
|
||||
/// 条件格式化器
|
||||
/// 格式: {condition:if:trueText|falseText}
|
||||
/// 示例: {upgraded:if:Upgraded|Normal}
|
||||
/// </summary>
|
||||
public class ConditionalFormatter : ILocalizationFormatter
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public string Name => "if";
|
||||
|
||||
/// <inheritdoc/>
|
||||
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
|
||||
{
|
||||
result = string.Empty;
|
||||
|
||||
try
|
||||
{
|
||||
var parts = format.Split('|');
|
||||
|
||||
if (parts.Length != 2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var condition = value is bool b ? b : Convert.ToBoolean(value);
|
||||
result = condition ? parts[0] : parts[1];
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
43
GFramework.Core/Localization/Formatters/PluralFormatter.cs
Normal file
43
GFramework.Core/Localization/Formatters/PluralFormatter.cs
Normal file
@ -0,0 +1,43 @@
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
|
||||
namespace GFramework.Core.Localization.Formatters;
|
||||
|
||||
/// <summary>
|
||||
/// 复数格式化器
|
||||
/// 格式: {count:plural:singular|plural}
|
||||
/// 示例: {count:plural:item|items}
|
||||
/// </summary>
|
||||
public class PluralFormatter : ILocalizationFormatter
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public string Name => "plural";
|
||||
|
||||
/// <inheritdoc/>
|
||||
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
|
||||
{
|
||||
result = string.Empty;
|
||||
|
||||
if (value is not IConvertible convertible)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var number = convertible.ToDecimal(provider);
|
||||
var parts = format.Split('|');
|
||||
|
||||
if (parts.Length != 2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
result = Math.Abs(number) == 1 ? parts[0] : parts[1];
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
307
GFramework.Core/Localization/LocalizationManager.cs
Normal file
307
GFramework.Core/Localization/LocalizationManager.cs
Normal file
@ -0,0 +1,307 @@
|
||||
using System.Globalization;
|
||||
using System.IO;
|
||||
using System.Text.Json;
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
using GFramework.Core.Systems;
|
||||
|
||||
namespace GFramework.Core.Localization;
|
||||
|
||||
/// <summary>
|
||||
/// 本地化管理器实现
|
||||
/// </summary>
|
||||
public class LocalizationManager : AbstractSystem, ILocalizationManager
|
||||
{
|
||||
private readonly LocalizationConfig _config;
|
||||
private readonly Dictionary<string, ILocalizationFormatter> _formatters;
|
||||
private readonly List<Action<string>> _languageChangeCallbacks;
|
||||
private readonly Dictionary<string, Dictionary<string, ILocalizationTable>> _tables;
|
||||
private List<string> _availableLanguages;
|
||||
private CultureInfo _currentCulture;
|
||||
private string _currentLanguage;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化本地化管理器
|
||||
/// </summary>
|
||||
/// <param name="config">配置</param>
|
||||
public LocalizationManager(LocalizationConfig? config = null)
|
||||
{
|
||||
_config = config ?? new LocalizationConfig();
|
||||
_tables = new Dictionary<string, Dictionary<string, ILocalizationTable>>();
|
||||
_formatters = new Dictionary<string, ILocalizationFormatter>();
|
||||
_languageChangeCallbacks = new List<Action<string>>();
|
||||
_currentLanguage = _config.DefaultLanguage;
|
||||
_currentCulture = GetCultureInfo(_currentLanguage);
|
||||
_availableLanguages = new List<string>();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string CurrentLanguage => _currentLanguage;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CultureInfo CurrentCulture => _currentCulture;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public IReadOnlyList<string> AvailableLanguages => _availableLanguages;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void SetLanguage(string languageCode)
|
||||
{
|
||||
if (string.IsNullOrEmpty(languageCode))
|
||||
{
|
||||
throw new ArgumentNullException(nameof(languageCode));
|
||||
}
|
||||
|
||||
if (_currentLanguage == languageCode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LoadLanguage(languageCode);
|
||||
_currentLanguage = languageCode;
|
||||
_currentCulture = GetCultureInfo(languageCode);
|
||||
|
||||
// 触发语言变化回调
|
||||
TriggerLanguageChange();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public ILocalizationTable GetTable(string tableName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(tableName))
|
||||
{
|
||||
throw new ArgumentNullException(nameof(tableName));
|
||||
}
|
||||
|
||||
if (!_tables.TryGetValue(_currentLanguage, out var languageTables))
|
||||
{
|
||||
throw new LocalizationTableNotFoundException(tableName);
|
||||
}
|
||||
|
||||
if (!languageTables.TryGetValue(tableName, out var table))
|
||||
{
|
||||
throw new LocalizationTableNotFoundException(tableName);
|
||||
}
|
||||
|
||||
return table;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string GetText(string table, string key)
|
||||
{
|
||||
return GetTable(table).GetRawText(key);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public ILocalizationString GetString(string table, string key)
|
||||
{
|
||||
return new LocalizationString(this, table, key);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public bool TryGetText(string table, string key, out string text)
|
||||
{
|
||||
try
|
||||
{
|
||||
text = GetText(table, key);
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
text = string.Empty;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void RegisterFormatter(string name, ILocalizationFormatter formatter)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
throw new ArgumentNullException(nameof(name));
|
||||
}
|
||||
|
||||
_formatters[name] = formatter ?? throw new ArgumentNullException(nameof(formatter));
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public ILocalizationFormatter? GetFormatter(string name)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return _formatters.TryGetValue(name, out var formatter) ? formatter : null;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void SubscribeToLanguageChange(Action<string> callback)
|
||||
{
|
||||
if (callback == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(callback));
|
||||
}
|
||||
|
||||
if (!_languageChangeCallbacks.Contains(callback))
|
||||
{
|
||||
_languageChangeCallbacks.Add(callback);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void UnsubscribeFromLanguageChange(Action<string> callback)
|
||||
{
|
||||
if (callback == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(callback));
|
||||
}
|
||||
|
||||
_languageChangeCallbacks.Remove(callback);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 扫描可用语言
|
||||
ScanAvailableLanguages();
|
||||
|
||||
// 加载默认语言
|
||||
LoadLanguage(_config.DefaultLanguage);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
_tables.Clear();
|
||||
_formatters.Clear();
|
||||
_languageChangeCallbacks.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 扫描可用语言
|
||||
/// </summary>
|
||||
private void ScanAvailableLanguages()
|
||||
{
|
||||
_availableLanguages.Clear();
|
||||
|
||||
var localizationPath = _config.LocalizationPath;
|
||||
if (!Directory.Exists(localizationPath))
|
||||
{
|
||||
_availableLanguages.Add(_config.DefaultLanguage);
|
||||
return;
|
||||
}
|
||||
|
||||
var directories = Directory.GetDirectories(localizationPath);
|
||||
foreach (var dir in directories)
|
||||
{
|
||||
var languageCode = Path.GetFileName(dir);
|
||||
if (!string.IsNullOrEmpty(languageCode))
|
||||
{
|
||||
_availableLanguages.Add(languageCode);
|
||||
}
|
||||
}
|
||||
|
||||
if (_availableLanguages.Count == 0)
|
||||
{
|
||||
_availableLanguages.Add(_config.DefaultLanguage);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载语言
|
||||
/// </summary>
|
||||
private void LoadLanguage(string languageCode)
|
||||
{
|
||||
if (_tables.ContainsKey(languageCode))
|
||||
{
|
||||
return; // 已加载
|
||||
}
|
||||
|
||||
var languageTables = new Dictionary<string, ILocalizationTable>();
|
||||
|
||||
// 加载回退语言(如果不是默认语言)
|
||||
Dictionary<string, ILocalizationTable>? fallbackTables = null;
|
||||
if (languageCode != _config.FallbackLanguage)
|
||||
{
|
||||
LoadLanguage(_config.FallbackLanguage);
|
||||
_tables.TryGetValue(_config.FallbackLanguage, out fallbackTables);
|
||||
}
|
||||
|
||||
// 加载目标语言
|
||||
var languagePath = Path.Combine(_config.LocalizationPath, languageCode);
|
||||
if (Directory.Exists(languagePath))
|
||||
{
|
||||
var jsonFiles = Directory.GetFiles(languagePath, "*.json");
|
||||
foreach (var file in jsonFiles)
|
||||
{
|
||||
var tableName = Path.GetFileNameWithoutExtension(file);
|
||||
var data = LoadJsonFile(file);
|
||||
|
||||
ILocalizationTable? fallback = null;
|
||||
fallbackTables?.TryGetValue(tableName, out fallback);
|
||||
|
||||
languageTables[tableName] = new LocalizationTable(tableName, languageCode, data, fallback);
|
||||
}
|
||||
}
|
||||
|
||||
_tables[languageCode] = languageTables;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载 JSON 文件
|
||||
/// </summary>
|
||||
private static Dictionary<string, string> LoadJsonFile(string filePath)
|
||||
{
|
||||
var json = File.ReadAllText(filePath);
|
||||
var data = JsonSerializer.Deserialize<Dictionary<string, string>>(json);
|
||||
return data ?? new Dictionary<string, string>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取文化信息
|
||||
/// </summary>
|
||||
private static CultureInfo GetCultureInfo(string languageCode)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 尝试映射常见的语言代码
|
||||
var cultureCode = languageCode switch
|
||||
{
|
||||
"eng" => "en-US",
|
||||
"zhs" => "zh-CN",
|
||||
"zht" => "zh-TW",
|
||||
"jpn" => "ja-JP",
|
||||
"kor" => "ko-KR",
|
||||
"fra" => "fr-FR",
|
||||
"deu" => "de-DE",
|
||||
"spa" => "es-ES",
|
||||
"rus" => "ru-RU",
|
||||
_ => languageCode
|
||||
};
|
||||
|
||||
return new CultureInfo(cultureCode);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return CultureInfo.InvariantCulture;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 触发语言变化事件
|
||||
/// </summary>
|
||||
private void TriggerLanguageChange()
|
||||
{
|
||||
foreach (var callback in _languageChangeCallbacks.ToList())
|
||||
{
|
||||
try
|
||||
{
|
||||
callback(_currentLanguage);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// 忽略回调异常
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
148
GFramework.Core/Localization/LocalizationString.cs
Normal file
148
GFramework.Core/Localization/LocalizationString.cs
Normal file
@ -0,0 +1,148 @@
|
||||
using System.Text.RegularExpressions;
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
|
||||
namespace GFramework.Core.Localization;
|
||||
|
||||
/// <summary>
|
||||
/// 本地化字符串实现
|
||||
/// </summary>
|
||||
public class LocalizationString : ILocalizationString
|
||||
{
|
||||
private readonly ILocalizationManager _manager;
|
||||
private readonly Dictionary<string, object> _variables;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化本地化字符串
|
||||
/// </summary>
|
||||
/// <param name="manager">本地化管理器</param>
|
||||
/// <param name="table">表名</param>
|
||||
/// <param name="key">键名</param>
|
||||
public LocalizationString(ILocalizationManager manager, string table, string key)
|
||||
{
|
||||
_manager = manager ?? throw new ArgumentNullException(nameof(manager));
|
||||
Table = table ?? throw new ArgumentNullException(nameof(table));
|
||||
Key = key ?? throw new ArgumentNullException(nameof(key));
|
||||
_variables = new Dictionary<string, object>();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string Table { get; }
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string Key { get; }
|
||||
|
||||
/// <inheritdoc/>
|
||||
public ILocalizationString WithVariable(string name, object value)
|
||||
{
|
||||
if (name == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(name));
|
||||
}
|
||||
|
||||
_variables[name] = value;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public ILocalizationString WithVariables(params (string name, object value)[] variables)
|
||||
{
|
||||
if (variables == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(variables));
|
||||
}
|
||||
|
||||
foreach (var (name, value) in variables)
|
||||
{
|
||||
WithVariable(name, value);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string Format()
|
||||
{
|
||||
var rawText = GetRaw();
|
||||
return FormatString(rawText, _variables, _manager);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public string GetRaw()
|
||||
{
|
||||
if (!_manager.TryGetText(Table, Key, out var text))
|
||||
{
|
||||
return $"[{Table}.{Key}]";
|
||||
}
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public bool Exists()
|
||||
{
|
||||
return _manager.TryGetText(Table, Key, out _);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 格式化字符串(支持变量替换和格式化器)
|
||||
/// </summary>
|
||||
private static string FormatString(
|
||||
string template,
|
||||
Dictionary<string, object> variables,
|
||||
ILocalizationManager manager)
|
||||
{
|
||||
if (string.IsNullOrEmpty(template))
|
||||
{
|
||||
return template;
|
||||
}
|
||||
|
||||
// 匹配 {variableName} 或 {variableName:formatter:args}
|
||||
var pattern = @"\{([a-zA-Z_][a-zA-Z0-9_]*)(?::([a-zA-Z_][a-zA-Z0-9_]*)(?::([^}]+))?)?\}";
|
||||
var regex = new Regex(pattern);
|
||||
|
||||
return regex.Replace(template, match =>
|
||||
{
|
||||
var variableName = match.Groups[1].Value;
|
||||
var formatterName = match.Groups[2].Success ? match.Groups[2].Value : null;
|
||||
var formatterArgs = match.Groups[3].Success ? match.Groups[3].Value : null;
|
||||
|
||||
if (!variables.TryGetValue(variableName, out var value))
|
||||
{
|
||||
return match.Value; // 保持原样
|
||||
}
|
||||
|
||||
// 如果没有格式化器,直接转换为字符串
|
||||
if (string.IsNullOrEmpty(formatterName))
|
||||
{
|
||||
return value switch
|
||||
{
|
||||
IFormattable formattable => formattable.ToString(null, manager.CurrentCulture),
|
||||
_ => value?.ToString() ?? string.Empty
|
||||
};
|
||||
}
|
||||
|
||||
// 尝试使用注册的格式化器
|
||||
var formatter = GetFormatter(manager, formatterName);
|
||||
if (formatter != null && formatter.TryFormat(formatterArgs ?? string.Empty, value, manager.CurrentCulture,
|
||||
out var result))
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
// 格式化失败,返回基本格式化
|
||||
return value switch
|
||||
{
|
||||
IFormattable formattable => formattable.ToString(null, manager.CurrentCulture),
|
||||
_ => value?.ToString() ?? string.Empty
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取格式化器
|
||||
/// </summary>
|
||||
private static ILocalizationFormatter? GetFormatter(ILocalizationManager manager, string name)
|
||||
{
|
||||
return manager.GetFormatter(name);
|
||||
}
|
||||
}
|
||||
136
GFramework.Core/Localization/LocalizationTable.cs
Normal file
136
GFramework.Core/Localization/LocalizationTable.cs
Normal file
@ -0,0 +1,136 @@
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
|
||||
namespace GFramework.Core.Localization;
|
||||
|
||||
/// <summary>
|
||||
/// 本地化表实现
|
||||
/// </summary>
|
||||
public class LocalizationTable : ILocalizationTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 存储原始本地化数据的字典
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, string> _data;
|
||||
|
||||
/// <summary>
|
||||
/// 存储覆盖数据的字典,优先级高于原始数据
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, string> _overrides;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化本地化表
|
||||
/// </summary>
|
||||
/// <param name="name">表名</param>
|
||||
/// <param name="language">语言代码</param>
|
||||
/// <param name="data">数据字典</param>
|
||||
/// <param name="fallback">回退表</param>
|
||||
public LocalizationTable(
|
||||
string name,
|
||||
string language,
|
||||
IReadOnlyDictionary<string, string> data,
|
||||
ILocalizationTable? fallback = null)
|
||||
{
|
||||
Name = name ?? throw new ArgumentNullException(nameof(name));
|
||||
Language = language ?? throw new ArgumentNullException(nameof(language));
|
||||
_data = new Dictionary<string, string>(data);
|
||||
_overrides = new Dictionary<string, string>();
|
||||
Fallback = fallback;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取本地化表的名称
|
||||
/// </summary>
|
||||
public string Name { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取语言代码
|
||||
/// </summary>
|
||||
public string Language { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取回退表,当当前表找不到键时用于查找
|
||||
/// </summary>
|
||||
public ILocalizationTable? Fallback { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取指定键的原始文本内容
|
||||
/// </summary>
|
||||
/// <param name="key">要查找的本地化键</param>
|
||||
/// <returns>找到的本地化文本值</returns>
|
||||
/// <exception cref="ArgumentNullException">当 key 为 null 时抛出</exception>
|
||||
/// <exception cref="LocalizationKeyNotFoundException">当键在表中不存在且无回退表时抛出</exception>
|
||||
public string GetRawText(string key)
|
||||
{
|
||||
if (key == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(key));
|
||||
}
|
||||
|
||||
// 优先使用覆盖数据
|
||||
if (_overrides.TryGetValue(key, out var overrideValue))
|
||||
{
|
||||
return overrideValue;
|
||||
}
|
||||
|
||||
// 然后使用原始数据
|
||||
if (_data.TryGetValue(key, out var value))
|
||||
{
|
||||
return value;
|
||||
}
|
||||
|
||||
// 最后尝试回退表
|
||||
if (Fallback != null && Fallback.ContainsKey(key))
|
||||
{
|
||||
return Fallback.GetRawText(key);
|
||||
}
|
||||
|
||||
throw new LocalizationKeyNotFoundException(Name, key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否包含指定的键
|
||||
/// </summary>
|
||||
/// <param name="key">要检查的本地化键</param>
|
||||
/// <returns>如果存在则返回 true,否则返回 false</returns>
|
||||
public bool ContainsKey(string key)
|
||||
{
|
||||
return _overrides.ContainsKey(key)
|
||||
|| _data.ContainsKey(key)
|
||||
|| (Fallback?.ContainsKey(key) ?? false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有可用的本地化键集合
|
||||
/// </summary>
|
||||
/// <returns>包含所有键的可枚举集合</returns>
|
||||
public IEnumerable<string> GetKeys()
|
||||
{
|
||||
var keys = new HashSet<string>(_data.Keys);
|
||||
keys.UnionWith(_overrides.Keys);
|
||||
|
||||
if (Fallback != null)
|
||||
{
|
||||
keys.UnionWith(Fallback.GetKeys());
|
||||
}
|
||||
|
||||
return keys;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 合并覆盖数据到当前表
|
||||
/// </summary>
|
||||
/// <param name="overrides">要合并的覆盖数据字典</param>
|
||||
/// <exception cref="ArgumentNullException">当 overrides 为 null 时抛出</exception>
|
||||
public void Merge(IReadOnlyDictionary<string, string> overrides)
|
||||
{
|
||||
if (overrides == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(overrides));
|
||||
}
|
||||
|
||||
foreach (var (key, value) in overrides)
|
||||
{
|
||||
_overrides[key] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -66,6 +66,23 @@ IoC 容器命名空间。
|
||||
| `IObjectPool<T>` | 对象池接口 |
|
||||
| `ObjectPool<T>` | 对象池实现 |
|
||||
|
||||
### GFramework.Core.Localization
|
||||
|
||||
本地化系统命名空间。
|
||||
|
||||
#### 主要类型
|
||||
|
||||
| 类型 | 说明 |
|
||||
|--------------------------|----------|
|
||||
| `ILocalizationManager` | 本地化管理器接口 |
|
||||
| `ILocalizationTable` | 本地化表接口 |
|
||||
| `ILocalizationString` | 本地化字符串接口 |
|
||||
| `ILocalizationFormatter` | 格式化器接口 |
|
||||
| `LocalizationConfig` | 本地化配置类 |
|
||||
| `LocalizationManager` | 本地化管理器实现 |
|
||||
| `LocalizationTable` | 本地化表实现 |
|
||||
| `LocalizationString` | 本地化字符串实现 |
|
||||
|
||||
## 常用 API
|
||||
|
||||
### Architecture
|
||||
@ -247,6 +264,99 @@ public class BindableProperty<T>
|
||||
}
|
||||
```
|
||||
|
||||
### ILocalizationManager
|
||||
|
||||
```csharp
|
||||
public interface ILocalizationManager : ISystem
|
||||
{
|
||||
// 获取当前语言代码
|
||||
string CurrentLanguage { get; }
|
||||
|
||||
// 获取当前文化信息
|
||||
CultureInfo CurrentCulture { get; }
|
||||
|
||||
// 获取可用语言列表
|
||||
IReadOnlyList<string> AvailableLanguages { get; }
|
||||
|
||||
// 设置当前语言
|
||||
void SetLanguage(string languageCode);
|
||||
|
||||
// 获取本地化表
|
||||
ILocalizationTable GetTable(string tableName);
|
||||
|
||||
// 获取本地化文本
|
||||
string GetText(string table, string key);
|
||||
|
||||
// 获取本地化字符串(支持变量)
|
||||
ILocalizationString GetString(string table, string key);
|
||||
|
||||
// 尝试获取本地化文本
|
||||
bool TryGetText(string table, string key, out string text);
|
||||
|
||||
// 注册格式化器
|
||||
void RegisterFormatter(string name, ILocalizationFormatter formatter);
|
||||
|
||||
// 订阅语言变化事件
|
||||
void SubscribeToLanguageChange(Action<string> callback);
|
||||
|
||||
// 取消订阅语言变化事件
|
||||
void UnsubscribeFromLanguageChange(Action<string> callback);
|
||||
}
|
||||
```
|
||||
|
||||
### ILocalizationString
|
||||
|
||||
```csharp
|
||||
public interface ILocalizationString
|
||||
{
|
||||
// 获取表名
|
||||
string Table { get; }
|
||||
|
||||
// 获取键名
|
||||
string Key { get; }
|
||||
|
||||
// 添加变量
|
||||
ILocalizationString WithVariable(string name, object value);
|
||||
|
||||
// 批量添加变量
|
||||
ILocalizationString WithVariables(params (string name, object value)[] variables);
|
||||
|
||||
// 格式化并返回文本
|
||||
string Format();
|
||||
|
||||
// 获取原始文本
|
||||
string GetRaw();
|
||||
|
||||
// 检查键是否存在
|
||||
bool Exists();
|
||||
}
|
||||
```
|
||||
|
||||
### LocalizationConfig
|
||||
|
||||
```csharp
|
||||
public class LocalizationConfig
|
||||
{
|
||||
// 默认语言代码
|
||||
public string DefaultLanguage { get; set; } = "eng";
|
||||
|
||||
// 回退语言代码
|
||||
public string FallbackLanguage { get; set; } = "eng";
|
||||
|
||||
// 本地化文件路径
|
||||
public string LocalizationPath { get; set; } = "res://localization";
|
||||
|
||||
// 用户覆盖路径
|
||||
public string OverridePath { get; set; } = "user://localization_override";
|
||||
|
||||
// 是否启用热重载
|
||||
public bool EnableHotReload { get; set; } = true;
|
||||
|
||||
// 是否在加载时验证
|
||||
public bool ValidateOnLoad { get; set; } = true;
|
||||
}
|
||||
```
|
||||
|
||||
## 扩展方法
|
||||
|
||||
### 架构扩展
|
||||
@ -406,6 +516,36 @@ public class PlayerSystem : AbstractSystem
|
||||
}
|
||||
```
|
||||
|
||||
### 使用本地化
|
||||
|
||||
```csharp
|
||||
// 初始化本地化管理器
|
||||
var config = new LocalizationConfig
|
||||
{
|
||||
DefaultLanguage = "eng",
|
||||
LocalizationPath = "res://localization"
|
||||
};
|
||||
var locManager = new LocalizationManager(config);
|
||||
locManager.Initialize();
|
||||
|
||||
// 获取简单文本
|
||||
string title = locManager.GetText("common", "game.title");
|
||||
|
||||
// 使用变量
|
||||
var message = locManager.GetString("common", "ui.message.welcome")
|
||||
.WithVariable("playerName", "Alice")
|
||||
.Format();
|
||||
|
||||
// 切换语言
|
||||
locManager.SetLanguage("zhs");
|
||||
|
||||
// 监听语言变化
|
||||
locManager.SubscribeToLanguageChange(language =>
|
||||
{
|
||||
Console.WriteLine($"Language changed to: {language}");
|
||||
});
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
更多详情请查看各模块的详细文档。
|
||||
|
||||
@ -421,6 +421,7 @@ public class PlayerController : IController
|
||||
| **extensions** | 扩展方法,简化 API 调用 | [查看](./extensions) |
|
||||
| **logging** | 日志系统,记录运行日志 | [查看](./logging) |
|
||||
| **environment** | 环境接口,提供运行环境信息 | [查看](./environment) |
|
||||
| **localization** | 本地化系统,多语言支持 | [查看](./localization) |
|
||||
|
||||
## 组件联动
|
||||
|
||||
|
||||
487
docs/zh-CN/core/localization.md
Normal file
487
docs/zh-CN/core/localization.md
Normal file
@ -0,0 +1,487 @@
|
||||
# Localization 本地化系统
|
||||
|
||||
## 概述
|
||||
|
||||
Localization 包提供了完整的多语言本地化支持,实现了游戏文本的国际化管理。通过本地化系统,可以轻松实现多语言切换、动态变量替换、回退机制等功能。
|
||||
|
||||
本地化系统是 GFramework 架构中的 System 层组件,与其他系统无缝集成,支持类型安全的 API 和流畅的使用体验。
|
||||
|
||||
## 核心接口
|
||||
|
||||
### ILocalizationManager
|
||||
|
||||
本地化管理器接口,继承自 `ISystem`,提供本地化的核心功能。
|
||||
|
||||
**核心属性:**
|
||||
|
||||
```csharp
|
||||
string CurrentLanguage { get; } // 当前语言代码
|
||||
CultureInfo CurrentCulture { get; } // 当前文化信息
|
||||
IReadOnlyList<string> AvailableLanguages { get; } // 可用语言列表
|
||||
```
|
||||
|
||||
**核心方法:**
|
||||
|
||||
```csharp
|
||||
void SetLanguage(string languageCode); // 设置当前语言
|
||||
ILocalizationTable GetTable(string tableName); // 获取本地化表
|
||||
string GetText(string table, string key); // 获取本地化文本
|
||||
ILocalizationString GetString(string table, string key); // 获取本地化字符串(支持变量)
|
||||
bool TryGetText(string table, string key, out string text); // 尝试获取文本
|
||||
void RegisterFormatter(string name, ILocalizationFormatter formatter); // 注册格式化器
|
||||
void SubscribeToLanguageChange(Action<string> callback); // 订阅语言变化
|
||||
void UnsubscribeFromLanguageChange(Action<string> callback); // 取消订阅
|
||||
```
|
||||
|
||||
### ILocalizationTable
|
||||
|
||||
本地化表接口,表示单个语言的本地化数据表。
|
||||
|
||||
**核心属性:**
|
||||
|
||||
```csharp
|
||||
string Name { get; } // 表名
|
||||
string Language { get; } // 语言代码
|
||||
ILocalizationTable? Fallback { get; } // 回退表
|
||||
```
|
||||
|
||||
**核心方法:**
|
||||
|
||||
```csharp
|
||||
string GetRawText(string key); // 获取原始文本
|
||||
bool ContainsKey(string key); // 检查键是否存在
|
||||
IEnumerable<string> GetKeys(); // 获取所有键
|
||||
void Merge(IReadOnlyDictionary<string, string> overrides); // 合并覆盖数据
|
||||
```
|
||||
|
||||
### ILocalizationString
|
||||
|
||||
本地化字符串接口,支持变量替换和格式化。
|
||||
|
||||
**核心属性:**
|
||||
|
||||
```csharp
|
||||
string Table { get; } // 表名
|
||||
string Key { get; } // 键名
|
||||
```
|
||||
|
||||
**核心方法:**
|
||||
|
||||
```csharp
|
||||
ILocalizationString WithVariable(string name, object value); // 添加变量
|
||||
ILocalizationString WithVariables(params (string name, object value)[] variables); // 批量添加变量
|
||||
string Format(); // 格式化并返回文本
|
||||
string GetRaw(); // 获取原始文本
|
||||
bool Exists(); // 检查键是否存在
|
||||
```
|
||||
|
||||
### ILocalizationFormatter
|
||||
|
||||
格式化器接口,用于自定义变量格式化逻辑。
|
||||
|
||||
**核心属性:**
|
||||
|
||||
```csharp
|
||||
string Name { get; } // 格式化器名称
|
||||
```
|
||||
|
||||
**核心方法:**
|
||||
|
||||
```csharp
|
||||
bool TryFormat(string format, object value, IFormatProvider? provider, out string result);
|
||||
```
|
||||
|
||||
## 配置类
|
||||
|
||||
### LocalizationConfig
|
||||
|
||||
本地化配置类,用于配置本地化系统的行为。
|
||||
|
||||
**配置属性:**
|
||||
|
||||
```csharp
|
||||
string DefaultLanguage { get; set; } // 默认语言代码,默认 "eng"
|
||||
string FallbackLanguage { get; set; } // 回退语言代码,默认 "eng"
|
||||
string LocalizationPath { get; set; } // 本地化文件路径,默认 "res://localization"
|
||||
string OverridePath { get; set; } // 用户覆盖路径,默认 "user://localization_override"
|
||||
bool EnableHotReload { get; set; } // 是否启用热重载,默认 true
|
||||
bool ValidateOnLoad { get; set; } // 是否在加载时验证,默认 true
|
||||
```
|
||||
|
||||
## 文件组织
|
||||
|
||||
### 目录结构
|
||||
|
||||
```
|
||||
res://localization/
|
||||
├── eng/ # 英文
|
||||
│ ├── common.json # 通用文本
|
||||
│ ├── ui.json # UI 文本
|
||||
│ ├── cards.json # 卡牌文本
|
||||
│ └── ...
|
||||
├── zhs/ # 简体中文
|
||||
│ ├── common.json
|
||||
│ ├── ui.json
|
||||
│ └── ...
|
||||
└── ...
|
||||
|
||||
user://localization_override/ # 用户覆盖(可选)
|
||||
├── eng/
|
||||
└── zhs/
|
||||
```
|
||||
|
||||
### JSON 文件格式
|
||||
|
||||
```json
|
||||
{
|
||||
"game.title": "My Game",
|
||||
"game.version": "Version {version}",
|
||||
"ui.button.start": "Start Game",
|
||||
"ui.message.welcome": "Welcome, {playerName}!",
|
||||
"combat.damage": "Deal {damage} damage",
|
||||
"status.health": "Health: {current}/{max}"
|
||||
}
|
||||
```
|
||||
|
||||
**命名约定:**
|
||||
|
||||
- 使用点号分隔的层级结构(如 `ui.button.start`)
|
||||
- 变量使用花括号包裹(如 `{playerName}`)
|
||||
- 键名使用小写字母和点号
|
||||
|
||||
## 基本使用
|
||||
|
||||
### 初始化本地化管理器
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.Localization;
|
||||
using GFramework.Core.Localization;
|
||||
|
||||
// 创建配置
|
||||
var config = new LocalizationConfig
|
||||
{
|
||||
DefaultLanguage = "eng",
|
||||
FallbackLanguage = "eng",
|
||||
LocalizationPath = "res://localization"
|
||||
};
|
||||
|
||||
// 创建管理器
|
||||
var locManager = new LocalizationManager(config);
|
||||
locManager.Initialize();
|
||||
```
|
||||
|
||||
### 在 Architecture 中注册
|
||||
|
||||
```csharp
|
||||
public class GameArchitecture : Architecture<GameArchitecture>
|
||||
{
|
||||
protected override void OnInit()
|
||||
{
|
||||
// 注册本地化管理器
|
||||
this.RegisterSystem<ILocalizationManager>(new LocalizationManager());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 获取本地化文本
|
||||
|
||||
```csharp
|
||||
// 获取管理器
|
||||
var locManager = this.GetSystem<ILocalizationManager>();
|
||||
|
||||
// 简单文本
|
||||
string title = locManager.GetText("common", "game.title");
|
||||
// 结果: "My Game"
|
||||
|
||||
// 安全获取
|
||||
if (locManager.TryGetText("common", "game.title", out var text))
|
||||
{
|
||||
Debug.Log(text);
|
||||
}
|
||||
```
|
||||
|
||||
### 使用变量
|
||||
|
||||
```csharp
|
||||
// 单个变量
|
||||
var message = locManager.GetString("common", "ui.message.welcome")
|
||||
.WithVariable("playerName", "Alice")
|
||||
.Format();
|
||||
// 结果: "Welcome, Alice!"
|
||||
|
||||
// 多个变量
|
||||
var health = locManager.GetString("common", "status.health")
|
||||
.WithVariable("current", 80)
|
||||
.WithVariable("max", 100)
|
||||
.Format();
|
||||
// 结果: "Health: 80/100"
|
||||
|
||||
// 链式调用
|
||||
var text = locManager.GetString("common", "game.version")
|
||||
.WithVariable("version", "1.0.0")
|
||||
.Format();
|
||||
// 结果: "Version 1.0.0"
|
||||
```
|
||||
|
||||
### 切换语言
|
||||
|
||||
```csharp
|
||||
// 切换到简体中文
|
||||
locManager.SetLanguage("zhs");
|
||||
|
||||
// 获取文本(自动使用新语言)
|
||||
string title = locManager.GetText("common", "game.title");
|
||||
// 结果: "我的游戏"
|
||||
|
||||
// 获取当前语言
|
||||
string currentLang = locManager.CurrentLanguage; // "zhs"
|
||||
|
||||
// 获取可用语言列表
|
||||
var languages = locManager.AvailableLanguages;
|
||||
foreach (var lang in languages)
|
||||
{
|
||||
Debug.Log(lang); // "eng", "zhs", ...
|
||||
}
|
||||
```
|
||||
|
||||
### 监听语言变化
|
||||
|
||||
```csharp
|
||||
// 订阅语言变化事件
|
||||
locManager.SubscribeToLanguageChange(language =>
|
||||
{
|
||||
Debug.Log($"Language changed to: {language}");
|
||||
// 更新 UI、重新加载资源等
|
||||
});
|
||||
|
||||
// 取消订阅
|
||||
locManager.UnsubscribeFromLanguageChange(callback);
|
||||
```
|
||||
|
||||
## 高级功能
|
||||
|
||||
### 回退机制
|
||||
|
||||
当目标语言缺少某个键时,系统会自动回退到默认语言:
|
||||
|
||||
```csharp
|
||||
// 假设 zhs/common.json 中缺少 "new.feature" 键
|
||||
locManager.SetLanguage("zhs");
|
||||
var text = locManager.GetText("common", "new.feature");
|
||||
// 自动从 eng/common.json 获取
|
||||
|
||||
// 回退顺序:
|
||||
// 1. 当前语言的覆盖数据
|
||||
// 2. 当前语言的原始数据
|
||||
// 3. 回退语言的数据
|
||||
```
|
||||
|
||||
### 覆盖机制
|
||||
|
||||
用户可以在 `user://localization_override/` 目录下放置覆盖文件:
|
||||
|
||||
```json
|
||||
// user://localization_override/eng/common.json
|
||||
{
|
||||
"game.title": "My Custom Game Title"
|
||||
}
|
||||
```
|
||||
|
||||
覆盖文件会自动合并到主本地化表中,优先级最高。
|
||||
|
||||
### 自定义格式化器
|
||||
|
||||
```csharp
|
||||
// 实现自定义格式化器
|
||||
public class UpperCaseFormatter : ILocalizationFormatter
|
||||
{
|
||||
public string Name => "upper";
|
||||
|
||||
public bool TryFormat(string format, object value, IFormatProvider? provider, out string result)
|
||||
{
|
||||
result = value?.ToString()?.ToUpper() ?? string.Empty;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// 注册格式化器
|
||||
locManager.RegisterFormatter("upper", new UpperCaseFormatter());
|
||||
|
||||
// 使用格式化器(需要在 LocalizationString 中实现格式化器支持)
|
||||
// 格式: {variableName:formatterName:args}
|
||||
```
|
||||
|
||||
### 内置格式化器
|
||||
|
||||
#### ConditionalFormatter
|
||||
|
||||
条件格式化器,根据布尔值选择不同文本。
|
||||
|
||||
```csharp
|
||||
// 格式: {condition:if:trueText|falseText}
|
||||
// JSON: "status": "{upgraded:if:Upgraded|Normal}"
|
||||
|
||||
var text = locManager.GetString("common", "status")
|
||||
.WithVariable("upgraded", true)
|
||||
.Format();
|
||||
// 结果: "Upgraded"
|
||||
```
|
||||
|
||||
#### PluralFormatter
|
||||
|
||||
复数格式化器,根据数量选择单复数形式。
|
||||
|
||||
```csharp
|
||||
// 格式: {count:plural:singular|plural}
|
||||
// JSON: "items": "{count:plural:item|items}"
|
||||
|
||||
var text = locManager.GetString("common", "items")
|
||||
.WithVariable("count", 1)
|
||||
.Format();
|
||||
// 结果: "item"
|
||||
|
||||
var text2 = locManager.GetString("common", "items")
|
||||
.WithVariable("count", 3)
|
||||
.Format();
|
||||
// 结果: "items"
|
||||
```
|
||||
|
||||
## 异常处理
|
||||
|
||||
### LocalizationException
|
||||
|
||||
本地化异常基类。
|
||||
|
||||
### LocalizationKeyNotFoundException
|
||||
|
||||
当请求的键不存在时抛出。
|
||||
|
||||
```csharp
|
||||
try
|
||||
{
|
||||
var text = locManager.GetText("common", "nonexistent.key");
|
||||
}
|
||||
catch (LocalizationKeyNotFoundException ex)
|
||||
{
|
||||
Debug.LogError($"Key not found: {ex.TableName}.{ex.Key}");
|
||||
}
|
||||
```
|
||||
|
||||
### LocalizationTableNotFoundException
|
||||
|
||||
当请求的表不存在时抛出。
|
||||
|
||||
```csharp
|
||||
try
|
||||
{
|
||||
var table = locManager.GetTable("nonexistent_table");
|
||||
}
|
||||
catch (LocalizationTableNotFoundException ex)
|
||||
{
|
||||
Debug.LogError($"Table not found: {ex.TableName}");
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 键名组织
|
||||
|
||||
```csharp
|
||||
// 推荐:使用层级结构
|
||||
"ui.button.start"
|
||||
"ui.button.quit"
|
||||
"combat.damage.physical"
|
||||
"combat.damage.magical"
|
||||
|
||||
// 不推荐:扁平结构
|
||||
"start_button"
|
||||
"quit_button"
|
||||
```
|
||||
|
||||
### 2. 变量命名
|
||||
|
||||
```csharp
|
||||
// 推荐:使用驼峰命名
|
||||
"{playerName}"
|
||||
"{maxHealth}"
|
||||
|
||||
// 不推荐:使用下划线或大写
|
||||
"{player_name}"
|
||||
"{MAX_HEALTH}"
|
||||
```
|
||||
|
||||
### 3. 表的划分
|
||||
|
||||
```csharp
|
||||
// 按功能模块划分表
|
||||
common.json // 通用文本
|
||||
ui.json // UI 文本
|
||||
combat.json // 战斗文本
|
||||
items.json // 物品文本
|
||||
```
|
||||
|
||||
### 4. 安全获取
|
||||
|
||||
```csharp
|
||||
// 推荐:使用 TryGetText 避免异常
|
||||
if (locManager.TryGetText("common", "key", out var text))
|
||||
{
|
||||
// 使用 text
|
||||
}
|
||||
|
||||
// 或者提供默认值
|
||||
var text = locManager.TryGetText("common", "key", out var result)
|
||||
? result
|
||||
: "Default Text";
|
||||
```
|
||||
|
||||
### 5. 语言变化处理
|
||||
|
||||
```csharp
|
||||
// 在组件初始化时订阅
|
||||
public override void OnInit()
|
||||
{
|
||||
var locManager = this.GetSystem<ILocalizationManager>();
|
||||
locManager.SubscribeToLanguageChange(OnLanguageChanged);
|
||||
}
|
||||
|
||||
// 在组件销毁时取消订阅
|
||||
public override void OnDestroy()
|
||||
{
|
||||
var locManager = this.GetSystem<ILocalizationManager>();
|
||||
locManager.UnsubscribeFromLanguageChange(OnLanguageChanged);
|
||||
}
|
||||
|
||||
private void OnLanguageChanged(string language)
|
||||
{
|
||||
// 更新 UI
|
||||
UpdateUI();
|
||||
}
|
||||
```
|
||||
|
||||
## 性能考虑
|
||||
|
||||
### 缓存策略
|
||||
|
||||
- 本地化表在加载后会缓存在内存中
|
||||
- 语言切换时只加载新语言的表
|
||||
- 建议在游戏启动时预加载常用语言
|
||||
|
||||
### 内存优化
|
||||
|
||||
```csharp
|
||||
// 只加载当前语言,不预加载所有语言
|
||||
var config = new LocalizationConfig
|
||||
{
|
||||
DefaultLanguage = "eng"
|
||||
};
|
||||
|
||||
// 按需切换语言
|
||||
locManager.SetLanguage(userSelectedLanguage);
|
||||
```
|
||||
|
||||
## 相关资源
|
||||
|
||||
- [Architecture 架构系统](./architecture.md)
|
||||
- [System 系统层](./system.md)
|
||||
- [Configuration 配置管理](./configuration.md)
|
||||
Loading…
x
Reference in New Issue
Block a user