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- 将所有小写的命名空间导入更正为首字母大写格式 - 统一 GFramework 框架的命名空间引用规范 - 修复 core、ecs、godot 等模块的命名空间导入错误 - 标准化文档示例代码中的 using 语句格式 - 确保所有文档中的命名空间引用保持一致性 - 更新 global using 语句以匹配正确的命名空间格式
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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.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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/// </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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{
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/// <summary>
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/// 应用本地化设置到Godot引擎
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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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return Task.CompletedTask;
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}
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/// <summary>
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/// 重置本地化设置
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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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}
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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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/// <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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} |