GFramework/GFramework.Godot/setting/GodotLocalizationSettings.cs
GeWuYou 9531cd0883 refactor(setting): 重构设置模块结构并添加版本控制功能
- 将AudioSettings和GraphicsSettings移至data子目录
- 为AudioSettings和GraphicsSettings实现IVersioned接口
- 新增LocalizationSettings类管理本地化配置
- 重命名AudioBusMapSettings为AudioBusMap并移至data目录
- 新增LocalizationMap类定义语言映射关系
- 更新GodotAudioSettings依赖注入参数名称
- 修复GodotAudioSettings重置方法逻辑
- 新增GodotLocalizationSettings类应用本地化配置到Godot引擎
- 添加必要的using语句和版权注释
2026-01-27 22:57:03 +08:00

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.setting;
using GFramework.Game.Abstractions.setting.data;
using GFramework.Godot.setting.data;
using Godot;
namespace GFramework.Godot.setting;
/// <summary>
/// Godot本地化设置类负责应用本地化配置到Godot引擎
/// </summary>
/// <param name="settings">本地化设置对象</param>
/// <param name="localizationMap">本地化映射表</param>
public class GodotLocalizationSettings(LocalizationSettings settings, LocalizationMap localizationMap)
: IPersistentApplyAbleSettings
{
/// <summary>
/// 应用本地化设置到Godot引擎
/// </summary>
/// <returns>完成的任务</returns>
public Task Apply()
{
// 尝试从映射表获取 Godot locale
var locale = localizationMap.LanguageMap.GetValueOrDefault(settings.Language, "en");
// 默认值
TranslationServer.SetLocale(locale);
return Task.CompletedTask;
}
/// <summary>
/// 重置本地化设置
/// </summary>
public void Reset() => settings.Reset();
}