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- 新增LocalizationMap类实现用户语言到Godot locale和框架语言码的映射 - 创建GodotLocalizationSettings类同步应用本地化设置到Godot引擎和GFramework框架 - 添加测试项目配置文件GFramework.Game.Tests.csproj - 实现本地化设置的单元测试验证语言同步功能
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
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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} |