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							- using System;
 
- using System.Collections.Generic;
 
- using UnityEditor;
 
- namespace UnityEngine.UI
 
- {
 
-     public class UGUITextTool
 
-     {
 
-         public static ITextTool TextTool;
 
-         public interface IConfig
 
-         {
 
-             int GetID();
 
-         }
 
-         [Serializable]
 
-         public struct LanguageChineseConfig : IConfig
 
-         {
 
-             public int GetID()
 
-             {
 
-                 return ID;
 
-             }
 
-             /// <summary>
 
-             ///ID
 
-             /// </summary>
 
- #if !COMBAT_SERVER
 
-             public int ID;
 
- #else
 
- 		public int ID{ set; get; }
 
- #endif
 
-             /// <summary>
 
-             ///文本内容
 
-             /// </summary>
 
- #if !COMBAT_SERVER
 
-             public string txt;
 
- #else
 
- 		public string txt{ set; get; }
 
- #endif
 
-         }
 
-         public class EditorLanguageChinese
 
-         {
 
-             public List<LanguageChineseConfig> configList = new List<LanguageChineseConfig>();
 
-             public string Text(int id)
 
-             {
 
-                 for (int i = 0; i < configList.Count; i++)
 
-                 {
 
-                     if (configList[i].ID == id)
 
-                     {
 
-                         return configList[i].txt;
 
-                     }
 
-                 }
 
-                 return "无";
 
-             }
 
-         }
 
-         protected static EditorLanguageChinese editorLanguageChinese;
 
-         protected static EditorLanguageChinese editorStartLanguageChinese;
 
-         public static string GetLanguageMassage(int id)
 
-         {
 
-             if (!Application.isPlaying)
 
-             {
 
- #if UNITY_EDITOR
 
-                 editorStartLanguageChinese = new EditorLanguageChinese();
 
-                 TextAsset ta =
 
-                     AssetDatabase.LoadAssetAtPath<TextAsset>(@"Assets\Res\Config\StartGameLanguageChineseConfig.json");
 
-                 if (ta != null)
 
-                 {
 
-                     editorStartLanguageChinese = JsonUtility.FromJson<EditorLanguageChinese>(ta.text);
 
-                 }
 
-                 editorLanguageChinese = new EditorLanguageChinese();
 
-                 ta = AssetDatabase.LoadAssetAtPath<TextAsset>(@"Assets\Res\Config\LanguageChineseConfig.json");
 
-                 if (ta != null)
 
-                 {
 
-                     editorLanguageChinese = JsonUtility.FromJson<EditorLanguageChinese>(ta.text);
 
-                 }
 
-                 if (editorStartLanguageChinese != null && editorStartLanguageChinese.Text(id) != "无")
 
-                 {
 
-                     return editorStartLanguageChinese.Text(id);
 
-                 }
 
-                 else
 
-                 {
 
-                     if (editorLanguageChinese != null)
 
-                     {
 
-                         return editorLanguageChinese.Text(id);
 
-                     }
 
-                 }
 
- #endif
 
-             }
 
-             else
 
-             {
 
-                 return TextTool?.GetLanguageMassge(id);
 
-             }
 
-             return "无";
 
-         }
 
-     }
 
- }
 
 
  |