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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";
- }
- }
- }
|