基础内容

必要插件安装
缓动曲线和动画基础
ElementFolder,Track与其次级模块,PathNode重构
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SoulliesOfficial
2025-01-26 21:10:16 -05:00
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using UnityEngine;
namespace I2.Loc
{
public class CallbackNotification : MonoBehaviour
{
public void OnModifyLocalization()
{
if (string.IsNullOrEmpty(Localize.MainTranslation))
return;
string PlayerColor = LocalizationManager.GetTranslation( "Color/Red" );
Localize.MainTranslation = Localize.MainTranslation.Replace("{PLAYER_COLOR}", PlayerColor);
}
}
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using UnityEngine;
namespace I2.Loc
{
public class Example_ChangeLanguage : MonoBehaviour
{
public void SetLanguage_English()
{
SetLanguage("English");
}
public void SetLanguage_French()
{
SetLanguage("French");
}
public void SetLanguage_Spanish()
{
SetLanguage("Spanish");
}
public void SetLanguage( string LangName )
{
if( LocalizationManager.HasLanguage(LangName))
{
LocalizationManager.CurrentLanguage = LangName;
}
}
}
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using UnityEngine;
namespace I2.Loc
{
public class Example_LocalizedString : MonoBehaviour
{
public LocalizedString _MyLocalizedString; // This string sets a Term in the inspector, but returns its translation
public string _NormalString; // This is regular string to see that the LocalizedString has a custom inspector, but this shows only a textField
[TermsPopup]
public string _StringWithTermPopup; // Example of making a normal string that show as a popup with all the terms in the inspector
public void Start()
{
// LocalizedString are strings that can be set to a Term, and when getting its value, return the Term's translation
// Basic Example of using LocalizedString in the Inspector
// Just change the Term in the inspector, and use this to access the term translation
Debug.Log(_MyLocalizedString);
Debug.Log(LocalizationManager.GetTranslation(_NormalString)); // regular strings need to manually call GetTranslation()
Debug.Log(LocalizationManager.GetTranslation(_StringWithTermPopup)); // same here, given that this string just have a custom inspector
// Example of setting the term in code to get its translation
LocalizedString locString = "Term2";
string translation = locString; // returns the translation of Term2 to the current language
Debug.Log(translation);
// Assigning a LocalizedString to another LocalizedString, copies the reference to its term
LocalizedString locString1 = _MyLocalizedString;
Debug.Log(locString1);
// LocalizedString have settings to customize the result
LocalizedString customString = "Term3";
Debug.Log(customString);
LocalizedString customNoRTL = "Term3";
customNoRTL.mRTL_IgnoreArabicFix = true;
Debug.Log(customNoRTL);
LocalizedString customString1 = "Term3";
customString1.mRTL_ConvertNumbers = true;
customString1.mRTL_MaxLineLength = 20;
Debug.Log(customString1);
// Copying a LocalizedString also copies its settings
LocalizedString customStringCopy = customString1;
Debug.Log(customStringCopy);
}
}
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namespace I2.Loc
{
public class GlobalParametersExample : RegisterGlobalParameters
{
public override string GetParameterValue( string ParamName )
{
if (ParamName == "WINNER")
return "Javier"; // For your game, get this value from your Game Manager
if (ParamName == "NUM PLAYERS")
return 5.ToString();
return null;
}
}
}

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using UnityEngine;
// This class is an example of how to setup a Popup with all the languages in NGUI
#if NGUI
namespace I2.Loc
{
public class NGUI_LanguagePopup : MonoBehaviour
{
public LanguageSource Source;
void Start ()
{
UIPopupList mList = GetComponent<UIPopupList>();
mList.items = Source.mSource.GetLanguages();
EventDelegate.Add(mList.onChange, OnValueChange);
int idx = mList.items.IndexOf(LocalizationManager.CurrentLanguage);
mList.value = mList.items[idx>=0 ? idx : 0];
}
public void OnValueChange ()
{
LocalizationManager.CurrentLanguage = UIPopupList.current.value;
}
}
}
#endif

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using System.Collections.Generic;
using UnityEngine;
namespace I2.Loc
{
public class RealTimeTranslation : MonoBehaviour
{
string OriginalText = "This is an example showing how to use the google translator to translate chat messages within the game.\nIt also supports multiline translations.",
TranslatedText = string.Empty;
bool IsTranslating;
public void OnGUI()
{
GUILayout.Label("Translate:");
OriginalText = GUILayout.TextArea(OriginalText, GUILayout.Width(Screen.width));
GUILayout.Space(10);
GUILayout.BeginHorizontal();
if (GUILayout.Button("English -> Español", GUILayout.Height(100))) StartTranslating("en", "es");
if (GUILayout.Button("Español -> English", GUILayout.Height(100))) StartTranslating("es", "en");
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.TextArea("Multiple Translation with 1 call:\n'This is an example' -> en,zh\n'Hola' -> en");
if (GUILayout.Button("Multi Translate", GUILayout.ExpandHeight(true))) ExampleMultiTranslations_Async();
GUILayout.EndHorizontal();
GUILayout.TextArea(TranslatedText, GUILayout.Width(Screen.width));
GUILayout.Space(10);
if (IsTranslating)
{
GUILayout.Label("Contacting Google....");
}
}
public void StartTranslating(string fromCode, string toCode)
{
IsTranslating = true;
// fromCode could be "auto" to autodetect the language
GoogleTranslation.Translate(OriginalText, fromCode, toCode, OnTranslationReady);
// can also use the ForceTranslate version: (it will block the main thread until the translation is returned)
//var translation = GoogleTranslation.ForceTranslate(OriginalText, fromCode, toCode);
//Debug.Log(translation);
}
void OnTranslationReady(string Translation, string errorMsg)
{
IsTranslating = false;
if (errorMsg != null)
Debug.LogError(errorMsg);
else
TranslatedText = Translation;
}
public void ExampleMultiTranslations_Blocking()
{
// This shows how to ask for many translations
var dict = new Dictionary<string, TranslationQuery>();
GoogleTranslation.AddQuery("This is an example", "en", "es", dict);
GoogleTranslation.AddQuery("This is an example", "auto", "zh", dict);
GoogleTranslation.AddQuery("Hola", "es", "en", dict);
if (!GoogleTranslation.ForceTranslate(dict))
return;
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "en", dict));
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "zh", dict));
Debug.Log(GoogleTranslation.GetQueryResult("This is an example", "", dict)); // This returns ANY translation of that text (in this case, the first one 'en')
Debug.Log(dict["Hola"].Results[0]); // example of getting the translation directly from the Results
}
public void ExampleMultiTranslations_Async()
{
IsTranslating = true;
// This shows how to ask for many translations
var dict = new Dictionary<string, TranslationQuery>();
GoogleTranslation.AddQuery("This is an example", "en", "es", dict);
GoogleTranslation.AddQuery("This is an example", "auto", "zh", dict);
GoogleTranslation.AddQuery("Hola", "es", "en", dict);
GoogleTranslation.Translate(dict, OnMultitranslationReady);
}
void OnMultitranslationReady(Dictionary<string, TranslationQuery> dict, string errorMsg)
{
if (!string.IsNullOrEmpty(errorMsg))
{
Debug.LogError(errorMsg);
return;
}
IsTranslating = false;
TranslatedText = "";
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "es", dict) + "\n";
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "zh", dict) + "\n";
TranslatedText += GoogleTranslation.GetQueryResult("This is an example", "", dict) + "\n"; // This returns ANY translation of that text (in this case, the first one 'en')
TranslatedText += dict["Hola"].Results[0]; // example of getting the translation directly from the Results
}
#region This methods are used in the publisher's Unity Tests
public bool IsWaitingForTranslation()
{
return IsTranslating;
}
public string GetTranslatedText()
{
return TranslatedText;
}
public void SetOriginalText( string text )
{
OriginalText = text;
}
#endregion
}
}

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using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace I2.Loc
{
public class RegisterBundlesManager : MonoBehaviour, IResourceManager_Bundles
{
public void OnEnable()
{
if (!ResourceManager.pInstance.mBundleManagers.Contains(this))
{
ResourceManager.pInstance.mBundleManagers.Add(this);
}
}
public void OnDisable()
{
ResourceManager.pInstance.mBundleManagers.Remove(this);
}
public virtual Object LoadFromBundle(string path, Type assetType)
{
// load from a bundle using path and return the object
return null;
}
}
// To use bundles, create a class similar to this one
// and add it to one of your scenes
//
/*public class CustomBundlesManager : RegisterBundlesManager
{
public override Object LoadFromBundle(string path, System.Type assetType )
{
// load from a bundle using path and return the object
return null;
}
}
*/
}

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using System.Collections.Generic;
using UnityEngine;
namespace I2.Loc
{
public class ToggleLanguage : MonoBehaviour
{
void Start ()
{
Invoke("test", 3);
}
void test()
{
//-- to move into the next language ----
List<string> languages = LocalizationManager.GetAllLanguages();
int Index = languages.IndexOf(LocalizationManager.CurrentLanguage);
if (Index<0)
Index = 0;
else
Index = (Index+1) % languages.Count;
//-- Call this function again in 3 seconds
Invoke("test", 3);
}
}
}

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