BITKit/Src/Core/Localization/ILocalizationService.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using BITKit;
using Cysharp.Threading.Tasks;
using Microsoft.Extensions.Logging;
namespace Net.BITKit.Localization
{
/// <summary>
/// 本地化
/// </summary>
public interface ILocalizationService
{
public string Prefix { get; }
/// <summary>
/// 当前语言
/// </summary>
public string CurrentLanguage { get; }
/// <summary>
/// 更改回调,通常在此检查并下载语言包
/// </summary>
public event Func<string,string,UniTask> OnLanguageChangeAsync;
/// <summary>
/// 语言更改完成回调,UI和World执行更新
/// </summary>
public event Action<string,string> OnLanguageChanged;
/// <summary>
/// 获取翻译文本,返回无复制的引用
/// </summary>
/// <param name="key"></param>
/// <param name="language">语言,默认为当前CultureInfo.Name</param>
/// <returns></returns>
public string GetLocalizedString(string key,string language=null);
public UniTask ChangeLanguageAsync(string newLanguage);
public IDictionary<string, IDictionary<string, string>> LocalizedStrings { get; }
}
public class LocalizationService : ILocalizationService,IDisposable
{
private static LocalizationService _singleton;
public string Prefix => "#";
private char _prefix = '#';
public string CurrentLanguage { get; private set; }
public event Func<string, string, UniTask> OnLanguageChangeAsync;
public event Action<string, string> OnLanguageChanged;
private readonly ILogger<LocalizationService> _logger;
public IDictionary<string, IDictionary<string, string>> LocalizedStrings { get; } =
new Dictionary<string, IDictionary<string, string>>();
private readonly ValidHandle _isBusy = new();
private readonly HashSet<string> _untranslatedKeys = new();
public LocalizationService(ILogger<LocalizationService> logger)
{
if (_singleton is not null)
{
logger.LogError("LocalizationService can only be one singleton");
return;
}
_logger = logger;
}
public string GetLocalizedString(string key, string language = null)
{
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if (string.IsNullOrEmpty(key)) return "#ERROR_EMPTY_KEY";
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language ??= CurrentLanguage; // 默认使用当前语言
if (key[0] != _prefix)
{
key = _prefix + key;
}
if (LocalizedStrings.TryGetValue(language, out var langDict) && langDict.TryGetValue(key, out var value))
{
return value;
}
_untranslatedKeys.Add(key);
return key.Replace(Prefix,string.Empty).Replace("_"," "); // 如果找不到翻译,就返回 key 本身(常见策略)
}
public async UniTask ChangeLanguageAsync(string newLanguage)
{
if (CurrentLanguage == newLanguage) return;
var oldLanguage = CurrentLanguage;
CurrentLanguage = newLanguage;
await _isBusy;
using var _ = _isBusy.GetHandle();
#if UNITY_5_3_OR_NEWER
await UniTask.SwitchToMainThread();
#endif
await OnLanguageChangeAsync.UniTaskFunc(oldLanguage, newLanguage);
// 触发同步事件(例如更新 UI
OnLanguageChanged?.Invoke(oldLanguage, newLanguage);
}
public void Dispose()
{
_isBusy?.Dispose();
_singleton = null;
_logger.LogInformation("Untranslated keys:\n"+string.Join("\n", _untranslatedKeys));
_untranslatedKeys.Clear();
}
}
}