Unity汉化一个插件 制作插件汉化工具

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我是编程一个菜鸟,英语又不好,有的插件非常牛!我想学一学,页面全是英文,完全不知所措,我该怎么办啊...

尝试在Unity中汉化一个插件

效果:

Unity汉化一个插件 制作插件汉化工具,unity,游戏引擎

思路:

如何在Unity中把一个自己喜欢的插件变成中文?

在Unity中编写插件一般会用到编辑器扩展
在编辑器扩展中想在Inspector显示自己想要的属性名或者别的什么,就需要用到编辑器扩展的API
把这些固定的API存到一个字典里,例如“EditorGUILayout.PropertyField”,“LabelField”...

我可以尝试先读取我们想要汉化插件的Editor文件夹下的每一个代码的每一行
把每一行的每个字符与字典做一个对比
对比成功就说明此行代码可以被汉化,收集可以被汉化的代码行,然后把可以被汉化的代码行替换成我们想要的代码
替换成功后保存代码

听起来好像没啥问题,试试看
  • 创建一个存储字典的代码
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu()]
public class SearchCharacterData : ScriptableObject
{
    [Header("检索字符对")]
    public List<Item> items;
    [Header("添加字符对")]
    public bool addItem = false;
    private void OnValidate()
    {
        if (addItem)
        {
            addItem = false;
            items.Add(new Item());
        }
    }
    /// <summary>
    /// 物品数据
    /// </summary>
    [System.Serializable]
    public class Item
    {
        public string startStr;
        public string endStr;
    }
}

  • 完成之后我们就可以在项目中创建一个自定义字典了
    Unity汉化一个插件 制作插件汉化工具,unity,游戏引擎

  • 在字典中添加几对常用AIP用来测试
    Unity汉化一个插件 制作插件汉化工具,unity,游戏引擎

  • 创建一个编辑器窗口代码

using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

[System.Serializable]
public class Editor_ChinesizationTool : EditorWindow
{
    private static Editor_ChinesizationTool _window;
    [MenuItem("Tools/汉化编辑器")]
    public static void GUIDRefReplaceWin()
    {
        Rect wr = new Rect(0, 0, 300, 1000);//窗口大小
        _window = (Editor_ChinesizationTool)GetWindow(typeof(Editor_ChinesizationTool), true, "汉化编辑");// false 表示不能停靠的
        _window.Show();

    }
}
没想到要去翻译一个插件,竟然要自己先写一个...造孽啊~
  • 读文件
	 	/// <summary>
        /// 读取数据
        /// </summary>
        /// <returns></returns>
        public List<string> ReadFileInfo(bool IsUpdateNewData = true)
        {
            Datas.Clear();
            CurrentDatas.Clear();
            CurrentSplitDatas.Clear();
            if (IsUpdateNewData) NewSplitDatas.Clear();
            StreamReader sr = null;//读取
            string assetsName = FileInfo.FullName;
            sr = File.OpenText(assetsName.Substring(assetsName.IndexOf("Assets")));//读取文件
            //读取所有行
            int line = 0;
            string data = null;
            do
            {
                data = sr.ReadLine();
                if (data != null)
                {
                    Datas.Add(data);
                    CurrentDatas.Add(data);
                    foreach (var item in searchCharacterData.items)
                    {
                        string csData = FindString(data, item.startStr, item.endStr);
                        if (csData != "")
                        {
                            CurrentSplitDatas.Add(new NewCSData(line, csData));
                            if (IsUpdateNewData) NewSplitDatas.Add(new NewCSData(line, csData));
                            break;
                        }
                    }
                }
                line++;
            } while (data != null);
            sr.Close();//关闭流
            sr.Dispose();//销毁流
            return CurrentDatas;
        }
  • 将改好的数据进行写入
		void WriteFileInfo(List<string> datas)
        {
            StreamWriter sw;//写入
            if (!FileInfo.Exists)
            {
                Debug.LogError("无法写入,没有该文件");
                return;
            }
            ClearData(path);
            sw = FileInfo.AppendText();//打开文件
            foreach (string linedata in datas)
            {
                sw.WriteLine(linedata);
            }
            sw.Flush();//清除缓冲区
            sw.Close();//关闭流
            sw.Dispose();//销毁流
            //ReadFileInfo();
        }
  • 稍稍修正一下编辑器页面,随便导入一个插件试试看
    Unity汉化一个插件 制作插件汉化工具,unity,游戏引擎

源码

注意!此文件需要放在Editor文件夹下才可以正常使用
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

[System.Serializable]
public class Editor_ChinesizationTool : EditorWindow
{
    private static Editor_ChinesizationTool _window;
    public string modelPath = "Assets";
    public List<CSData> cslist = new List<CSData>();
    public static Rect modelRect;
    int maxLineCount = 5;
    Vector2 csDataPos, contentPos;
    SearchCharacterData searchCharacterData = null;
    CSData CurrentCSData = null;
    [MenuItem("Tools/汉化编辑器")]
    public static void GUIDRefReplaceWin()
    {
        Rect wr = new Rect(0, 0, 300, 1000);//窗口大小
        _window = (Editor_ChinesizationTool)GetWindow(typeof(Editor_ChinesizationTool), true, "汉化编辑");// false 表示不能停靠的
        _window.Show();

    }

    private Material m_material;//1
    private void OnEnable()
    {
        m_material = new Material(Shader.Find("Hidden/Internal-Colored"));//2
        m_material.hideFlags = HideFlags.HideAndDontSave;//3
    }
    void OnGUI()
    {
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("将文件夹拖拽到此处");
        EditorGUILayout.Space();
        GUI.SetNextControlName("input1");//设置下一个控件的名字
        modelRect = EditorGUILayout.GetControlRect();
        modelPath = EditorGUI.TextField(modelRect, modelPath);
        EditorGUILayout.Space();
        DragFolder();

        EditorGUILayout.Space();
        searchCharacterData = EditorGUILayout.ObjectField("", searchCharacterData, typeof(SearchCharacterData), true) as SearchCharacterData;
        // 导出材质
        if (searchCharacterData == null)
        {
            GUILayout.Label("请添加字典");
            return;
        }
        if (GUILayout.Button("读取文件"))
        {
            ReadFile();
            CurrentCSData = null;
        }
        if (CurrentCSData == null)
        {
            int currentLineCount = 1;
            csDataPos = EditorGUILayout.BeginScrollView(csDataPos, GUILayout.Width(1000), GUILayout.Height(500));
            bool isLineEnd = true;
            maxLineCount = EditorGUILayout.IntField("每行显示脚本的个数", maxLineCount);

            foreach (CSData csdate in cslist)
            {
                if (currentLineCount == 1)
                {
                    GUILayout.BeginHorizontal();
                    isLineEnd = false;
                }
                if (GUILayout.Button(csdate.name))
                {
                    CurrentCSData = csdate;
                }
                if (currentLineCount == maxLineCount)
                {
                    GUILayout.EndHorizontal();
                    currentLineCount = 0;
                    isLineEnd = true;
                }
                currentLineCount++;
            }
            if (isLineEnd == false)
            {
                GUILayout.EndHorizontal();
            }
            GUILayout.EndScrollView();
        }
        if (CurrentCSData != null)
        {
            EditorGUILayout.BeginVertical("HelpBox");
            GUILayout.BeginHorizontal();
            csDataPos = EditorGUILayout.BeginScrollView(csDataPos, GUILayout.Width(500), GUILayout.Height(700));
            #region 显示代码
            int line = 1;
            lineLocations.Clear();
            foreach (var date in CurrentCSData.CurrentDatas)
            {
                GUILayout.Label(line + "  " + date);
                foreach (var item in CurrentCSData.CurrentSplitDatas)
                {
                    if (line == item.line)
                    {
                        LineLocation lineLocation = new LineLocation();
                        Rect rect = GUILayoutUtility.GetLastRect();
                        lineLocation.FirstRect = new Vector2(rect.x, rect.y - csDataPos.y);
                        lineLocation.FirstRectOffset = csDataPos;
                        lineLocations.Add(lineLocation);
                    }
                }
                line++;
            }
            GUILayout.EndScrollView();
            GUILayout.Space(100);
            #endregion
            contentPos = EditorGUILayout.BeginScrollView(contentPos, GUILayout.Width(700), GUILayout.Height(700));

            for (int i = 0; i < CurrentCSData.CurrentSplitDatas.Count; i++)
            {
                //GUILayout.BeginHorizontal();
                GUILayout.Label(CurrentCSData.CurrentSplitDatas[i].line + 1 + "  " + CurrentCSData.CurrentDatas[CurrentCSData.CurrentSplitDatas[i].line]);//找到可更换数据
                lineLocations[i].FirstRect.y += contentPos.y;
                lineLocations[i].LastRectOffset = contentPos;
                Rect rect = GUILayoutUtility.GetLastRect();
                lineLocations[i].LastRect = new Vector2(rect.x, rect.y);
                CurrentCSData.NewSplitDatas[i].data = EditorGUILayout.TextField(CurrentCSData.NewSplitDatas[i].data);

                //GUILayout.EndHorizontal();
            }
            foreach (var item in lineLocations)
            {
                m_material.SetPass(0);//4
                GL.Begin(GL.LINES);
                GL.Color(Color.red);
                GL.Vertex3(item.FirstRect.x - 100+10, LimitMax(item.FirstRect.y + 30,690+ item.LastRectOffset.y, item.LastRectOffset.y), 0);
                GL.Vertex3(item.FirstRect.x - 105+10, LimitMax(item.FirstRect.y + 30, 690+ item.LastRectOffset.y, item.LastRectOffset.y), 0);
                GL.End();

                GL.Begin(GL.LINES);
                GL.Color(Color.black);
                GL.Vertex3(item.FirstRect.x - 100+10, LimitMax(item.FirstRect.y + 30,690 + item.LastRectOffset.y, item.LastRectOffset.y), 0);
                //================================================================================================
                GL.Vertex3(item.LastRect.x-10, LimitMax(item.LastRect.y + 10, 690 + item.LastRectOffset.y, item.LastRectOffset.y), 0); 
                GL.End();

                GL.Begin(GL.LINES);
                GL.Color(Color.red);
                GL.Vertex3(item.LastRect.x-10, LimitMax(item.LastRect.y + 10, 690 + item.LastRectOffset.y, item.LastRectOffset.y), 0);
                GL.Vertex3(item.LastRect.x-5, LimitMax(item.LastRect.y + 10, 690 + item.LastRectOffset.y, item.LastRectOffset.y), 0);
                GL.End();
                //Debug.Log("FirstRect:" + item.FirstRect+"__"+ "LastRect:"+ item.LastRect);
                //break;
            }


            GUILayout.EndScrollView();

            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("确认更改"))
            {
                CurrentCSData.ReadFileInfo(false);
                for (int i = 0; i < CurrentCSData.CurrentSplitDatas.Count; i++)
                {
                    CurrentCSData.CurrentDatas[CurrentCSData.CurrentSplitDatas[i].line] =
                    ReplaceStr(CurrentCSData.CurrentDatas[CurrentCSData.CurrentSplitDatas[i].line],
                        CurrentCSData.CurrentSplitDatas[i].data,
                        CurrentCSData.NewSplitDatas[i].data);
                }
                for (int i = 0; i < CurrentCSData.Datas.Count; i++)
                {
                    CurrentCSData.Datas[i] = CurrentCSData.CurrentDatas[i];
                }
                CurrentCSData.WriterData();
                AssetDatabase.Refresh();
            }
            if (GUILayout.Button("重新选择文件"))
            {
                CurrentCSData = null;
            }
            GUILayout.EndHorizontal();
            GUILayout.EndVertical();
        }

        EditorGUILayout.Space();

    }
    List<LineLocation> lineLocations = new List<LineLocation>();
    public class LineLocation
    {
        public Vector2 FirstRectOffset;
        public Vector2 FirstRect;
        public Vector2 LastRectOffset;
        public Vector2 LastRect;
    }
    public void ReadFile()
    {
        GetAllFilesAndDertorys(modelPath, searchCharacterData);
    }
    /// <summary>
    /// 获得拖拽文件
    /// </summary>
    void DragFolder()
    {
        //鼠标位于当前窗口
        if (mouseOverWindow == this)
        {
            //拖入窗口未松开鼠标
            if (Event.current.type == EventType.DragUpdated)
            {
                DragAndDrop.visualMode = DragAndDropVisualMode.Generic;//改变鼠标外观
                                                                       // 判断区域
                if (modelRect.Contains(Event.current.mousePosition))
                    GUI.FocusControl("input1");
            }
            //拖入窗口并松开鼠标
            else if (Event.current.type == EventType.DragExited)
            {
                string dragPath = string.Join("", DragAndDrop.paths);
                // 判断区域
                if (modelRect.Contains(Event.current.mousePosition))
                    modelPath = dragPath;

                // 取消焦点(不然GUI不会刷新)
                GUI.FocusControl(null);
            }
        }
    }
    static string FindString(string str, string StartStr, string EndStr)
    {
        if (str.Length < 3)
            return "";
        int index3 = str.IndexOf(StartStr);
        if (index3 != -1)
        {
            int index4 = str.IndexOf(EndStr, index3);
            if (index4 != -1)
            {
                return str.Substring(index3 + StartStr.Length, index4 - index3 - StartStr.Length);
            }
        }
        return "";
    }
    void GetAllFilesAndDertorys(string _path, SearchCharacterData searchCharacterData)
    {
        //判断路径是否存在
        if (Directory.Exists(_path))
        {
            #region 找到Editor文件夹
            DirectoryInfo dir = new DirectoryInfo(_path);
            DirectoryInfo[] allDirs = dir.GetDirectories("*", SearchOption.AllDirectories);
            string EditorPath = "";
            foreach (var item in allDirs)
            {
                //忽略.meta
                if (item.Name.EndsWith(".meta")) continue;
                string assetsName = item.FullName;
                assetsName = assetsName.Substring(assetsName.IndexOf("Assets"));
                if (item.Name == "Editor")
                {
                    EditorPath = assetsName;
                    break;
                }
            }
            #endregion

            if (EditorPath != "")
            {
                #region 得到Editor文件夹下所有的.cs文件
                DirectoryInfo editorDir = new DirectoryInfo(EditorPath);
                cslist.Clear();
                int ListIndex = 0;
                foreach (var item in editorDir.GetFiles("*", SearchOption.AllDirectories))
                {
                    //忽略.meta
                    string assetsName = item.FullName;
                    assetsName = assetsName.Substring(assetsName.IndexOf("Assets"));
                    if (item.Name.EndsWith(".meta")) continue;
                    if (item.Name.EndsWith(".cs"))
                    {
                        cslist.Add(new CSData(ListIndex, item, assetsName, searchCharacterData, this));
                    }
                    ListIndex++;
                }
                #endregion
                foreach (var item in cslist)
                {
                    item.ReadFileInfo();
                }
            }
            else
            {
                Debug.LogError("该目录没有Editor文件夹");
            }
        }
    }
    string ReplaceStr(string str, string oldStr, string newStr)
    {
        if (str.Length < 3)
            return "";
        int strIndex = str.IndexOf(oldStr);
        if (strIndex != -1)
        {
            string startStr = str.Substring(0, strIndex);
            string endStr = str.Substring(strIndex + oldStr.Length);
            return startStr + newStr + endStr;
        }
        return "";
    }
    public float LimitMax(float f, float maxValue = 690, float minValue = 0)
    {
        //return f;
        return Math.Min(maxValue, Math.Max(f, minValue));
    }
    [System.Serializable]
    public class CSData
    {
        Editor_ChinesizationTool editor_ChinesizationTool = null;
        SearchCharacterData searchCharacterData = null;
        public string name;
        private FileInfo fileInfo;
        public int ListIndex = -1;
        public string path;
        /// <summary>
        /// 原始数据
        /// </summary>
        public List<string> Datas = new List<string>();
        /// <summary>
        /// 当前数据
        /// </summary>
        public List<string> CurrentDatas = new List<string>();
        /// <summary>
        /// 新数据
        /// </summary>
        public List<NewCSData> CurrentSplitDatas = new List<NewCSData>();
        public List<NewCSData> NewSplitDatas = new List<NewCSData>();

        public FileInfo FileInfo
        {
            get
            {
                if (fileInfo == null)
                {
                    editor_ChinesizationTool.ReadFile();
                    fileInfo = editor_ChinesizationTool.cslist[ListIndex].FileInfo;
                }
                return fileInfo;
            }
            set => fileInfo = value;
        }

        public CSData(int mListIndex, FileInfo mfileInfo, string path, SearchCharacterData searchCharacterData, Editor_ChinesizationTool parent)
        {
            FileInfo = mfileInfo;
            this.path = path;
            this.name = FileInfo.Name;
            this.searchCharacterData = searchCharacterData;
            this.ListIndex = mListIndex;
            this.editor_ChinesizationTool = parent;
        }
        /// <summary>
        /// 写入数据
        /// </summary>
        public void WriterData()
        {
            WriteFileInfo(Datas);
        }
        /// <summary>
        /// 读取数据
        /// </summary>
        /// <returns></returns>
        public List<string> ReadFileInfo(bool IsUpdateNewData = true)
        {
            Datas.Clear();
            CurrentDatas.Clear();
            CurrentSplitDatas.Clear();
            if (IsUpdateNewData) NewSplitDatas.Clear();
            StreamReader sr = null;//读取
            string assetsName = FileInfo.FullName;
            sr = File.OpenText(assetsName.Substring(assetsName.IndexOf("Assets")));//读取文件
            //读取所有行
            int line = 0;
            string data = null;
            do
            {
                data = sr.ReadLine();
                if (data != null)
                {
                    Datas.Add(data);
                    CurrentDatas.Add(data);
                    foreach (var item in searchCharacterData.items)
                    {
                        string csData = FindString(data, item.startStr, item.endStr);
                        if (csData != "")
                        {
                            CurrentSplitDatas.Add(new NewCSData(line, csData));
                            if (IsUpdateNewData) NewSplitDatas.Add(new NewCSData(line, csData));
                            break;
                        }
                    }
                }
                line++;
            } while (data != null);
            sr.Close();//关闭流
            sr.Dispose();//销毁流
            return CurrentDatas;
        }
        void WriteFileInfo(List<string> datas)
        {
            StreamWriter sw;//写入
            if (!FileInfo.Exists)
            {
                Debug.LogError("无法写入,没有该文件");
                return;
            }
            ClearData(path);
            sw = FileInfo.AppendText();//打开文件
            foreach (string linedata in datas)
            {
                sw.WriteLine(linedata);
            }
            sw.Flush();//清除缓冲区
            sw.Close();//关闭流
            sw.Dispose();//销毁流
            //ReadFileInfo();
        }
        void ClearData(string path)
        {
            StreamWriter tmpWrite = new StreamWriter(path);
            tmpWrite.Write("");
            tmpWrite.Close();
        }
    }
    [System.Serializable]
    public class NewCSData
    {
        public int line = 0;
        public string data = "";

        public NewCSData(int line, string data)
        {
            this.line = line;
            this.data = data;
        }
    }
}

最后的最后:

我自己反正没实践过,可以先拿这个玩玩看还是挺有意思的~
觉得有意思可以改巴改巴,也可以把建议放在评论区,有空我就更新一下~
Demo源码文章来源地址https://www.toymoban.com/news/detail-704061.html

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