多轮审查和修复
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51
Assets/Scripts/Support/Localization/LanguageManagerSO.cs
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51
Assets/Scripts/Support/Localization/LanguageManagerSO.cs
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using UnityEngine;
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namespace BaseGames.Localization
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{
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/// <summary>
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/// 语言设置持久化 SO(架构 16_SupportingModules §4.1)。
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/// 支持的语言列表由设计师填写;当前语言持久化到 PlayerPrefs。
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/// </summary>
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[CreateAssetMenu(menuName = "Settings/LanguageManager", fileName = "SET_LanguageManager")]
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public class LanguageManagerSO : ScriptableObject
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{
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private const string PrefsKey = "game_language";
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[Tooltip("游戏支持的语言 locale code 列表(如 zh-CN、en-US)")]
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public string[] supportedLocales = { "zh-CN", "en-US" };
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[Tooltip("默认语言 locale code")]
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public string defaultLocale = "zh-CN";
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public string CurrentLocale { get; private set; }
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private void OnEnable()
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{
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CurrentLocale = PlayerPrefs.GetString(PrefsKey, defaultLocale);
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}
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/// <summary>设置当前语言并持久化到 PlayerPrefs,同时通知 Unity Localization(若已安装)。</summary>
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public void SetLocale(string localeCode)
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{
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CurrentLocale = localeCode;
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PlayerPrefs.SetString(PrefsKey, localeCode);
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PlayerPrefs.Save();
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ApplyLocale(localeCode);
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}
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/// <summary>初始化时应用已保存语言。</summary>
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public void ApplySaved() => ApplyLocale(CurrentLocale);
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private static void ApplyLocale(string localeCode)
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{
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#if UNITY_LOCALIZATION
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var locales = UnityEngine.Localization.Settings.LocalizationSettings.AvailableLocales;
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var locale = locales?.GetLocale(new UnityEngine.Localization.LocaleIdentifier(localeCode));
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if (locale != null)
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UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale = locale;
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#else
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Debug.Log($"[LanguageManager] 语言设为 {localeCode}(Unity Localization 包未安装,仅记录 PlayerPrefs)。");
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#endif
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}
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}
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}
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