多轮审查和修复
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59
Assets/Scripts/Support/Localization/LocalizationManager.cs
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59
Assets/Scripts/Support/Localization/LocalizationManager.cs
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using System;
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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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/// 本地化字符串访问工具类(架构 16_SupportingModules §4)。
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/// 当 Unity Localization 包(com.unity.localization)安装后使用 LocalizationSettings 实现完整功能;
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/// 未安装时退回到 Key 直传(返回 entryKey 本身)。
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/// </summary>
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public static class LocalizationManager
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{
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#if UNITY_LOCALIZATION
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private const string DefaultTable = "UI";
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/// <summary>从指定表中获取本地化字符串。</summary>
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public static string Get(string entryKey, string tableName = DefaultTable)
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{
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try
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{
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var op = UnityEngine.Localization.Settings.LocalizationSettings
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.StringDatabase.GetLocalizedStringAsync(tableName, entryKey);
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return op.IsDone ? op.Result : entryKey;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[Localization] Key '{entryKey}' in table '{tableName}' 读取失败: {e.Message}");
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return entryKey;
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}
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}
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/// <summary>带格式化参数的本地化字符串。</summary>
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public static string GetFormat(string entryKey, string tableName, params object[] args)
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{
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string template = Get(entryKey, tableName);
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try { return string.Format(template, args); }
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catch (Exception e)
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{
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Debug.LogWarning($"[Localization] GetFormat '{entryKey}' 格式化失败: {e.Message}");
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return template;
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}
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}
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#else
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/// <summary>Unity Localization 包未安装:直接返回 Key。</summary>
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public static string Get(string entryKey, string tableName = "UI")
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=> entryKey;
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public static string GetFormat(string entryKey, string tableName, params object[] args)
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{
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try { return string.Format(entryKey, args); }
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catch (Exception e)
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{
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Debug.LogWarning($"[Localization] GetFormat '{entryKey}' 格式化失败: {e.Message}");
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return entryKey;
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}
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}
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#endif
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}
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}
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