摄像机区域的架构改动
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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 = "BaseGames/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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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@@ -0,0 +1,59 @@
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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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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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