Files
Fishing2/Assets/Scripts/NBC/Language/Runtime/LanguageConcrete/LanguageFont.cs
2025-05-10 12:49:47 +08:00

79 lines
2.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace NBC
{
public class LanguageFont : ILanguage
{
/// <summary>
/// 多语言字体配置数据
/// </summary>
private readonly Dictionary<SystemLanguage, Dictionary<string, string>> _languages =
new Dictionary<SystemLanguage, Dictionary<string, string>>();
/// <summary>
/// 当前语言图片配置键值对
/// </summary>
private Dictionary<string, string> _currentLanguageDictionary = new Dictionary<string, string>();
public string Get(string key)
{
if (_currentLanguageDictionary != null && _currentLanguageDictionary.TryGetValue(key, out var value))
{
return value;
}
return null;
}
public void AddLanguage(SystemLanguage language)
{
// var configDic = GameConfig.Inst.GetLanguageFontConfig(LanguageConst.languageMap[language]);
// string fontLocation = "Assets/ResRaw/Fonts/";
// //字体使用前需要先注册
// foreach (var config in configDic.Values)
// {
// if (config.type == "1")
// {
// DynamicFont font = new DynamicFont();
// font.name = config.name;
// font.nativeFont = Assets.LoadAsset<Font>(fontLocation + config.relativePath).Asset as Font;
// FontManager.RegisterFont(font);
// }
// else if (config.type == "2")
// {
// TMP_FontAsset fontAsset =
// Assets.LoadAsset<TMP_FontAsset>(fontLocation + config.relativePath).Asset as TMP_FontAsset;
// TMPFont font = new TMPFont();
// font.name = config.name; //这个名字要和编辑器里字体资源的名字一致
// font.fontAsset = fontAsset;
// FontManager.RegisterFont(font);
// }
// }
//
// var font2KeyDic = GameConfig.Inst.GetFont2KeyDic();
// Dictionary<string, string> keys = new Dictionary<string, string>();
// foreach (var pair in font2KeyDic)
// {
// keys.Add(pair.Key, configDic[pair.Value].name);
// }
//
// if (keys != null)
// {
// _languages[language] = keys;
// }
}
public bool UseLanguage(SystemLanguage language)
{
if (_languages.TryGetValue(language, out var language1))
{
_currentLanguageDictionary = language1;
return true;
}
Debug.LogError("字体配置不存在");
return false;
}
}
}