Unity版本:2019.4.5f1,本文实现的多语言为简体中文,繁体中文
前言:
如下图所示,在PlayerSettings里面只能设置基础的应用名;
下面记录我在Unity打包成android时,实现应用名的本地化的过程:
方式一(未成功):在Assets/Plugins/Android/目录下添加res
首先要了解,我们配置的默认应用名在导成android时会在src→main→res→values目录下生成strings.xml文件
strings.xml文件内容如下:
My Game
因此,我们只需要依照android多语言的方式,在src→main→res目录下添加:values-zh-rCN,values-zh-rTW(我这里只添加繁体和简体中文,更多语言请自行查找android的对应语言代码),并分别创建strings.xml文件,内容如下:
- values-zh-rCN
我的游戏
- values-zh-rTW
我的遊戲
在unity工程中,我们只需要Plugins→Android目录下创建res目录,其里面内容如下:
如此之后打包确并没有成功,并有如下警告信息:
OBSOLETE - Providing Android resources in Assets/Plugins/Android/res is deprecated, please move your resources to an AAR or an Android Library.
See "AAR plug-ins and Android Libraries" section of the Manual for more details.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:136)
由该警告可知,直接添加 Assets/Plugins/Android/res的方式已经被放弃了,需要打包成aar,由此引出方式二。
参考链接:Unity Android应用名称的国际化
方式二:打包res到aar
这一步需要了解较多android知识,这里简要描述下:
1.创建android工程,添加module
2.在module的创建values-zh-rCN,values-zh-rTW目录和语言文件
3.将module打包成aar
4.将aar拷贝到Assets/Plugins/Android/目录下
我在项目中使用了I2 Localization实现多语言,当时没有了解I2 Localization机制,和其产生了冲突,导致部分语言未生效
方式三:在Assets/Plugins/Android/目录下添加res,同时在 build.gradle使用task
1.添加res目录(过程同方法一)
2.在Bulid Settings → Player Settings → Android → Publishing Settings 中勾选Custom Launcher Gradle Templ:
3.在生成的launcherTemplate.gradle文件末尾添加如下代码(使用task在编译时将前面添加的res目录复制到正确的地址):
task localizeAppName(type: Copy) {
from("${project.rootDir}/unityLibrary/unity-android-resources/res/") {
include "**"
}
into "${project.projectDir}/src/main/res/"
}
preBuild.dependsOn(localizeAppName)
同样由于使用了I2 Localization,导致部分语言未生效,这里可以通过类似如下的代码删除I2 Localization生成的strings.xml文件:
注意: 1.我这里只针对自己项目移除了简体中文和繁体中文
2.如果strings.xml未能成功移除,在需要将工程导出成Android项目,找到正确的文件路径进行移除
/* 删除自动生成的多余values-zh-rCN */
task appNameDeleteCN(type: Delete) {
delete "${project.projectDir}/src/main/res/values-zh-rCN/strings.xml"
delete "${project.projectDir}/src/main/res/values-zh-rTW/strings.xml"
}
preBuild.dependsOn(appNameDeleteCN)
参考链接:Unity2018 设置 Android 程序名称的多语言
方式四:参考I2 Localization,在unity中动态生成strings.xml
这里不多赘述了,直接贴出其PostProcessBuild_Android类
#if UNITY_ANDROID
using UnityEditor.Callbacks;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace I2.Loc
{
public class PostProcessBuild_Android
{
// Post Process Scene is a hack, because using PostProcessBuild will be called after the APK is generated, and so, I didn't find a way to copy the new files
[PostProcessScene]
public static void OnPostProcessScene()
{
#if UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
bool isFirstScene = (EditorBuildSettings.scenes.Length>0 && EditorBuildSettings.scenes[0].path == EditorApplication.currentScene);
#else
bool isFirstScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex <= 0;
#endif
if (!EditorApplication.isPlayingOrWillChangePlaymode &&
(EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android) &&
isFirstScene)
{
string projPath = System.IO.Path.GetFullPath(Application.streamingAssetsPath + "/../../Temp/StagingArea");
//string projPath = System.IO.Path.GetFullPath(Application.dataPath+ "/Plugins/Android");
PostProcessAndroid(BuildTarget.Android, projPath);
}
}
//[PostProcessBuild(10000)]
public static void PostProcessAndroid(BuildTarget buildTarget, string pathToBuiltProject)
{
if (buildTarget!=BuildTarget.Android)
return;
if (LocalizationManager.Sources.Count <= 0)
LocalizationManager.UpdateSources();
// Get language with variants, but also add it without the variant to allow fallbacks (e.g. en-CA also adds en)
var langCodes = LocalizationManager.GetAllLanguagesCode(false).Concat( LocalizationManager.GetAllLanguagesCode(true) ).Distinct().ToList();
if (langCodes.Count <= 0)
return;
string stringXML = "\n"+
"\n"+
" {0} \n"+
" ";
SetStringsFile( pathToBuiltProject+"/res/values", "strings.xml", stringXML, LocalizationManager.GetAppName(langCodes[0]) );
var list = new List();
list.Add( pathToBuiltProject + "/res/values" );
foreach (var code in langCodes)
{
// Android doesn't use zh-CN or zh-TW, instead it uses: zh-rCN, zh-rTW, zh
string fixedCode = code;
if (fixedCode.StartsWith("zh", System.StringComparison.OrdinalIgnoreCase))
{
string googleCode = GoogleLanguages.GetGoogleLanguageCode(fixedCode);
if (googleCode==null) googleCode = fixedCode;
fixedCode = (googleCode == "zh-CN") ? "zh-CN" : googleCode;
}
fixedCode = fixedCode.Replace("-", "-r");
string dir = pathToBuiltProject + "/res/values-" + fixedCode;
SetStringsFile( dir, "strings.xml", stringXML, LocalizationManager.GetAppName(code) );
}
}
static void CreateFileIfNeeded ( string folder, string fileName, string text )
{
try
{
if (!System.IO.Directory.Exists( folder ))
System.IO.Directory.CreateDirectory( folder );
if (!System.IO.File.Exists( folder + "/"+fileName ))
System.IO.File.WriteAllText( folder + "/"+fileName, text );
}
catch (System.Exception e)
{
Debug.Log( e );
}
}
static void SetStringsFile(string folder, string fileName, string stringXML, string appName)
{
try
{
appName = appName.Replace("&", "&").Replace("<", "<").Replace(">", ">").Replace("\"", "\\\"").Replace("'", "\\'");
appName = appName.Replace("\r\n", string.Empty).Replace("\n", string.Empty).Replace("\r", string.Empty);
if (!System.IO.Directory.Exists(folder))
System.IO.Directory.CreateDirectory(folder);
if (!System.IO.File.Exists(folder + "/" + fileName))
{
// create the string file if it doesn't exist
stringXML = string.Format(stringXML, appName);
}
else
{
stringXML = System.IO.File.ReadAllText(folder + "/" + fileName);
// find app_name
var pattern = "\"app_name\">(.*)<\\/string>";
var regexPattern = new System.Text.RegularExpressions.Regex(pattern);
if (regexPattern.IsMatch(stringXML))
{
// Override the AppName if it was found
stringXML = regexPattern.Replace(stringXML, string.Format("\"app_name\">{0} ", appName));
}
else
{
// insert the appName if it wasn't there
int idx = stringXML.IndexOf("");
if (idx > 0)
stringXML = stringXML.Insert(idx + " ".Length, string.Format("\n {0} \n", appName));
}
}
System.IO.File.WriteAllText(folder + "/" + fileName, stringXML);
}
catch (System.Exception e)
{
Debug.Log(e);
}
}
}
}
#endif