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Unity - 记录打包成android,处理应用名多语言

Unity - 记录打包成android,处理应用名多语言

作者: CZKGO | 来源:发表于2021-03-22 18:11 被阅读0次

    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:

    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="app_name">My Game</string>
    </resources>
    

    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
    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="app_name">我的游戏</string>
    </resources>
    
    • values-zh-rTW
    <?xml version="1.0" encoding="utf-8"?>
    <resources>
        <string name="app_name">我的遊戲</string>
    </resources>
    

    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:


    image.png

    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 =  "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"+
                            "<resources>\n"+
                            "    <string name=\"app_name\">{0}</string>\n"+
                            "</resources>";
    
                SetStringsFile( pathToBuiltProject+"/res/values", "strings.xml", stringXML, LocalizationManager.GetAppName(langCodes[0]) );
    
    
             var list = new List<string>();
             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("&", "&amp;").Replace("<", "&lt;").Replace(">", "&gt;").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}</string>", appName));
                        }
                        else
                        {
                            // insert the appName if it wasn't there
                            int idx = stringXML.IndexOf("<resources>");
                            if (idx > 0)
                                stringXML = stringXML.Insert(idx + "</resources>".Length, string.Format("\n    <string name=\"app_name\">{0}</string>\n", appName));
                        }
                    }
                    System.IO.File.WriteAllText(folder + "/" + fileName, stringXML);
                }
                catch (System.Exception e)
                {
                    Debug.Log(e);
                }
            }
        }
    }
    #endif
    

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