SamsonGame/Assets/Sources/I2/Localization/Scripts/Editor/PostProcessBuild_ANDROID.cs

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2021-12-29 20:50:11 +03:00
#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