127 lines
4.5 KiB
C#
Executable File
127 lines
4.5 KiB
C#
Executable File
#if UNITY_IOS
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEditor.iOS.Xcode;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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public class ConfigurableLocalizationPostProcess
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{
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[PostProcessBuild(500)]
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public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
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{
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if (target != BuildTarget.iOS) return;
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// 加载配置
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IOSLocalizationSettings settings = AssetDatabase.LoadAssetAtPath<IOSLocalizationSettings>("Assets/Editor/LocalizationSettings.asset");
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if (settings == null)
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{
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UnityEngine.Debug.LogWarning("未找到LocalizationSettings配置,使用默认多语言设置");
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settings = ScriptableObject.CreateInstance<IOSLocalizationSettings>();
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}
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// 处理主Info.plist
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string plistPath = Path.Combine(pathToBuiltProject, "Info.plist");
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if (!File.Exists(plistPath))
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{
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UnityEngine.Debug.LogWarning("Info.plist文件未找到: " + plistPath);
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return;
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}
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PlistDocument plist = new PlistDocument();
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plist.ReadFromFile(plistPath);
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PlistElementDict rootDict = plist.root;
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// 查找英语描述或使用第一个描述作为默认
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string defaultDescription = settings.languageDescriptions[0].trackingDescription;
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foreach (var desc in settings.languageDescriptions)
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{
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if (desc.languageCode == "en")
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{
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defaultDescription = desc.trackingDescription;
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break;
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}
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}
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rootDict.SetString("NSUserTrackingUsageDescription", defaultDescription);
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plist.WriteToFile(plistPath);
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// 为每种语言创建本地化文件
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foreach (var langDesc in settings.languageDescriptions)
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{
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if (langDesc.languageCode == "en") continue;
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string lprojPath = Path.Combine(pathToBuiltProject, $"{langDesc.languageCode}.lproj");
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if (!Directory.Exists(lprojPath))
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{
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Directory.CreateDirectory(lprojPath);
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}
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string stringsPath = Path.Combine(lprojPath, "InfoPlist.strings");
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using (StreamWriter writer = new StreamWriter(stringsPath, false, System.Text.Encoding.UTF8))
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{
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writer.WriteLine($"\"NSUserTrackingUsageDescription\" = \"{langDesc.trackingDescription}\";");
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}
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}
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// 更新Xcode项目
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UpdateXcodeProject(pathToBuiltProject, settings);
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UnityEngine.Debug.Log("多语言隐私描述已成功添加到Xcode项目。");
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}
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private static void UpdateXcodeProject(string pathToBuiltProject, IOSLocalizationSettings settings)
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{
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string pbxProjectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
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PBXProject pbxProject = new PBXProject();
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pbxProject.ReadFromFile(pbxProjectPath);
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string targetGuid = pbxProject.GetUnityMainTargetGuid();
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foreach (var langDesc in settings.languageDescriptions)
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{
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if (langDesc.languageCode == "en") continue;
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string lprojPath = $"{langDesc.languageCode}.lproj";
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string stringsPath = Path.Combine(lprojPath, "InfoPlist.strings");
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string fileGuid = pbxProject.AddFile(stringsPath, stringsPath, PBXSourceTree.Source);
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pbxProject.AddFileToBuild(targetGuid, fileGuid);
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}
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pbxProject.WriteToFile(pbxProjectPath);
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}
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}
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// 创建配置文件的编辑器菜单
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public class LocalizationSettingsCreator
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{
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[MenuItem("Tools/IOS Localization Settings")]
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public static void CreateLocalizationSettings()
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{
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IOSLocalizationSettings asset = ScriptableObject.CreateInstance<IOSLocalizationSettings>();
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string path = AssetDatabase.GetAssetPath(Selection.activeObject);
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if (string.IsNullOrEmpty(path))
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{
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path = "Assets";
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}
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else if (!string.IsNullOrEmpty(Path.GetExtension(path)))
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{
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path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), "");
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}
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string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/LocalizationSettings.asset");
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AssetDatabase.CreateAsset(asset, assetPathAndName);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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}
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#endif |