ios本地化
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@ -16,8 +16,8 @@ using UnityEditor.iOS.Xcode;
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public static readonly Dictionary<SystemLanguage, string> validLanguageMap = new Dictionary<SystemLanguage, string>()
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{
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[SystemLanguage.English] = "en",
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[SystemLanguage.ChineseSimplified] = "zh_CN",
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[SystemLanguage.ChineseTraditional] = "zh_TW",
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[SystemLanguage.ChineseSimplified] = "zh-Hans",
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[SystemLanguage.ChineseTraditional] = "zh-Hant",
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[SystemLanguage.Japanese] = "ja",
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[SystemLanguage.Korean] = "ko",
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[SystemLanguage.Spanish] = "es",
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@ -112,42 +112,11 @@ public class Package {
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project.WriteToFile(configFilePath);
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// 处理本地化
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IOSLocalizationTool.SetLocalization(pathToBuiltProject);
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// 编辑plist 文件
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EditorPlist(Path.GetFullPath(pathToBuiltProject));
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// CopyDirectory(Path.Combine(Application.dataPath, "../", "BFVersions/ios/ios_common"), Path.GetFullPath(pathToBuiltProject), true);
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IOSLocalizationTool.SetLocalization(pathToBuiltProject);
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}
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static void CopyDirectory(string sourceDir, string destinationDir, bool recursive) {
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// Get information about the source directory
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var dir = new DirectoryInfo(sourceDir);
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// Check if the source directory exists
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if (!dir.Exists)
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throw new DirectoryNotFoundException($"Source directory not found: {dir.FullName}");
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// Cache directories before we start copying
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DirectoryInfo[] dirs = dir.GetDirectories();
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// Create the destination directory
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Directory.CreateDirectory(destinationDir);
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// Get the files in the source directory and copy to the destination directory
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foreach (FileInfo file in dir.GetFiles())
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{
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string targetFilePath = Path.Combine(destinationDir, file.Name);
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file.CopyTo(targetFilePath);
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}
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// If recursive and copying subdirectories, recursively call this method
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if (recursive)
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{
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foreach (DirectoryInfo subDir in dirs)
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{
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string newDestinationDir = Path.Combine(destinationDir, subDir.Name);
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CopyDirectory(subDir.FullName, newDestinationDir, true);
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}
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}
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}
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private static void EditorPlist(string filePath) {
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