Load translation, SetLanguage command
This commit is contained in:
commit
4d436bbfcf
5 changed files with 215 additions and 0 deletions
5
.gitignore
vendored
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5
.gitignore
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bin/
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obj/
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/packages/
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riderModule.iml
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/_ReSharper.Caches/
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16
Localization.sln
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16
Localization.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Localization", "Localization\Localization.csproj", "{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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73
Localization/Localization.csproj
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73
Localization/Localization.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{E2169518-26AB-4DA6-ACB2-6BCFB35D6953}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Localization</RootNamespace>
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<AssemblyName>Localization</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony, Version=2.0.2.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\packages\Lib.Harmony.2.0.2\lib\net48\0Harmony.dll</HintPath>
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<Private>True</Private>
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</Reference>
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<Reference Include="GamecraftModdingAPI, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\GamecraftModdingAPI\GamecraftModdingAPI\bin\Debug\net472\GamecraftModdingAPI.dll</HintPath>
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</Reference>
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<Reference Include="IllusionPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\GamecraftModdingAPI\GamecraftModdingAPI\bin\Debug\net472\IllusionPlugin.dll</HintPath>
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</Reference>
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<Reference Include="Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed">
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<HintPath>..\..\ref\Gamecraft_Data\Managed\Newtonsoft.Json.dll</HintPath>
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</Reference>
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<Reference Include="RobocraftX.Common, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<HintPath>..\..\ref\Gamecraft_Data\Managed\RobocraftX.Common.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Data" />
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<Reference Include="System.Runtime.InteropServices.RuntimeInformation" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="LocalizationMod.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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86
Localization/LocalizationMod.cs
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86
Localization/LocalizationMod.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using GamecraftModdingAPI;
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using GamecraftModdingAPI.Commands;
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using GamecraftModdingAPI.Utility;
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using HarmonyLib;
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using IllusionPlugin;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using ServiceLayer;
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namespace Localization
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{
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public class LocalizationMod : IEnhancedPlugin
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{
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private readonly DirectoryInfo _pluginFolder = new DirectoryInfo(Path.Combine("Plugins", "Localization"));
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public override void OnApplicationStart()
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{
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Main.Init();
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if (!_pluginFolder.Exists)
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_pluginFolder.Create();
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string settingsPath = Path.Combine(_pluginFolder.FullName, "settings.json");
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JObject settings;
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if (File.Exists(settingsPath))
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{
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try
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{
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using (var stream = new JsonTextReader(File.OpenText(settingsPath)))
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settings = JObject.Load(stream);
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string lang = (string) (settings["lang"] ?? (settings["lang"] = "en-us"));
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LoadTranslation(lang);
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}
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catch (Exception e)
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{
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Logging.LogError(e);
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settings = new JObject();
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}
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}
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else
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settings = new JObject();
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CommandBuilder.Builder("SetLanguage", "Sets the game's language")
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.Action<string>(lang =>
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{
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settings["lang"] = lang;
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using (var stream = new JsonTextWriter(new StreamWriter(File.OpenWrite(settingsPath))))
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settings.WriteTo(stream);
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LoadTranslation(lang);
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}).Build();
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}
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public override void OnApplicationQuit()
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{
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Main.Shutdown();
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}
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private void LoadTranslation(string lang)
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{
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Logging.CommandLog("Loading translation for " + lang + "...");
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string langPath = Path.Combine(_pluginFolder.FullName, lang + ".json");
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if (!File.Exists(langPath))
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{
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Logging.CommandLogError("Could not find json file!");
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return;
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}
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var strings = JsonConvert.DeserializeObject<Dictionary<string, string>>(File.ReadAllText(langPath));
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var origStrings =
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(Dictionary<string, string>) AccessTools.Field(typeof(LocalizationService), "LocalizedStrings")
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.GetValue(null);
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foreach (var kv in strings)
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{
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if (!origStrings.Remove(kv.Key))
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Logging.CommandLogWarning(kv.Key + " wasn't in the original file.");
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origStrings.Add(kv.Key, kv.Value);
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}
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Logging.CommandLog("Updated " + strings.Count + " strings (" + origStrings.Count + " strings in total)");
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}
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public override string Name { get; } = "LocalizationMod";
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public override string Version { get; } = "1.0.0";
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}
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}
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35
Localization/Properties/AssemblyInfo.cs
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35
Localization/Properties/AssemblyInfo.cs
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Localization")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Localization")]
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[assembly: AssemblyCopyright("Copyright © 2020")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("E2169518-26AB-4DA6-ACB2-6BCFB35D6953")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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