Attention: Here be dragons
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使游戏国际化¶
前言¶
Sería excelente que el mundo hablara solo un idioma(如果全世界都讲同一种语言就太好了)。不幸的是对于我们的开发人员来说,情况并非如此。虽然独立或投机游戏通常不需要本地化,但瞄准更大市场的游戏通常需要本地化。Godot 提供了许多工具来使这个过程更加简单,因此本教程更像一个妙招和技巧的合集。
Localization is usually done by specific studios hired for the job. Despite the huge amount of software and file formats available for this, the most common way to do localization to this day is still with spreadsheets. The process of creating the spreadsheets and importing them is already covered in the 导入翻译 tutorial. If you haven't read the Importing translations page before, we recommend you give it a read before reading this page.
备注
我们将使用官方演示作为示例,您可以从资产库下载。
配置导入的译文¶
翻译可以在更改时得到更新和重新导入,但仍必须添加到项目中。可通过项目 → 项目设置 → 本地化来完成:
上述对话框用于添加或删除项目范围内的翻译。
资源的本地化¶
It is also possible to instruct Godot to use alternate versions of assets (resources) depending on the current language. This can be used for localized images such as in-game billboards or localized voices.
The Remaps tab can be used for this:
Select the resource to be remapped then add some alternatives for each locale.
备注
The resource remapping system isn't supported for DynamicFonts. To use different fonts depending on the language's script, use the DynamicFont fallback system instead, which lets you define as many fallback fonts as you want.
The upside of the DynamicFont fallback system is that it works regardless of the current language, making it ideal for things like multiplayer chat where the text language may not match the client's language.
将键转换为文本¶
一些控件,例如 Button 和 Label,如果它们的文本与一个翻译键值相匹配,将自动获取翻译内容。例如,如果一个标签的文本是“MAIN_SCREEN_GREETING1”并且该键值存在于当前的翻译中,那么该文本将被自动翻译。
This automatic translation behavior may be undesirable in certain cases. For instance, when using a Label to display a player's name, you most likely don't want the player's name to be translated if it matches a translation key. To disable automatic translation on a specific node, disable Localization > Auto Translate in the inspector.
在代码中, 可以使用 Object.tr() 函数. 这将只是在翻译中查找文本, 如果找到的话就进行转换:
level.text = tr("LEVEL_5_NAME")
status.text = tr("GAME_STATUS_%d" % status_index)
备注
If no text is displayed after changing the language, try to use a different font. The default project font only supports a subset of the Latin-1 character set, which cannot be used to display languages like Russian or Chinese.
A good resource for multilingual fonts is Noto Fonts. Make sure to download the correct variation if you're using a less common language.
Once you've downloaded the font, load the TTF file into a DynamicFont resource and use it as a custom font of your Control node. For better reusability, associate a new a Theme resource to your root Control node and define the DynamicFont as the Default Font in the theme.
Placeholders¶
To feature placeholders in your translated strings, use
GDScript 格式字符串 or the equivalent feature in C#. This lets
translators move the location of the placeholder in the string freely, which
allows translations to sound more natural. Named placeholders with the
String.format()
function should be used whenever possible, as they also
allow translators to choose the order in which placeholders appear:
# The placeholder's locations can be changed, but not their order.
# This will probably not suffice for some target languages.
message.text = tr("%s picked up the %s") % ["Ogre", "Sword"]
# The placeholder's locations and order can be changed.
# Additionally, this form gives more context for translators to work with.
message.text = tr("{character} picked up the {weapon}").format({character = "Ogre", weapon = "Sword"})
Translation contexts¶
If you're using plain English as source strings (rather than message codes
LIKE_THIS
), you may run into ambiguities when you have to translate the same
English string to different strings in certain target languages. You can
optionally specify a translation context to resolve this ambiguity and allow
target languages to use different strings, even though the source string is
identical:
# "Close", as in an action (to close something).
button.set_text(tr("Close", "Actions"))
# "Close", as in a distance (opposite of "far").
distance_label.set_text(tr("Close", "Distance"))
Pluralization¶
Most languages require different strings depending on whether an object is in singular or plural form. However, hardcoding the "is plural" condition depending on whether there is more than 1 object is not valid in all languages.
Some languages have more than two plural forms, and the rules on the number of objects required for each plural form vary. Godot offers support for pluralization so that the target locales can handle this automatically.
Pluralization is meant to be used with positive (or zero) integer numbers only. Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply.
var num_apples = 5
label.text = tr_n("There is %d apple", "There are %d apples", num_apples) % num_apples
This can be combined with a context if needed:
var num_jobs = 1
label.text = tr_n("%d job", "%d jobs", num_jobs, "Task Manager") % num_jobs
备注
Providing pluralized translations is only supported with 使用 gettext 进行本地化, not CSV.
使控件的大小可调¶
不同语言的相同文本的长度差异很大。为此,请务必阅读教程 大小和锚点,因为动态调整控件大小可能有所帮助。Container 可能很有用,Label 的文本换行选项应该也能帮上忙。
To check whether your UI can accommodate translations with longer strings than the original, you can enable pseudolocalization in the advanced Project Settings. This will replace all your localizable strings with longer versions of themselves, while also replacing some characters in the original strings with accented versions (while still being readable). Placeholders are kept as-is, so that they keep working when pseudolocalization is enabled.
For example, the string Hello world, this is %s!
becomes
[Ĥéłłô ŵôŕłd́, ŧh̀íš íš %s!]
when pseudolocalization is enabled.
While looking strange at first, pseudolocalization has several benefits:
It lets you spot non-localizable strings quickly, so you can go over them and make them localizable (if it makes sense to do so).
It lets you check UI elements that can't fit long strings. Many languages will feature much longer translations than the source text, so it's important to ensure your UI can accommodate longer-than-usual strings.
It lets you check whether your font contains all the characters required to support various languages. However, since the goal of pseudolocalization is to keep the original strings readable, it's not an effective test for checking whether a font can support CJK or right-to-left languages.
The project settings allow you to tune pseudolocalization behavior, so that you can disable parts of it if desired.
TranslationServer¶
Godot 有一个进行底层翻译管理的服务器,名为 TranslationServer。可以在运行时添加或删除翻译;当前语言也可以在运行时更改。
Bidirectional text and UI Mirroring¶
Arabic and Hebrew are written from right to left (except for the numbers and Latin words mixed in), and the user interface for these languages should be mirrored as well. In some languages the shape of a glyph changes depending on the surrounding characters.
Support for bidirectional writing systems and UI mirroring is transparent, you don't usually need to change anything or have any knowledge of the specific writing system.
For RTL languages, Godot will automatically do the following changes to the UI:
Mirrors left/right anchors and margins.
Swaps left and right text alignment.
Mirrors horizontal order of the child controls in the containers, and items in Tree/ItemList controls.
Uses mirrored order of the internal control elements (e.g. OptionButton dropdown button, checkbox alignment, List column order, Tree item icons and connecting line alignment, e.t.c.), in some cases mirrored controls use separate theme styles.
Coordinate system is not mirrored, and non-UI nodes (sprites, e.t.c) are not affected.
It is possible to override text and control layout direction by using the following control properties:
text_direction
, sets the base text direction. When set to "auto", direction depends on the first strong directional character in the text according to the Unicode Bidirectional Algorithm,language
, overrides current project locale.structured_text_bidi_override property
and_structured_text_parser callback
, enables special handling for structured text.layout_direction
, overrides control mirroring.
参见
You can see how right-to-left typesetting works in action using the BiDI and Font Features demo project.
Adding break iterator data to exported project¶
Some languages are written without spaces, and word and line breaking requires more than rules over character sequences. Godot includes ICU rule and dictionary based, break iterator data, but this data is not included into exported projects by default. To include it go to Project → Project Settings → Localization → Text Server Data and click Install support data.... Break iterator data is about 4 MB large.
Structured text BiDi override¶
Unicode BiDi algorithm is designed to work with natural text and it's incapable of handling text with the higher level order, like file names, URIs, email addresses, regular expressions or source code.
For example, the path for this shown directory structure will be displayed incorrectly (top "LineEdit" control). "File" type structured text override splits text into segments, then BiDi algorithm is applied to each of them individually to correctly display directory names in any language and preserve correct order of the folders (bottom "LineEdit" control).
Custom callbacks provide a way to override BiDi for the other types of structured text.
Localizing numbers¶
Controls specifically designed for number input or output (e.g. ProgressBar, SpinBox) will use localized numbering system automatically, for the other control TextServer.format_number(string, language) can be used to convert Western Arabic numbers (0..9) to the localized numbering system and TextServer.parse_number(string, language) to convert it back.
Localizing icons and images¶
Icons with left and right pointing arrows which may need to be reversed for Arabic and Hebrew locales, in case they indicate movement or direction (e.g. back/forward buttons). Otherwise, they can remain the same.
测试翻译¶
你可能会想要在发布前测试项目的翻译。Godot 为此提供了两种方法。
首先,在“项目设置”的输入设备 > 区域中有一个测试属性。将这个属性设为想要测试的语言的区域代码即可。运行项目时,Godot 就会使用这个区域设置(无论是从编辑器运行还是导出后运行均如此)。
请记住,因为这是一个项目设置,设为非空时会在版本控制中显示。因此,将修改提交到版本控制之前,应该将其设回空值。
Translations can also be tested when running Godot from the command line. For example, to test a game in French, the following argument can be supplied:
godot --language fr
翻译项目名称¶
导出到不同的操作系统和平台时,项目名称将成为应用程序名称。要以多种语言指定项目名称,请在项目设置中创建一个新设置 application/name
,并将区域标识符附加到其中。例如,对于西班牙语,这将是 application/name_es
:
如果您不确定要使用的语言代码,请参阅区域代码列表。