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ui-i18n-localize

UI 多語在地化 SKILL — 從 zh-TW 基礎語系延伸 zh-CN / en / ja 語系 JSON,保留變數格式並輸出寬度風險摘要。USE FOR: 新 UI 鍵值落地後補多語、批次更新某個畫面的翻譯、先做文字長度風險盤點。

DO NOT USE FOR: 純 runtime layout polish、直接修改非 i18n 的顯示文案。

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Files included (2)

  • SKILL.md2.8 KB
  • agents/openai.yaml313 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

UI I18N Localize

把目前專案以 zh-TW 為基礎語系的 UI 字串,穩定擴到其他已支援語系。

Unity 對照:相當於先把 Localization Table 補齊,再檢查切換後是否擠壓 TextMeshPro 版位。

目前以 repo 為準的支援語系

以 assets/scripts/core/systems/I18nSystem.ts 為正式依據:

  • zh-TW
  • zh-CN
  • en
  • ja

未正式支援的語系不要直接擴,例如 ko-KR。

何時使用

  • 新增一批 ui.* 鍵值後,要補對應 locale 檔
  • 既有畫面要先做多語長度風險檢查
  • 要整理術語一致性,例如武將、血脈、覺醒、虎符

必守規則

  • zh-TW 是基礎真相來源
  • 保留 {0}、{1} 等 placeholder,不翻譯也不改編號
  • 不直接在元件內硬寫多語文案,仍以 resources/i18n/<locale>.json 為主
  • 術語要前後一致,不要同一輪出現多套英譯

標準流程

1. 讀取基礎語系

以 assets/resources/i18n/zh-TW.json 為準,先限定這輪要處理的 scope。

2. 讀取 UI 限制

參考:

  • assets/resources/ui-spec/ui-design-tokens.json
  • 目標畫面的 layout / screen / canonical capture

先標記高風險欄位,例如:

  • header title
  • tab label
  • CTA button
  • 數值與稱號同排欄位

3. 產出 locale 檔

目標檔案:

  • assets/resources/i18n/zh-CN.json
  • assets/resources/i18n/en.json
  • assets/resources/i18n/ja.json

若檔案不存在就建立,存在就只補這輪 scope。

4. 產出風險摘要

建議輸出到:

artifacts/ui-i18n/<screen-or-scope>-overflow-report.md

至少列出:

  • 鍵值
  • zh-TW
  • 各語系譯文
  • 風險等級:低 / 中 / 高
  • 備註:是否建議縮句或改 layout

5. 視需要做 runtime 抽查

若目標畫面已有固定 preview route,再搭配 ui-runtime-verify 做語系切換後截圖驗證。

長度判斷原則

  • en 通常是主要風險來源,先檢查按鈕、tab、短標題
  • ja 容易在稱號、說明文產生密度問題
  • 若翻譯長度已明顯超出既有欄寬,優先產出風險報告,不要硬塞進正式檔後才讓 runtime 爆版

與其他 skills 的銜接

  • 畫面規格還沒整理好:先用 ui-brief-generator
  • 需要看實際溢出版位:接 ui-runtime-verify

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