language导出
parent
7279a7edd1
commit
310802e967
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@ -2214,4 +2214,27 @@
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[12213] = "无可分解宝物!",
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[12214] = "最多选择%s个宝物!",
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[12215] = "请选择需要分解的宝器!",
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[12216] = "这里?",
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[12217] = "无法用于无限循环的方法",
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[12218] = "未命中",
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[12219] = "战斗力到达%s解锁",
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[12220] = "通关%s解锁",
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[12221] = "高级刷新券 ",
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[12222] = "战斗后的更新精气值:",
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[12223] = "魂印UP!",
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[12224] = "打开魂印奖励预览",
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[12225] = "今日召唤上限:",
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[12226] = "次内必得红色魂印",
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[12227] = "赠送1个乾坤令",
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[12228] = "赠送10个乾坤令",
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[12229] = "召唤<color=#F27D0F>%s</color>次必得UP神将",
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[12230] = "活动剩余时间:",
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[12231] = "%s分%s秒",
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[12232] = "%s天%s小时",
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[12233] = "装备出售",
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[12234] = "本次出售包含%s件装备,可得如下奖励:",
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[12235] = "出售%s个%s",
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[12236] = "出售装备",
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[12237] = "1星",
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[12238] = "没有得到equipData",
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}
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@ -980,4 +980,4 @@ function this.BagIndicationRefresh(msg)
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CheckRedPointStatus(RedPointType.Bag_HeroDebris)
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CheckRedPointStatus(RedPointType.Bag_BoxAndBlueprint)
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end
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return this
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return this
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@ -124,7 +124,6 @@ function BagResolveAnCompoundPanel:BindEvent()
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PopupTipPanel.ShowTip(Language[10200])
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end
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elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
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LogPink("这里?")
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if compoundNum>0 then
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local item={}
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local itemList = {}
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@ -303,7 +303,7 @@ end
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--
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function RoleView:LoopFunc(time, count, func)
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if count <= 0 then
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LogError("无法用于无限循环的方法")
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LogError(Language[12217])
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return
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end
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if not self._LoopFuncList then
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@ -1253,7 +1253,7 @@ end
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-- 哈哈,没打着
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function RoleView:OnBeHitMiss(atkRole, skill)
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self:TextBuffFloating(TextFloatingColor.Blue, "未命中")
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self:TextBuffFloating(TextFloatingColor.Blue, Language[12218])
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end
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local DotTypeTip = {
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@ -232,10 +232,10 @@ function this.SetData(root, data, ldata)
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PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
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return
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elseif PlayerManager.maxForce < _power then
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PopupTipPanel.ShowTip(string.format("战斗力到达%s解锁", _power))
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PopupTipPanel.ShowTip(string.format(Language[12219], _power))
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return
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elseif _point ~= 0 and not FightPointPassManager.IsFightPointPass(_point) then
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PopupTipPanel.ShowTip(string.format("通关%s解锁", mainLevelConfig[_point].Name))
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PopupTipPanel.ShowTip(string.format(Language[12220], mainLevelConfig[_point].Name))
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return
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elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
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PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))
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@ -180,7 +180,7 @@ function this.RequestGMCommand(command)
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local content = string.format("%d|%s", GLOBAL_CHAT_TYPE.COMMON, command)
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-- 请求发送
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NetManager.RequestSendChatMsg(CHAT_CHANNEL.GLOBAL, content, 0, function(msg)
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PopupTipPanel.ShowTip("哦了")
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PopupTipPanel.ShowTip(Language[12198])
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end)
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end
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@ -1,4 +1,4 @@
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ThinkingAnalyticsManager = {}
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ThinkingAnalyticsManager = {}
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local this = ThinkingAnalyticsManager
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Dictionary = System.Collections.Generic.Dictionary
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@ -56,4 +56,3 @@ end
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return this
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@ -400,4 +400,4 @@ function this.GetEquipRewardList(equiplist)
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return rewardlist
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end
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return this
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return this
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@ -2739,4 +2739,4 @@ function this.GetIsShowTalismanRedPoint(curHeroData)
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end
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return true
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end
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return this
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return this
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@ -397,7 +397,7 @@ function this.SwitchTreasureType(treasureType)
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end)
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--刷新按钮
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Util.AddOnceClick(this.refreshBtn, function()
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LogBlue("高级刷新券 "..BagManager.GetItemCountById(63))
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LogBlue(Language[12221]..BagManager.GetItemCountById(63))
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if BagManager.GetItemCountById(63)>0 then
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this.PlayItemListAnim()
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LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
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@ -407,9 +407,9 @@ function this.SwitchTreasureType(treasureType)
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this.RefreshBtnCountDown()
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end)
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else
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LogBlue("高级刷新券 "..LuckyTurnTableManager.GetRefreshItemNum())
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LogBlue("高级刷新券 "..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
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LogBlue("高级刷新券 ".. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
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LogBlue(Language[12221]..LuckyTurnTableManager.GetRefreshItemNum())
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LogBlue(Language[12221]..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
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LogBlue(Language[12221].. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
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if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]>=0 then
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this.PlayItemListAnim()
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LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()
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@ -338,7 +338,7 @@ function GMPanel:BindEvent()
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--增加圣物
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Util.AddClick(this.btnAddHoly, function()
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if this.HolyId.text == "" then
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PopupTipPanel.ShowTip("求求你输个ID吧!")
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PopupTipPanel.ShowTip(Language[12199])
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return
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end
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local command = "//addholy %s %s"
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@ -1,4 +1,4 @@
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require("Base/BasePanel")
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require("Base/BasePanel")
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local ShowEnemyInfoPanel = Inherit(BasePanel)
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local this = ShowEnemyInfoPanel
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local monsterGroupId
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@ -68,7 +68,7 @@ function this:BindEvent()
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local fightData = BattleManager.GetBattleServerData(msg)
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UIManager.OpenPanel(UIName.BattlePanel,fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
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--更新精气值
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LogGreen("战斗后的更新精气值:"..msg.essenceValue)
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LogGreen(Language[12222]..msg.essenceValue)
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-- MapTrialManager.UpdatePowerValue(msg.essenceValue)--这句话会调用之后的event,导致召唤boss特效播放两次,直接把精气值付上就好了
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MapTrialManager.powerValue = msg.essenceValue
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--召唤Boss
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@ -246,4 +246,4 @@ function MapAgent:Dispose()
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poolManager:UnLoadLive(mapNpc, self.NpcGO)
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poolManager:UnLoadAsset(mapNpcOp, self.leader, PoolManager.AssetType.GameObject)
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self.leader = nil
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end
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end
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@ -74,7 +74,7 @@ function ActivityDetail:ReFreshUpSoul()
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local tempName = listSoulUpPre[n].name:GetComponent("Text").text
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listSoulUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (weight/100000)*100) .."%</color>"
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listSoulUpPre[n].gameObject:SetActive(true)
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table.insert(soulRate,{tag="魂印UP!",name=tempName,value=weight})
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table.insert(soulRate,{tag=Language[12223],name=tempName,value=weight})
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end
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end
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end
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@ -213,7 +213,7 @@ function ActivityDetail:LookDetailBtnAction()
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if panelType == 1 then
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UIManager.OpenPanel(UIName.HeroPreviewPanel,true,false)
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elseif panelType ==2 then
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LogPurple("打开魂印奖励预览")
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LogPurple(Language[12224])
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end
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end
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@ -1,4 +1,4 @@
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local QianKunBox = quick_class("QianKunBox")
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local QianKunBox = quick_class("QianKunBox")
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local ActivityDetail = require("Modules/Operating/ActivityDetail")--活动详情
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local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",4401)
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@ -99,7 +99,7 @@ function QianKunBox:refreshBtnShow()
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local maxtimesId=lotterySetting[RecruitType.QianKunBoxSingle].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id
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local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
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local freeTime= 0
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self.limit.text = "今日召唤上限:"..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]
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self.limit.text = Language[12225]..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]
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if freeTimesId>0 then
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freeTime= PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
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RecruitManager.freeUseTimeList[freeTimesId]=freeTime
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@ -210,7 +210,7 @@ end
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function QianKunBox:refreshMagicNum()
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local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.QianKunBox)
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LogYellow("ID:"..actData.activityId.." value"..actData.value)
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self.leftUptips1.text = 100-math.floor(actData.value/1000).."次内必得红色魂印"
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self.leftUptips1.text = 100-math.floor(actData.value/1000)..Language[12226]
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self.btnTimes.text = 30-actData.value%1000
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end
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@ -1,4 +1,4 @@
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require("Base/BasePanel")
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require("Base/BasePanel")
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QianKunBoxBuyOnePanel = Inherit(BasePanel)
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local this=QianKunBoxBuyOnePanel
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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@ -91,8 +91,8 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
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this.content1:SetActive(not this.recruitType)
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this.content2:SetActive(this.recruitType)
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this.itemIcon1.sprite=Util.LoadSprite("r_RareItem_Specail_0020")
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this.detailText.text = "赠送1个乾坤令"
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this.detailText1.text = "赠送1个乾坤令"
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this.detailText.text = Language[12227]
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this.detailText1.text = Language[12227]
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Util.ClearChild(Util.GetTransform(this.content, "itemContent1"))
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this.itemDataList={}
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@ -1,4 +1,4 @@
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require("Base/BasePanel")
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require("Base/BasePanel")
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require("Base/Stack")
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QianKunBoxBuyTenPanel = Inherit(BasePanel)
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local this=QianKunBoxBuyTenPanel
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@ -110,8 +110,8 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
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this.content1:SetActive(not this.recruitType)
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this.content2:SetActive(this.recruitType)
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this.itemIcon1.sprite=Util.LoadSprite("r_RareItem_Specail_0020")
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this.detailText.text = "赠送10个乾坤令"
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this.detailText1.text = "赠送10个乾坤令"
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this.detailText.text = Language[12228]
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this.detailText1.text = Language[12228]
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local itemDataList={}
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@ -126,4 +126,4 @@ function RewardPreview:OnDestroy()
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data = nil
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end
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return RewardPreview
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return RewardPreview
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@ -202,14 +202,14 @@ function TimeLimitedCall:RefreshNextLevelReward()
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--LogBlue(ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count)
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reMaintimes = ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count - reMaintimes
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--LogBlue("reMaintimes:"..reMaintimes)
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self.recruitTimesUpdate.text = string.format("召唤<color=#F27D0F>%s</color>次必得UP神将",reMaintimes)
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self.recruitTimesUpdate.text = string.format(Language[12229],reMaintimes)
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local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
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--LogBlue(info.endTime)
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--LogBlue(info.startTime)
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info = info.endTime - info.startTime
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info = self:TimeToDHMS(info)
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self.recruitTimeUpdate.text = string.format("活动剩余时间:"..info)
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self.recruitTimeUpdate.text = string.format(Language[12230]..info)
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end
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--- 将一段时间转换为天时分秒
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function TimeLimitedCall:TimeToDHMS(second)
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local sec = second % 60
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local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
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if day <= 0 and hour <= 0 then
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return string.format("%s分%s秒",minute, sec)
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return string.format(Language[12231],minute, sec)
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else
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return string.format("%s天%s小时",day, hour)
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return string.format(Language[12232],day, hour)
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end
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end
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@ -311,7 +311,7 @@ function TimeLimitedCall:TimeCountDown()
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self.timer = nil
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end
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local timeDown=CalculateSecondsNowTo_N_OClock(5)--ActivityGiftManager.GetTaskRemainTime(ActivityTypeDef.FindFairy)
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self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
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self.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
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self.timer = Timer.New(function()
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if timeDown < 1 then
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self.timer:Stop()
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return
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end
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timeDown = timeDown - 1
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self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
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self.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
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end, 1, -1, true)
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self.timer:Start()
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end
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@ -106,7 +106,7 @@ function this.ClosePanelRefreshData()
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end, function()
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NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
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end)
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end,"取消","保留")
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end,Language[10719],Language[12201])
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Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
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end
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elseif fightType == 10 then--车迟
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@ -109,7 +109,7 @@ function BattleWinPopup:NextStep()
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if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then
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LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
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else
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LogGreen("贪婪节点无数据")
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LogGreen(Language[12202])
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end
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UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
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if m_battlePanel then
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@ -50,7 +50,7 @@ function this:OnShow(_parent,...)
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local args = {...}
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selectEquipsData=args[1]
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dropList = EquipManager.GetEquipRewardList(selectEquipsData)
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this.titleText.text="装备出售"
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this.titleText.text=Language[12233]
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--返还比
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local num = 0
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local isShow=false
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isShow=true
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end
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end
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this.bodyText.text=string.format("本次出售包含%s件装备,可得如下奖励:",num)
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this.bodyText.text=string.format(Language[12234],num)
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this.BodyText2.gameObject:SetActive(isShow)
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local data={}
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local index = 1
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@ -25,7 +25,7 @@ function this:SetCount(value)
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count = value
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end
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this.slider.value = count*1.00/selectEquipTreasureData.num
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this.bodyText.text=string.format("出售%s个%s",count,selectEquipTreasureData.itemConfig.Name)
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this.bodyText.text=string.format(Language[12235],count,selectEquipTreasureData.itemConfig.Name)
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end
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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parent=_parent
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sortingOrder =_parent.sortingOrder
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local args={...}
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this.titleText.text="出售装备"
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this.titleText.text=Language[12236]
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local equip = args[1]
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selectEquipTreasureData = BagManager.GetItemById(equip.id)
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@ -1,4 +1,4 @@
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----- 试炼进入下一层 -----
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----- 试炼进入下一层 -----
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local this = {}
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local showType
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local eventId
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@ -9,18 +9,18 @@ local quaStateTable = {}
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local starStateTable = {}
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--false 未选择 true 选择
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local quaTextStringSeting = {
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[1] = {name = "绿色", defaultState = true},
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[2] = {name = "蓝色", defaultState = true},
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[3] = {name = "紫色", defaultState = false},
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[4] = {name = "金色", defaultState = false},
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[5] = {name = "红色", defaultState = false}
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[1] = {name = Language[10197], defaultState = true},
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[2] = {name = Language[10196], defaultState = true},
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[3] = {name = Language[10195], defaultState = false},
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[4] = {name = Language[10192], defaultState = false},
|
||||
[5] = {name = Language[10193], defaultState = false}
|
||||
}
|
||||
local sartTextStringSeting = {
|
||||
[1] = {name = "1星", defaultState = true},
|
||||
[2] = {name = "2星", defaultState = true},
|
||||
[3] = {name = "3星", defaultState = false},
|
||||
[4] = {name = "4星", defaultState = false},
|
||||
[5] = {name = "5星", defaultState = false},
|
||||
[1] = {name = Language[12237], defaultState = true},
|
||||
[2] = {name = Language[12179], defaultState = true},
|
||||
[3] = {name = Language[12177], defaultState = false},
|
||||
[4] = {name = Language[12175], defaultState = false},
|
||||
[5] = {name = Language[12173], defaultState = false},
|
||||
--[6] = {name = "6星", defaultState = false}
|
||||
}
|
||||
--初始化组件(用于子类重写)
|
||||
|
@ -208,4 +208,4 @@ end
|
|||
function EquipSellSelectPopup:OnDestroy()
|
||||
end
|
||||
|
||||
return EquipSellSelectPopup
|
||||
return EquipSellSelectPopup
|
|
@ -618,4 +618,4 @@ function this.GetEquipTreasureResolveItems2(itemId, itemNum)
|
|||
end
|
||||
end
|
||||
|
||||
return EquipTreasureManager
|
||||
return EquipTreasureManager
|
|
@ -282,7 +282,7 @@ function this:AllEquipUpBtnOnClick()
|
|||
if equipData ~= nil then
|
||||
curHeroEquipDatas[equipData.equipConfig.Position] = equipData
|
||||
else
|
||||
LogBlue("没有得到equipData")
|
||||
LogBlue(Language[12238])
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1063,4 +1063,4 @@ function RoleEquipPanel:OnDestroy()
|
|||
SubUIManager.Close(this.UpView)
|
||||
this.ScrollView = nil
|
||||
end
|
||||
return RoleEquipPanel
|
||||
return RoleEquipPanel
|
|
@ -322,4 +322,3 @@ return this
|
|||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2213,3 +2213,26 @@
|
|||
12213,无可分解宝物!
|
||||
12214,最多选择%s个宝物!
|
||||
12215,请选择需要分解的宝器!
|
||||
12216,这里?
|
||||
12217,无法用于无限循环的方法
|
||||
12218,未命中
|
||||
12219,战斗力到达%s解锁
|
||||
12220,通关%s解锁
|
||||
12221,高级刷新券
|
||||
12222,战斗后的更新精气值:
|
||||
12223,魂印UP!
|
||||
12224,打开魂印奖励预览
|
||||
12225,今日召唤上限:
|
||||
12226,次内必得红色魂印
|
||||
12227,赠送1个乾坤令
|
||||
12228,赠送10个乾坤令
|
||||
12229,召唤<color=#F27D0F>%s</color>次必得UP神将
|
||||
12230,活动剩余时间:
|
||||
12231,%s分%s秒
|
||||
12232,%s天%s小时
|
||||
12233,装备出售
|
||||
12234,本次出售包含%s件装备,可得如下奖励:
|
||||
12235,出售%s个%s
|
||||
12236,出售装备
|
||||
12237,1星
|
||||
12238,没有得到equipData
|
||||
|
|
|
Loading…
Reference in New Issue