language导出

dev_chengFeng
ZhangBiao 2020-07-10 19:13:29 +08:00
parent 7279a7edd1
commit 310802e967
30 changed files with 102 additions and 59 deletions

View File

@ -2214,4 +2214,27 @@
[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",
}

View File

@ -980,4 +980,4 @@ function this.BagIndicationRefresh(msg)
CheckRedPointStatus(RedPointType.Bag_HeroDebris)
CheckRedPointStatus(RedPointType.Bag_BoxAndBlueprint)
end
return this
return this

View File

@ -124,7 +124,6 @@ function BagResolveAnCompoundPanel:BindEvent()
PopupTipPanel.ShowTip(Language[10200])
end
elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
LogPink("这里?")
if compoundNum>0 then
local item={}
local itemList = {}

View File

@ -303,7 +303,7 @@ end
--
function RoleView:LoopFunc(time, count, func)
if count <= 0 then
LogError("无法用于无限循环的方法")
LogError(Language[12217])
return
end
if not self._LoopFuncList then
@ -1253,7 +1253,7 @@ end
-- 哈哈,没打着
function RoleView:OnBeHitMiss(atkRole, skill)
self:TextBuffFloating(TextFloatingColor.Blue, "未命中")
self:TextBuffFloating(TextFloatingColor.Blue, Language[12218])
end
local DotTypeTip = {

View File

@ -232,10 +232,10 @@ function this.SetData(root, data, ldata)
PopupTipPanel.ShowTip(string.format(Language[10340],_lv))
return
elseif PlayerManager.maxForce < _power then
PopupTipPanel.ShowTip(string.format("战斗力到达%s解锁", _power))
PopupTipPanel.ShowTip(string.format(Language[12219], _power))
return
elseif _point ~= 0 and not FightPointPassManager.IsFightPointPass(_point) then
PopupTipPanel.ShowTip(string.format("通关%s解锁", mainLevelConfig[_point].Name))
PopupTipPanel.ShowTip(string.format(Language[12220], mainLevelConfig[_point].Name))
return
elseif PlayerManager.curMapId ~= 0 and FightPointPassManager.IsFightPointPass(PlayerManager.curMapId)==false then
PopupTipPanel.ShowTip(string.format(Language[10341],mainLevelConfig[_point].Name))

View File

@ -180,7 +180,7 @@ function this.RequestGMCommand(command)
local content = string.format("%d|%s", GLOBAL_CHAT_TYPE.COMMON, command)
-- 请求发送
NetManager.RequestSendChatMsg(CHAT_CHANNEL.GLOBAL, content, 0, function(msg)
PopupTipPanel.ShowTip("哦了")
PopupTipPanel.ShowTip(Language[12198])
end)
end

View File

@ -1,4 +1,4 @@
ThinkingAnalyticsManager = {}
ThinkingAnalyticsManager = {}
local this = ThinkingAnalyticsManager
Dictionary = System.Collections.Generic.Dictionary

View File

@ -400,4 +400,4 @@ function this.GetEquipRewardList(equiplist)
return rewardlist
end
return this
return this

View File

@ -2739,4 +2739,4 @@ function this.GetIsShowTalismanRedPoint(curHeroData)
end
return true
end
return this
return this

View File

@ -397,7 +397,7 @@ function this.SwitchTreasureType(treasureType)
end)
--刷新按钮
Util.AddOnceClick(this.refreshBtn, function()
LogBlue("高级刷新券 "..BagManager.GetItemCountById(63))
LogBlue(Language[12221]..BagManager.GetItemCountById(63))
if BagManager.GetItemCountById(63)>0 then
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
@ -407,9 +407,9 @@ function this.SwitchTreasureType(treasureType)
this.RefreshBtnCountDown()
end)
else
LogBlue("高级刷新券 "..LuckyTurnTableManager.GetRefreshItemNum())
LogBlue("高级刷新券 "..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
LogBlue("高级刷新券 ".. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
LogBlue(Language[12221]..LuckyTurnTableManager.GetRefreshItemNum())
LogBlue(Language[12221]..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
LogBlue(Language[12221].. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]>=0 then
this.PlayItemListAnim()
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()

View File

@ -338,7 +338,7 @@ function GMPanel:BindEvent()
--增加圣物
Util.AddClick(this.btnAddHoly, function()
if this.HolyId.text == "" then
PopupTipPanel.ShowTip("求求你输个ID吧")
PopupTipPanel.ShowTip(Language[12199])
return
end
local command = "//addholy %s %s"

View File

@ -1,4 +1,4 @@
require("Base/BasePanel")
require("Base/BasePanel")
local ShowEnemyInfoPanel = Inherit(BasePanel)
local this = ShowEnemyInfoPanel
local monsterGroupId
@ -68,7 +68,7 @@ function this:BindEvent()
local fightData = BattleManager.GetBattleServerData(msg)
UIManager.OpenPanel(UIName.BattlePanel,fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
--更新精气值
LogGreen("战斗后的更新精气值:"..msg.essenceValue)
LogGreen(Language[12222]..msg.essenceValue)
-- 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
MapTrialManager.powerValue = msg.essenceValue
--召唤Boss

View File

@ -246,4 +246,4 @@ function MapAgent:Dispose()
poolManager:UnLoadLive(mapNpc, self.NpcGO)
poolManager:UnLoadAsset(mapNpcOp, self.leader, PoolManager.AssetType.GameObject)
self.leader = nil
end
end

View File

@ -74,7 +74,7 @@ function ActivityDetail:ReFreshUpSoul()
local tempName = listSoulUpPre[n].name:GetComponent("Text").text
listSoulUpPre[n].name:GetComponent("Text").text="<color=#EDB64C>"..string.format("%.2f", (weight/100000)*100) .."%</color>"
listSoulUpPre[n].gameObject:SetActive(true)
table.insert(soulRate,{tag="魂印UP!",name=tempName,value=weight})
table.insert(soulRate,{tag=Language[12223],name=tempName,value=weight})
end
end
end
@ -213,7 +213,7 @@ function ActivityDetail:LookDetailBtnAction()
if panelType == 1 then
UIManager.OpenPanel(UIName.HeroPreviewPanel,true,false)
elseif panelType ==2 then
LogPurple("打开魂印奖励预览")
LogPurple(Language[12224])
end
end

View File

@ -1,4 +1,4 @@
local QianKunBox = quick_class("QianKunBox")
local QianKunBox = quick_class("QianKunBox")
local ActivityDetail = require("Modules/Operating/ActivityDetail")--活动详情
local iconsData = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",4401)
@ -99,7 +99,7 @@ function QianKunBox:refreshBtnShow()
local maxtimesId=lotterySetting[RecruitType.QianKunBoxSingle].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id
local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
local freeTime= 0
self.limit.text = "今日召唤上限:"..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]
self.limit.text = Language[12225]..curTimes.."/"..privilegeConfig[maxtimesId].Condition[1][2]
if freeTimesId>0 then
freeTime= PrivilegeManager.GetPrivilegeRemainValue(freeTimesId)
RecruitManager.freeUseTimeList[freeTimesId]=freeTime
@ -210,7 +210,7 @@ end
function QianKunBox:refreshMagicNum()
local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.QianKunBox)
LogYellow("ID:"..actData.activityId.." value"..actData.value)
self.leftUptips1.text = 100-math.floor(actData.value/1000).."次内必得红色魂印"
self.leftUptips1.text = 100-math.floor(actData.value/1000)..Language[12226]
self.btnTimes.text = 30-actData.value%1000
end

View File

@ -1,4 +1,4 @@
require("Base/BasePanel")
require("Base/BasePanel")
QianKunBoxBuyOnePanel = Inherit(BasePanel)
local this=QianKunBoxBuyOnePanel
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
@ -91,8 +91,8 @@ function QianKunBoxBuyOnePanel:OnOpen(...)
this.content1:SetActive(not this.recruitType)
this.content2:SetActive(this.recruitType)
this.itemIcon1.sprite=Util.LoadSprite("r_RareItem_Specail_0020")
this.detailText.text = "赠送1个乾坤令"
this.detailText1.text = "赠送1个乾坤令"
this.detailText.text = Language[12227]
this.detailText1.text = Language[12227]
Util.ClearChild(Util.GetTransform(this.content, "itemContent1"))
this.itemDataList={}

View File

@ -1,4 +1,4 @@
require("Base/BasePanel")
require("Base/BasePanel")
require("Base/Stack")
QianKunBoxBuyTenPanel = Inherit(BasePanel)
local this=QianKunBoxBuyTenPanel
@ -110,8 +110,8 @@ function QianKunBoxBuyTenPanel:OnOpen(...)
this.content1:SetActive(not this.recruitType)
this.content2:SetActive(this.recruitType)
this.itemIcon1.sprite=Util.LoadSprite("r_RareItem_Specail_0020")
this.detailText.text = "赠送10个乾坤令"
this.detailText1.text = "赠送10个乾坤令"
this.detailText.text = Language[12228]
this.detailText1.text = Language[12228]
local itemDataList={}

View File

@ -126,4 +126,4 @@ function RewardPreview:OnDestroy()
data = nil
end
return RewardPreview
return RewardPreview

View File

@ -202,14 +202,14 @@ function TimeLimitedCall:RefreshNextLevelReward()
--LogBlue(ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count)
reMaintimes = ConfigManager.GetConfigData(ConfigName.LotterySpecialConfig,18).Count - reMaintimes
--LogBlue("reMaintimes:"..reMaintimes)
self.recruitTimesUpdate.text = string.format("召唤<color=#F27D0F>%s</color>次必得UP神将",reMaintimes)
self.recruitTimesUpdate.text = string.format(Language[12229],reMaintimes)
local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
--LogBlue(info.endTime)
--LogBlue(info.startTime)
info = info.endTime - info.startTime
info = self:TimeToDHMS(info)
self.recruitTimeUpdate.text = string.format("活动剩余时间:"..info)
self.recruitTimeUpdate.text = string.format(Language[12230]..info)
end
--- 将一段时间转换为天时分秒
function TimeLimitedCall:TimeToDHMS(second)
@ -218,9 +218,9 @@ function TimeLimitedCall:TimeToDHMS(second)
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
if day <= 0 and hour <= 0 then
return string.format("%s分%s秒",minute, sec)
return string.format(Language[12231],minute, sec)
else
return string.format("%s天%s小时",day, hour)
return string.format(Language[12232],day, hour)
end
end
@ -311,7 +311,7 @@ function TimeLimitedCall:TimeCountDown()
self.timer = nil
end
local timeDown=CalculateSecondsNowTo_N_OClock(5)--ActivityGiftManager.GetTaskRemainTime(ActivityTypeDef.FindFairy)
self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
self.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
self.timer = Timer.New(function()
if timeDown < 1 then
self.timer:Stop()
@ -319,7 +319,7 @@ function TimeLimitedCall:TimeCountDown()
return
end
timeDown = timeDown - 1
self.timeupdate.text = TimeToHMS(timeDown).."后刷新"
self.timeupdate.text = TimeToHMS(timeDown)..Language[12200]
end, 1, -1, true)
self.timer:Start()
end

View File

@ -106,7 +106,7 @@ function this.ClosePanelRefreshData()
end, function()
NetManager.EndConfirmExpeditionBattleRequest(GetCurNodeInfo.sortId, function (msg)
end)
end,"取消","保留")
end,Language[10719],Language[12201])
Game.GlobalEvent:DispatchEvent(GameEvent.Expedition.RefreshMainPanel)--刷新界面
end
elseif fightType == 10 then--车迟

View File

@ -109,7 +109,7 @@ function BattleWinPopup:NextStep()
if m_battleResult.drop.itemlist and #m_battleResult.drop.itemlist > 0 then
LogGreen("m_battleResult.drop.itemlist "..#m_battleResult.drop.itemlist)
else
LogGreen("贪婪节点无数据")
LogGreen(Language[12202])
end
UIManager.OpenPanel(UIName.RewardItemPopup,m_battleResult.drop, 1,function()
if m_battlePanel then

View File

@ -50,7 +50,7 @@ function this:OnShow(_parent,...)
local args = {...}
selectEquipsData=args[1]
dropList = EquipManager.GetEquipRewardList(selectEquipsData)
this.titleText.text="装备出售"
this.titleText.text=Language[12233]
--返还比
local num = 0
local isShow=false
@ -60,7 +60,7 @@ function this:OnShow(_parent,...)
isShow=true
end
end
this.bodyText.text=string.format("本次出售包含%s件装备可得如下奖励:",num)
this.bodyText.text=string.format(Language[12234],num)
this.BodyText2.gameObject:SetActive(isShow)
local data={}
local index = 1

View File

@ -25,7 +25,7 @@ function this:SetCount(value)
count = value
end
this.slider.value = count*1.00/selectEquipTreasureData.num
this.bodyText.text=string.format("出售%s个%s",count,selectEquipTreasureData.itemConfig.Name)
this.bodyText.text=string.format(Language[12235],count,selectEquipTreasureData.itemConfig.Name)
end
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
@ -97,7 +97,7 @@ function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args={...}
this.titleText.text="出售装备"
this.titleText.text=Language[12236]
local equip = args[1]
selectEquipTreasureData = BagManager.GetItemById(equip.id)

View File

@ -1,4 +1,4 @@
----- 试炼进入下一层 -----
----- 试炼进入下一层 -----
local this = {}
local showType
local eventId

View File

@ -9,18 +9,18 @@ local quaStateTable = {}
local starStateTable = {}
--false 未选择 true 选择
local quaTextStringSeting = {
[1] = {name = "绿色", defaultState = true},
[2] = {name = "蓝色", defaultState = true},
[3] = {name = "紫色", defaultState = false},
[4] = {name = "金色", defaultState = false},
[5] = {name = "红色", defaultState = false}
[1] = {name = Language[10197], defaultState = true},
[2] = {name = Language[10196], defaultState = true},
[3] = {name = Language[10195], defaultState = false},
[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

View File

@ -618,4 +618,4 @@ function this.GetEquipTreasureResolveItems2(itemId, itemNum)
end
end
return EquipTreasureManager
return EquipTreasureManager

View File

@ -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

View File

@ -322,4 +322,3 @@ return this

View File

@ -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

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2213 12213 无可分解宝物!
2214 12214 最多选择%s个宝物!
2215 12215 请选择需要分解的宝器!
2216 12216 这里?
2217 12217 无法用于无限循环的方法
2218 12218 未命中
2219 12219 战斗力到达%s解锁
2220 12220 通关%s解锁
2221 12221 高级刷新券
2222 12222 战斗后的更新精气值:
2223 12223 魂印UP!
2224 12224 打开魂印奖励预览
2225 12225 今日召唤上限:
2226 12226 次内必得红色魂印
2227 12227 赠送1个乾坤令
2228 12228 赠送10个乾坤令
2229 12229 召唤<color=#F27D0F>%s</color>次必得UP神将
2230 12230 活动剩余时间:
2231 12231 %s分%s秒
2232 12232 %s天%s小时
2233 12233 装备出售
2234 12234 本次出售包含%s件装备,可得如下奖励:
2235 12235 出售%s个%s
2236 12236 出售装备
2237 12237 1星
2238 12238 没有得到equipData