语言文字替换
parent
a8abedf426
commit
b0002cf781
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@ -2277,4 +2277,5 @@
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[12276] = "神将归元成功,等级重置为1级",
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[12277] = "未查询到符合条件的装备!",
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[12278] = "%d天%02d时",
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[12279] = "妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力",
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}
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@ -1084,7 +1084,7 @@ function TimeToDH(second)
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local minute = math.floor(second / 60) % 60
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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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return string.format("%d天%02d时",day, hour)
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return string.format(Language[12278],day, hour)
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end
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--- 将一段时间转换为时分秒
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@ -583,7 +583,7 @@ function this.GetCurTopMatchName()
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-- else
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-- stageName = math.pow(2, opTurn) .. Language[10097]--强
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-- end
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stageName = stageNameTable[this.baseInfo.battleTurn] or "不知道"..this.baseInfo.battleTurn
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stageName = stageNameTable[this.baseInfo.battleTurn] or Language[12243]..this.baseInfo.battleTurn
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end
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local stateName = TOP_MATCH_STATE_NAME[this.baseInfo.battleState] or Language[10127]--未知
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return titleName, stageName, stateName
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@ -601,7 +601,7 @@ function this.GetTurnNameByRoundTimes(roundTimes,curTurn)
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return Language[10125]..NumToSimplenessFont[roundTimes]
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else
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-- 淘汰赛
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return stageNameTable[roundTimes] or "不知道"..this.baseInfo.battleTurn
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return stageNameTable[roundTimes] or Language[12243]..this.baseInfo.battleTurn
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end
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-- local curTurn = roundTimes - maxRound -- 当前淘汰赛轮数
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@ -38,7 +38,7 @@ end
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--界面打开时调用(用于子类重写)
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function TopMatchPlayBattleAinSelectPopup:OnOpen(v)
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this.title.text = "战斗记录"
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this.title.text = Language[10146]
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for i = 1, 3 do
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local curPre = this.battleRecord[i]
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if curPre then
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@ -52,7 +52,7 @@ function TopMatchPlayBattleAinSelectPopup:OnOpen(v)
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end
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end
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function this.SetPreShow(index,curPre,v)
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Util.GetGameObject(curPre, "titleText"):GetComponent("Text").text = string.format("第%s场", index)
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Util.GetGameObject(curPre, "titleText"):GetComponent("Text").text = string.format(Language[12244], index)
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Util.AddOnceClick(Util.GetGameObject(curPre, "PlayBackBtn"), function ()
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this.SetPlayBack(v.fightResult,v.id,v.defInfo,v.attackInfo)
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end)
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@ -268,7 +268,7 @@ function this.SetWeedOutRootInfo()
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this.WeedOutText.text = Language[12208]
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this.WeedOutMyRank.text = Language[10104]
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this.WeedOutMyRankText.text = tmData.myrank <= 0 and Language[10041] or ArenaTopMatchManager.GetRankNameByRank(tmData.myrank)
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this.WeedOutBestRank.text = "历史最高排名:"
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this.WeedOutBestRank.text = Language[12245]
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this.WeedOutBestRankText.text = tmData.maxRank <= 0 and Language[10094] or this.GetRankName(tmData.maxRank)
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end
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@ -71,7 +71,7 @@ function this:BindEvent()
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end)
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Util.AddClick(this.ButtonLock, function ()
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PopupTipPanel.ShowTip("30级或首充后解锁")
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PopupTipPanel.ShowTip(Language[12246])
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end)
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local pauseTime = 31
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@ -132,7 +132,7 @@ end
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--- --------- 组件显示的初始化 --------------------------------------
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function this.SetItemShow(panelType)
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local str = ""
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str = panelType == PANEL_TYPE.TRIAL_RANK and "森罗幻境排行" or Language[10314]
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str = panelType == PANEL_TYPE.TRIAL_RANK and Language[12247] or Language[10314]
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this.title.text = str
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this.monsterTitleRoot:SetActive(true)--两个排行用的一个titleroot
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@ -387,4 +387,4 @@ function CarbonTypePanelV2:OnDestroy()
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end
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end
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return CarbonTypePanelV2
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return CarbonTypePanelV2
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@ -30,7 +30,7 @@ function this.InitMirrorData()
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data.monsterId = v.MonsterId
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LogGreen("v.TeamRules:"..#v.TeamRules)
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data.teamRules = v.TeamRules
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data.condition = string.format("需要上阵%s名%s系神将",data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
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data.condition = string.format(Language[12248],data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
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data.power = v.FightForce
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data.rewardList = {}
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--概率奖励
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@ -62,15 +62,15 @@ end
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function this.PropertyName(_type)
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_type = tonumber(_type)
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if _type == 1 then
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return "人"
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return Language[11057]
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elseif _type == 2 then
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return "佛"
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return Language[12120]
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elseif _type == 3 then
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return "妖"
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return Language[12121]
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elseif _type == 4 then
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return "道"
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return Language[12122]
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else
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return "人"
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return Language[11057]
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end
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end
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@ -95,7 +95,7 @@ function this:OnShow(...)
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Util.SetGray(this.btnFochan, not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.BUDDHIST_MIRROR))
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Util.SetGray(this.btnDaoxuan, not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TAOIST_MIRROR))
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this.remainTimes = "今日剩余次数:"..5
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this.remainTimes = Language[12249]..5
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-- 音效
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SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
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-- 播放动画
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@ -11,10 +11,10 @@ local list = {}
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local colorText = {
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sprite = { [-1] = "s_slbz_1anniuhuise",[0] = "s_slbz_1anniuongse",[1] = "s_slbz_1anniuhuangse"},
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color = { [-1] = "3B3B3B",[0] = "855139",[1] = "8B670C"},
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text = { [-1] = "未开启",[0] = "挑战",[1] = "扫荡" }
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text = { [-1] = Language[10339],[0] = Language[10334],[1] = Language[10336] }
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}
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local difficult = {
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text = {"简单","普通","困难","噩梦","炼狱","地狱","深渊","传奇","神话"},
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text = {Language[10351],Language[10352],Language[10353],Language[12250],Language[10354],Language[12148],Language[12251],Language[12252],Language[12253]},
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sprite = {"x_xb_tiao_05","x_xb_tiao_04","x_xb_tiao_03","x_xb_tiao_02","x_xb_tiao_01"},
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}
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@ -72,7 +72,7 @@ function this:SwitchView()
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end
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end
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if curObj then
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Util.GetGameObject(curObj,"Text"):GetComponent("Text").text = "妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力"
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Util.GetGameObject(curObj,"Text"):GetComponent("Text").text = Language[12279]
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end
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this.ScrollView:SetData(dataList, function (index, go)
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this:SetLevelData(go, dataList[index])
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@ -92,13 +92,13 @@ function this:SetLevelData(go, data)
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elseif data.state == 0 then
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tip.text=data.condition
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else
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tip.text="已通过"
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tip.text=Language[10337]
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end
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Util.AddOnceClick(btnFight:GetGameObject("Button"),function()
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if data.state ==0 then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.XUANYUAN_MIRROR,curType)
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elseif data.state == -1 then
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PopupTipPanel.ShowTip("通过上一难度开启")
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PopupTipPanel.ShowTip(Language[12255])
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else
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--扫荡
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end
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@ -155,8 +155,8 @@ end
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--界面打开时调用(用于子类重写)
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function this:OnShow(...)
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this.remainTimesTip.text = "剩余时间:5天23小时"
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this.vipTips.text = "<color=#B54D52>(激活特权可增加次数)</color>"
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this.remainTimesTip.text = Language[12256]
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this.vipTips.text = Language[12257]
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this:SwitchView()
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end
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@ -317,7 +317,7 @@ function this.AutoCompound(_position)
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end
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end
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if LengthOfTable(endReward) < 1 then
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PopupTipPanel.ShowTip("消耗材料不足")
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PopupTipPanel.ShowTip(Language[12258])
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return
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end
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--BagManager.GetItemCountById(14) -
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@ -1,4 +1,4 @@
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TapDBManager = {}
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TapDBManager = {}
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local this = TapDBManager
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function this.Initialize()
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if AppConst.isSDK then
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@ -55,4 +55,4 @@ function this.ClearEliteMonster()
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end
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return this
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return this
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@ -88,7 +88,7 @@ function DeathPosInfoPanel:BindEvent()
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return
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end
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if DeathPosManager.allowchallange==DeathPosStatus.Belated then
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PopupTipPanel.ShowTip("<color=red>挑战阶段加入公会,不允许参与本轮十绝阵!</color>")
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PopupTipPanel.ShowTip(Language[12259])
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return
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end
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if DeathPosManager.battleTime<=0 then
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@ -139,10 +139,10 @@ end
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function this.ChangeDamageForm(_damage)
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local damage = _damage
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if damage/100000000 >= 1 then
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return tostring(math.floor(damage/1000000)/100).."亿"
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return tostring(math.floor(damage/1000000)/100)..Language[12100]
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end
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if damage/100000 >= 1 then
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return tostring(math.floor(damage/10000)).."万"
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return tostring(math.floor(damage/10000))..Language[10042]
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end
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return damage
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end
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@ -237,7 +237,7 @@ function this.SwitchTreasureType(treasureType)
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this.ClearDefault()
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if treasureType==TreasureType.Lucky then
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LuckyTurnTableManager.curTreasureType=treasureType
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
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this.bg1.sprite=Util.LoadSprite(BgName[1])
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@ -281,12 +281,12 @@ function this.SwitchTreasureType(treasureType)
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this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
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this.RrFreshInfo()
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LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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end)
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else
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--PopupTipPanel.ShowTip("幸运探宝券不足!")
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if LuckyTurnTableManager.luckyTimes + 1 > maxTimesCount then
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PopupTipPanel.ShowTip("不可超出最大探宝次数!")
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PopupTipPanel.ShowTip(Language[12261])
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return
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
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@ -303,12 +303,12 @@ function this.SwitchTreasureType(treasureType)
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this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
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this.RrFreshInfo()
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LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
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end)
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else
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--PopupTipPanel.ShowTip("幸运探宝券不足!")
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if LuckyTurnTableManager.luckyTimes + 15 > maxTimesCount then
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PopupTipPanel.ShowTip("不可超出最大探宝次数!")
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PopupTipPanel.ShowTip(Language[12261])
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return
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else
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UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
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@ -348,7 +348,7 @@ function this.SwitchTreasureType(treasureType)
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elseif treasureType==TreasureType.Advanced then
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LuckyTurnTableManager.curTreasureType=treasureType
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdvancedTreasure })
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this.bg1.sprite=Util.LoadSprite(BgName[3])
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@ -389,7 +389,7 @@ function this.SwitchTreasureType(treasureType)
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and LuckyTurnTableManager.advanceTimes + 1 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,false,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 1)
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
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this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
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this.SetPropShow(61,TreasureType.Advanced)
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@ -397,7 +397,7 @@ function this.SwitchTreasureType(treasureType)
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end)
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else
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--(24暂时关闭)注释和tip反转注释
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PopupTipPanel.ShowTip("高级探宝券不足!")
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PopupTipPanel.ShowTip(Language[12262])
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-- if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
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-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
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-- return
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@ -412,7 +412,7 @@ function this.SwitchTreasureType(treasureType)
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and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
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LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
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LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
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this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
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this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
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--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
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this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
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this.SetPropShow(61,TreasureType.Advanced)
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end)
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else
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--(24暂时关闭)注释和tip反转注释
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PopupTipPanel.ShowTip("高级探宝券不足!")
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PopupTipPanel.ShowTip(Language[12262])
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-- if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
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-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
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-- return
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@ -472,7 +472,7 @@ function this.EdgeEventTrigger(u, v)
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if v.heroHp<=0 then
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num = num -1
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if num == 0 then
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PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
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PopupTipPanel.ShowTip(Language[12263])
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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return
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end
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@ -224,7 +224,7 @@ end
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function QianKunBox:refreshMagicNum()
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local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.QianKunBox)
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self.leftUptips1.text = lotterySpecialConfig[20].Count-math.floor(actData.value/1000)
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self.btnTimes.text = tostring(lotterySpecialConfig[21].Count-actData.value%1000).."次内必得金色魂印"
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self.btnTimes.text = tostring(lotterySpecialConfig[21].Count-actData.value%1000)..Language[12264]
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self.midDowntips1.text = Language[12239]
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end
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@ -87,7 +87,7 @@ function RewardEquipSingleShowPopup:BindEvent()
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end)
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end
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else
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PopupTipPanel.ShowTip("无此装备")
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PopupTipPanel.ShowTip(Language[12265])
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end
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end)
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Util.AddClick(this.btnLock, function()
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@ -218,17 +218,17 @@ end
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function this.getType()
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local type = itemConfig[itemSid].ItemBaseType
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if type == 1 then
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return Language[11093].."特殊"
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return Language[11093]..Language[12266]
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elseif type == 2 then
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return Language[11093].."碎片"
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return Language[11093]..Language[10219]
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elseif type == 4 then
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return Language[11093].."装备"
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return Language[11093]..Language[12267]
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elseif type == 5 then
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return Language[11093].."宝物"
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return Language[11093]..Language[12268]
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elseif type == 6 then
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return Language[11093].."魂印"
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return Language[11093]..Language[12269]
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elseif type == 7 then
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return Language[11093].."材料"
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return Language[11093]..Language[12270]
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end
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end
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--为关卡跳转做的排序
|
||||
|
|
|
@ -68,7 +68,7 @@ function this:OnShow(_parent,...)
|
|||
end
|
||||
end
|
||||
this.bodyText.text=string.format(Language[12234],num)
|
||||
this.BodyText2:GetComponent("Text").text="(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)"
|
||||
this.BodyText2:GetComponent("Text").text=Language[12271]
|
||||
this.BodyText2.gameObject:SetActive(isShow)
|
||||
local data={}
|
||||
local index = 1
|
||||
|
|
|
@ -60,7 +60,7 @@ function this:BindEvent()
|
|||
end)
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
if count == 0 then
|
||||
PopupTipPanel.ShowTip("出售数量不可为0个")
|
||||
PopupTipPanel.ShowTip(Language[12272])
|
||||
return
|
||||
end
|
||||
if selectEquipTreasureData.itemConfig.Quantity >= 4 then
|
||||
|
|
|
@ -72,7 +72,7 @@ function this:OnShow(_parent,...)
|
|||
dropList = args[1]
|
||||
selectEquipTreasureData=args[2]
|
||||
|
||||
this.titleText.text="宝物分解"
|
||||
this.titleText.text=Language[12212]
|
||||
--返还比
|
||||
local isEquipShowSure = false
|
||||
selectEquipTreasureDataDid = {}
|
||||
|
@ -83,10 +83,10 @@ function this:OnShow(_parent,...)
|
|||
isEquipShowSure=true
|
||||
end
|
||||
end
|
||||
this.bodyText.text="宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。"
|
||||
this.bodyText2:GetComponent("Text").text="(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝器!)"
|
||||
this.bodyText.text=Language[12273]
|
||||
this.bodyText2:GetComponent("Text").text=Language[12274]
|
||||
this.bodyText2.gameObject:SetActive(isEquipShowSure)
|
||||
this.tipText.text = "分解后获得:"
|
||||
this.tipText.text = Language[12275]
|
||||
|
||||
local data={}
|
||||
local index = 1
|
||||
|
|
|
@ -36,7 +36,7 @@ function this:BindEvent()
|
|||
end
|
||||
NetManager.HeroRetureEvent(data, function(msg)
|
||||
HeroManager.ResetHero(data)
|
||||
PopupTipPanel.ShowTip("神将归元成功,等级重置为1级")
|
||||
PopupTipPanel.ShowTip(Language[12276])
|
||||
parent:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
|
||||
ResolvePanel.SwitchView(1)
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
----- 森罗次元炸弹 -----
|
||||
----- 森罗次元炸弹 -----
|
||||
local this = {}
|
||||
--传入父脚本模块
|
||||
local parent
|
||||
|
|
|
@ -78,12 +78,12 @@ function EquipSellSelectPopup:BindEvent()
|
|||
end
|
||||
end
|
||||
if LengthOfTable(qualityList) == 0 or LengthOfTable(starList) == 0 then
|
||||
PopupTipPanel.ShowTip("未查询到符合条件的装备!")
|
||||
PopupTipPanel.ShowTip(Language[12277])
|
||||
return
|
||||
end
|
||||
local data = BagManager.GetEquipDataByEquipQualityAndStar(qualityList,starList)
|
||||
if #data < 1 then
|
||||
PopupTipPanel.ShowTip("未查询到符合条件的装备!")
|
||||
PopupTipPanel.ShowTip(Language[12277])
|
||||
return
|
||||
end
|
||||
self:ClosePanel()
|
||||
|
|
|
@ -321,4 +321,3 @@ return this
|
|||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -88,4 +88,4 @@ function this.RedPoint()
|
|||
return false
|
||||
end
|
||||
|
||||
return this
|
||||
return this
|
|
@ -2276,3 +2276,4 @@
|
|||
12276,神将归元成功\,等级重置为1级
|
||||
12277,未查询到符合条件的装备!
|
||||
12278,%d天%02d时
|
||||
12279,妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
|
||||
|
|
|
Loading…
Reference in New Issue