语言文字替换

dev_chengFeng
gaoxin 2020-07-25 20:42:11 +08:00
parent a8abedf426
commit b0002cf781
30 changed files with 61 additions and 60 deletions

View File

@ -2277,4 +2277,5 @@
[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",
}

View File

@ -1084,7 +1084,7 @@ function TimeToDH(second)
local minute = math.floor(second / 60) % 60
local sec = second % 60
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format("%d天%02d时",day, hour)
return string.format(Language[12278],day, hour)
end
--- 将一段时间转换为时分秒

View File

@ -583,7 +583,7 @@ function this.GetCurTopMatchName()
-- else
-- stageName = math.pow(2, opTurn) .. Language[10097]--强
-- end
stageName = stageNameTable[this.baseInfo.battleTurn] or "不知道"..this.baseInfo.battleTurn
stageName = stageNameTable[this.baseInfo.battleTurn] or Language[12243]..this.baseInfo.battleTurn
end
local stateName = TOP_MATCH_STATE_NAME[this.baseInfo.battleState] or Language[10127]--未知
return titleName, stageName, stateName
@ -601,7 +601,7 @@ function this.GetTurnNameByRoundTimes(roundTimes,curTurn)
return Language[10125]..NumToSimplenessFont[roundTimes]
else
-- 淘汰赛
return stageNameTable[roundTimes] or "不知道"..this.baseInfo.battleTurn
return stageNameTable[roundTimes] or Language[12243]..this.baseInfo.battleTurn
end
-- local curTurn = roundTimes - maxRound -- 当前淘汰赛轮数

View File

@ -38,7 +38,7 @@ end
--界面打开时调用(用于子类重写)
function TopMatchPlayBattleAinSelectPopup:OnOpen(v)
this.title.text = "战斗记录"
this.title.text = Language[10146]
for i = 1, 3 do
local curPre = this.battleRecord[i]
if curPre then
@ -52,7 +52,7 @@ function TopMatchPlayBattleAinSelectPopup:OnOpen(v)
end
end
function this.SetPreShow(index,curPre,v)
Util.GetGameObject(curPre, "titleText"):GetComponent("Text").text = string.format("第%s场", index)
Util.GetGameObject(curPre, "titleText"):GetComponent("Text").text = string.format(Language[12244], index)
Util.AddOnceClick(Util.GetGameObject(curPre, "PlayBackBtn"), function ()
this.SetPlayBack(v.fightResult,v.id,v.defInfo,v.attackInfo)
end)

View File

@ -268,7 +268,7 @@ function this.SetWeedOutRootInfo()
this.WeedOutText.text = Language[12208]
this.WeedOutMyRank.text = Language[10104]
this.WeedOutMyRankText.text = tmData.myrank <= 0 and Language[10041] or ArenaTopMatchManager.GetRankNameByRank(tmData.myrank)
this.WeedOutBestRank.text = "历史最高排名:"
this.WeedOutBestRank.text = Language[12245]
this.WeedOutBestRankText.text = tmData.maxRank <= 0 and Language[10094] or this.GetRankName(tmData.maxRank)
end

View File

@ -71,7 +71,7 @@ function this:BindEvent()
end)
Util.AddClick(this.ButtonLock, function ()
PopupTipPanel.ShowTip("30级或首充后解锁")
PopupTipPanel.ShowTip(Language[12246])
end)
local pauseTime = 31

View File

@ -132,7 +132,7 @@ end
--- --------- 组件显示的初始化 --------------------------------------
function this.SetItemShow(panelType)
local str = ""
str = panelType == PANEL_TYPE.TRIAL_RANK and "森罗幻境排行" or Language[10314]
str = panelType == PANEL_TYPE.TRIAL_RANK and Language[12247] or Language[10314]
this.title.text = str
this.monsterTitleRoot:SetActive(true)--两个排行用的一个titleroot

View File

@ -387,4 +387,4 @@ function CarbonTypePanelV2:OnDestroy()
end
end
return CarbonTypePanelV2
return CarbonTypePanelV2

View File

@ -30,7 +30,7 @@ function this.InitMirrorData()
data.monsterId = v.MonsterId
LogGreen("v.TeamRules:"..#v.TeamRules)
data.teamRules = v.TeamRules
data.condition = string.format("需要上阵%s名%s系神将",data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
data.condition = string.format(Language[12248],data.teamRules[1][2],this.PropertyName(data.teamRules[1][1]))
data.power = v.FightForce
data.rewardList = {}
--概率奖励
@ -62,15 +62,15 @@ end
function this.PropertyName(_type)
_type = tonumber(_type)
if _type == 1 then
return ""
return Language[11057]
elseif _type == 2 then
return ""
return Language[12120]
elseif _type == 3 then
return ""
return Language[12121]
elseif _type == 4 then
return ""
return Language[12122]
else
return ""
return Language[11057]
end
end

View File

@ -95,7 +95,7 @@ function this:OnShow(...)
Util.SetGray(this.btnFochan, not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.BUDDHIST_MIRROR))
Util.SetGray(this.btnDaoxuan, not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TAOIST_MIRROR))
this.remainTimes = "今日剩余次数:"..5
this.remainTimes = Language[12249]..5
-- 音效
SoundManager.PlayMusic(SoundConfig.BGM_Carbon)
-- 播放动画

View File

@ -11,10 +11,10 @@ local list = {}
local colorText = {
sprite = { [-1] = "s_slbz_1anniuhuise",[0] = "s_slbz_1anniuongse",[1] = "s_slbz_1anniuhuangse"},
color = { [-1] = "3B3B3B",[0] = "855139",[1] = "8B670C"},
text = { [-1] = "未开启",[0] = "挑战",[1] = "扫荡" }
text = { [-1] = Language[10339],[0] = Language[10334],[1] = Language[10336] }
}
local difficult = {
text = {"简单","普通","困难","噩梦","炼狱","地狱","深渊","传奇","神话"},
text = {Language[10351],Language[10352],Language[10353],Language[12250],Language[10354],Language[12148],Language[12251],Language[12252],Language[12253]},
sprite = {"x_xb_tiao_05","x_xb_tiao_04","x_xb_tiao_03","x_xb_tiao_02","x_xb_tiao_01"},
}
@ -72,7 +72,7 @@ function this:SwitchView()
end
end
if curObj then
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"
Util.GetGameObject(curObj,"Text"):GetComponent("Text").text = Language[12279]
end
this.ScrollView:SetData(dataList, function (index, go)
this:SetLevelData(go, dataList[index])
@ -92,13 +92,13 @@ function this:SetLevelData(go, data)
elseif data.state == 0 then
tip.text=data.condition
else
tip.text="已通过"
tip.text=Language[10337]
end
Util.AddOnceClick(btnFight:GetGameObject("Button"),function()
if data.state ==0 then
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.XUANYUAN_MIRROR,curType)
elseif data.state == -1 then
PopupTipPanel.ShowTip("通过上一难度开启")
PopupTipPanel.ShowTip(Language[12255])
else
--扫荡
end
@ -155,8 +155,8 @@ end
--界面打开时调用(用于子类重写)
function this:OnShow(...)
this.remainTimesTip.text = "剩余时间5天23小时"
this.vipTips.text = "<color=#B54D52>(激活特权可增加次数)</color>"
this.remainTimesTip.text = Language[12256]
this.vipTips.text = Language[12257]
this:SwitchView()
end

View File

@ -317,7 +317,7 @@ function this.AutoCompound(_position)
end
end
if LengthOfTable(endReward) < 1 then
PopupTipPanel.ShowTip("消耗材料不足")
PopupTipPanel.ShowTip(Language[12258])
return
end
--BagManager.GetItemCountById(14) -

View File

@ -1,4 +1,4 @@
TapDBManager = {}
TapDBManager = {}
local this = TapDBManager
function this.Initialize()
if AppConst.isSDK then

View File

@ -55,4 +55,4 @@ function this.ClearEliteMonster()
end
return this
return this

View File

@ -88,7 +88,7 @@ function DeathPosInfoPanel:BindEvent()
return
end
if DeathPosManager.allowchallange==DeathPosStatus.Belated then
PopupTipPanel.ShowTip("<color=red>挑战阶段加入公会,不允许参与本轮十绝阵!</color>")
PopupTipPanel.ShowTip(Language[12259])
return
end
if DeathPosManager.battleTime<=0 then

View File

@ -139,10 +139,10 @@ end
function this.ChangeDamageForm(_damage)
local damage = _damage
if damage/100000000 >= 1 then
return tostring(math.floor(damage/1000000)/100).."亿"
return tostring(math.floor(damage/1000000)/100)..Language[12100]
end
if damage/100000 >= 1 then
return tostring(math.floor(damage/10000))..""
return tostring(math.floor(damage/10000))..Language[10042]
end
return damage
end

View File

@ -237,7 +237,7 @@ function this.SwitchTreasureType(treasureType)
this.ClearDefault()
if treasureType==TreasureType.Lucky then
LuckyTurnTableManager.curTreasureType=treasureType
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.LuckyTreasure })
this.bg1.sprite=Util.LoadSprite(BgName[1])
@ -281,12 +281,12 @@ function this.SwitchTreasureType(treasureType)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if LuckyTurnTableManager.luckyTimes + 1 > maxTimesCount then
PopupTipPanel.ShowTip("不可超出最大探宝次数!")
PopupTipPanel.ShowTip(Language[12261])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
@ -303,12 +303,12 @@ function this.SwitchTreasureType(treasureType)
this.SetPropShow(60,TreasureType.Lucky)--更新消耗道具显示
this.RrFreshInfo()
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.luckyTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.luckyTimes,maxTimesCount)
end)
else
--PopupTipPanel.ShowTip("幸运探宝券不足!")
if LuckyTurnTableManager.luckyTimes + 15 > maxTimesCount then
PopupTipPanel.ShowTip("不可超出最大探宝次数!")
PopupTipPanel.ShowTip(Language[12261])
return
else
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60,nil)
@ -348,7 +348,7 @@ function this.SwitchTreasureType(treasureType)
elseif treasureType==TreasureType.Advanced then
LuckyTurnTableManager.curTreasureType=treasureType
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.upView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.AdvancedTreasure })
this.bg1.sprite=Util.LoadSprite(BgName[3])
@ -389,7 +389,7 @@ function this.SwitchTreasureType(treasureType)
and LuckyTurnTableManager.advanceTimes + 1 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,false,function()
LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 1)
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
@ -397,7 +397,7 @@ function this.SwitchTreasureType(treasureType)
end)
else
--24暂时关闭注释和tip反转注释
PopupTipPanel.ShowTip("高级探宝券不足!")
PopupTipPanel.ShowTip(Language[12262])
-- if LuckyTurnTableManager.advanceTimes + 1 > maxTimesCount then
-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
-- return
@ -412,7 +412,7 @@ function this.SwitchTreasureType(treasureType)
and LuckyTurnTableManager.advanceTimes + 10 <= maxTimesCount then
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Advanced,true,function()
LuckyTurnTableManager.SetTimes(nil,LuckyTurnTableManager.advanceTimes + 10)
this.maxTimes.text =string.format("单日最大探宝次数:%s/%s",LuckyTurnTableManager.advanceTimes,maxTimesCount)
this.maxTimes.text =string.format(Language[12260],LuckyTurnTableManager.advanceTimes,maxTimesCount)
--Log("==YSP== 高级探宝返回的是什么"..tostring(LuckyTurnTableManager.advancedTempData))
this.SetTableTurnEffect(TableTurnType.Expedite,TreasureType.Advanced,LuckyTurnTableManager.advancedTempData.posInfos[1].pos)
this.SetPropShow(61,TreasureType.Advanced)
@ -420,7 +420,7 @@ function this.SwitchTreasureType(treasureType)
end)
else
--24暂时关闭注释和tip反转注释
PopupTipPanel.ShowTip("高级探宝券不足!")
PopupTipPanel.ShowTip(Language[12262])
-- if LuckyTurnTableManager.advanceTimes + 10 > maxTimesCount then
-- PopupTipPanel.ShowTip("不可超出最大探宝次数!")
-- return

View File

@ -472,7 +472,7 @@ function this.EdgeEventTrigger(u, v)
if v.heroHp<=0 then
num = num -1
if num == 0 then
PopupTipPanel.ShowTip("猎妖师全部死亡,无法进入战斗!")
PopupTipPanel.ShowTip(Language[12263])
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
return
end

View File

@ -224,7 +224,7 @@ end
function QianKunBox:refreshMagicNum()
local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.QianKunBox)
self.leftUptips1.text = lotterySpecialConfig[20].Count-math.floor(actData.value/1000)
self.btnTimes.text = tostring(lotterySpecialConfig[21].Count-actData.value%1000).."次内必得金色魂印"
self.btnTimes.text = tostring(lotterySpecialConfig[21].Count-actData.value%1000)..Language[12264]
self.midDowntips1.text = Language[12239]
end

View File

@ -87,7 +87,7 @@ function RewardEquipSingleShowPopup:BindEvent()
end)
end
else
PopupTipPanel.ShowTip("无此装备")
PopupTipPanel.ShowTip(Language[12265])
end
end)
Util.AddClick(this.btnLock, function()

View File

@ -218,17 +218,17 @@ end
function this.getType()
local type = itemConfig[itemSid].ItemBaseType
if type == 1 then
return Language[11093].."特殊"
return Language[11093]..Language[12266]
elseif type == 2 then
return Language[11093].."碎片"
return Language[11093]..Language[10219]
elseif type == 4 then
return Language[11093].."装备"
return Language[11093]..Language[12267]
elseif type == 5 then
return Language[11093].."宝物"
return Language[11093]..Language[12268]
elseif type == 6 then
return Language[11093].."魂印"
return Language[11093]..Language[12269]
elseif type == 7 then
return Language[11093].."材料"
return Language[11093]..Language[12270]
end
end
--为关卡跳转做的排序

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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)

View File

@ -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

View File

@ -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()

View File

@ -321,4 +321,3 @@ return this

View File

@ -88,4 +88,4 @@ function this.RedPoint()
return false
end
return this
return this

View File

@ -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

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2276 12276 神将归元成功\,等级重置为1级
2277 12277 未查询到符合条件的装备!
2278 12278 %d天%02d时
2279 12279 妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力