diff --git a/Assets/ManagedResources/~Lua/Common/Language.lua b/Assets/ManagedResources/~Lua/Common/Language.lua
index f3f2e9591a..dc172747f7 100644
--- a/Assets/ManagedResources/~Lua/Common/Language.lua
+++ b/Assets/ManagedResources/~Lua/Common/Language.lua
@@ -561,7 +561,7 @@ Language = {
[10560] = GetLanguageStrById("天 兵"),
[10561] = GetLanguageStrById("天 将"),
[10562] = GetLanguageStrById("大罗金仙"),
- [10563] = GetLanguageStrById("请选择要招募的神将!"),
+ [10563] = GetLanguageStrById("请选择要招募的英雄!"),
[10564] = GetLanguageStrById("招 募"),
[10565] = GetLanguageStrById("确定放弃购买本店商品?"),
[10566] = GetLanguageStrById("商 店"),
@@ -649,31 +649,31 @@ Language = {
[10648] = GetLanguageStrById("兑换妖晶"),
[10649] = GetLanguageStrById("免费%s次"),
[10650] = GetLanguageStrById("我的积分:0"),
- [10651] = GetLanguageStrById("再寻10次必得紫色神将"),
+ [10651] = GetLanguageStrById("再寻10次必得紫色英雄"),
[10652] = GetLanguageStrById("我的积分:"),
[10653] = GetLanguageStrById("再寻"),
- [10654] = GetLanguageStrById("次必得紫色神将"),
+ [10654] = GetLanguageStrById("次必得紫色英雄"),
[10655] = GetLanguageStrById("我的排名:未上榜"),
[10656] = GetLanguageStrById("我的排名:"),
[10657] = GetLanguageStrById("不足"),
[10658] = GetLanguageStrById("不满足寻宝条件"),
[10659] = GetLanguageStrById("需要"),
- [10660] = GetLanguageStrById("星神将"),
- [10661] = GetLanguageStrById("阵营神将"),
+ [10660] = GetLanguageStrById("星英雄"),
+ [10661] = GetLanguageStrById("阵营英雄"),
[10662] = GetLanguageStrById("包含了史诗级以上的任务,是否确认刷新?"),
[10663] = GetLanguageStrById("暂无可领奖励"),
[10664] = GetLanguageStrById("已充值"),
[10665] = GetLanguageStrById("已充值 %s 元"),
[10666] = GetLanguageStrById("同元素"),
[10667] = GetLanguageStrById("同元素"),
- [10668] = GetLanguageStrById("3名神将"),
- [10669] = GetLanguageStrById("名神将"),
+ [10668] = GetLanguageStrById("3名英雄"),
+ [10669] = GetLanguageStrById("名英雄"),
[10670] = GetLanguageStrById("保存阵容成功!"),
[10671] = GetLanguageStrById("编队不能为空"),
- [10672] = GetLanguageStrById("选择的神将不足5名,是否确定以此阵容挑战森罗幻境?"),
- [10673] = GetLanguageStrById("神将数量已达上限!"),
- [10674] = GetLanguageStrById("神将重伤,不可上阵!"),
- [10675] = GetLanguageStrById("选择%s名神将 %s/%s"),
+ [10672] = GetLanguageStrById("选择的英雄不足5名,是否确定以此阵容挑战森罗幻境?"),
+ [10673] = GetLanguageStrById("英雄数量已达上限!"),
+ [10674] = GetLanguageStrById("英雄重伤,不可上阵!"),
+ [10675] = GetLanguageStrById("选择%s名英雄 %s/%s"),
[10676] = GetLanguageStrById("主线阵容"),
[10677] = GetLanguageStrById("队伍"),
[10678] = GetLanguageStrById(" 防守阵容"),
@@ -688,8 +688,8 @@ Language = {
[10687] = GetLanguageStrById("扫荡次数为零"),
[10688] = GetLanguageStrById("已阵亡!"),
[10689] = GetLanguageStrById("阵容已满!"),
- [10690] = GetLanguageStrById("无法上阵相同神将!"),
- [10691] = GetLanguageStrById("此阶段只允许调整已上阵神将的位置!"),
+ [10690] = GetLanguageStrById("无法上阵相同英雄!"),
+ [10691] = GetLanguageStrById("此阶段只允许调整已上阵英雄的位置!"),
[10692] = GetLanguageStrById("无尽副本"),
[10693] = GetLanguageStrById("竞技进攻"),
[10694] = GetLanguageStrById("竞技防守"),
@@ -697,7 +697,7 @@ Language = {
[10696] = GetLanguageStrById("公会防守"),
[10697] = GetLanguageStrById("大闹天宫"),
[10698] = GetLanguageStrById("编队保存成功"),
- [10699] = GetLanguageStrById("编队至少上阵%d个神将"),
+ [10699] = GetLanguageStrById("编队至少上阵%d个英雄"),
[10700] = GetLanguageStrById("编队没人,请先上人!"),
[10701] = GetLanguageStrById("外敌已被击杀或逃跑!"),
[10702] = GetLanguageStrById("对战1次"),
@@ -710,12 +710,12 @@ Language = {
[10709] = GetLanguageStrById("防守阵容不能为空"),
[10710] = GetLanguageStrById("一键上阵"),
[10711] = GetLanguageStrById("确 认"),
- [10712] = GetLanguageStrById("未上阵神将,无法保存阵容!"),
+ [10712] = GetLanguageStrById("未上阵英雄,无法保存阵容!"),
[10713] = GetLanguageStrById("保存编队成功!"),
[10714] = GetLanguageStrById("开始试炼"),
[10715] = GetLanguageStrById("保存阵容"),
[10716] = GetLanguageStrById("进入副本"),
- [10717] = GetLanguageStrById("神将等级"),
+ [10717] = GetLanguageStrById("英雄等级"),
[10718] = GetLanguageStrById("以上可上阵"),
[10719] = GetLanguageStrById("确 认"),
[10720] = GetLanguageStrById("挑战次数不足!"),
@@ -777,8 +777,8 @@ Language = {
[10776] = GetLanguageStrById("啥都不需要就能解锁哦!"),
[10777] = GetLanguageStrById("等级达到"),
[10778] = GetLanguageStrById("解锁下一个位置需要嘿嘿嘿"),
- [10779] = GetLanguageStrById("可多上阵一位神将"),
- [10780] = GetLanguageStrById("级,可多上阵一位神将"),
+ [10779] = GetLanguageStrById("可多上阵一位英雄"),
+ [10780] = GetLanguageStrById("级,可多上阵一位英雄"),
[10781] = GetLanguageStrById("玩家等级达到"),
[10782] = GetLanguageStrById("可多上阵一位异妖"),
[10783] = GetLanguageStrById("通关%s或%s级后解锁"),
@@ -986,7 +986,7 @@ Language = {
[10985] = GetLanguageStrById("求助发送成功!"),
[10986] = GetLanguageStrById("每日凌晨5点重置求援次数"),
[10987] = GetLanguageStrById("今日已完成求援次数("),
- [10988] = GetLanguageStrById("点击选择您所需求援的5星神将"),
+ [10988] = GetLanguageStrById("点击选择您所需求援的5星英雄"),
[10989] = GetLanguageStrById("伤害提升"),
[10990] = GetLanguageStrById("伤害降低"),
[10991] = GetLanguageStrById("无变化"),
@@ -1095,15 +1095,15 @@ Language = {
[11094] = GetLanguageStrById("满星"),
[11095] = GetLanguageStrById("传说"),
[11096] = GetLanguageStrById("内容未开放"),
- [11097] = GetLanguageStrById("该神将在主线阵容中已上阵"),
- [11098] = GetLanguageStrById("该神将在竞技场防守阵容中已上阵"),
- [11099] = GetLanguageStrById("该神将在竞技场进攻阵容中已上阵"),
- [11100] = GetLanguageStrById("该神将在无尽副本阵容中已上阵"),
- [11101] = GetLanguageStrById("该神将在公会战防守阵容中已上阵"),
- [11102] = GetLanguageStrById("该神将在公会战进攻阵容中已上阵"),
- [11103] = GetLanguageStrById("该神将在血战出征阵容中已上阵"),
- [11104] = GetLanguageStrById("该神将在巅峰战阵容中已上阵"),
- [11105] = GetLanguageStrById("该神将在罗浮争锋防守阵容中已上阵"),
+ [11097] = GetLanguageStrById("该英雄在主线阵容中已上阵"),
+ [11098] = GetLanguageStrById("该英雄在竞技场防守阵容中已上阵"),
+ [11099] = GetLanguageStrById("该英雄在竞技场进攻阵容中已上阵"),
+ [11100] = GetLanguageStrById("该英雄在无尽副本阵容中已上阵"),
+ [11101] = GetLanguageStrById("该英雄在公会战防守阵容中已上阵"),
+ [11102] = GetLanguageStrById("该英雄在公会战进攻阵容中已上阵"),
+ [11103] = GetLanguageStrById("该英雄在血战出征阵容中已上阵"),
+ [11104] = GetLanguageStrById("该英雄在巅峰战阵容中已上阵"),
+ [11105] = GetLanguageStrById("该英雄在罗浮争锋防守阵容中已上阵"),
[11106] = GetLanguageStrById("主线"),
[11107] = GetLanguageStrById("竞技场防守"),
[11108] = GetLanguageStrById("竞技场进攻"),
@@ -1258,14 +1258,14 @@ Language = {
[11257] = GetLanguageStrById("在OptionAdd中找不到字段Info数据"),
[11258] = GetLanguageStrById("正在行走,不可回城!"),
[11259] = GetLanguageStrById("正在行走 不可点击!"),
- [11260] = GetLanguageStrById("神将已阵亡,无法战斗!"),
+ [11260] = GetLanguageStrById("英雄已阵亡,无法战斗!"),
[11261] = GetLanguageStrById("目前未获得增益效果!"),
[11262] = GetLanguageStrById("森罗幻境%s层"),
[11263] = GetLanguageStrById("00:00:00 后重置"),
[11264] = GetLanguageStrById("击败地图首领!"),
[11265] = GetLanguageStrById("击败所有小怪!"),
[11266] = GetLanguageStrById("后重置"),
- [11267] = GetLanguageStrById("神将已阵亡,无法自动使用%s!"),
+ [11267] = GetLanguageStrById("英雄已阵亡,无法自动使用%s!"),
[11268] = GetLanguageStrById("自动使用%s成功!"),
[11269] = GetLanguageStrById("路过不要错过"),
[11270] = GetLanguageStrById("既已至此,何不瞅瞅"),
@@ -1275,21 +1275,21 @@ Language = {
[11274] = GetLanguageStrById("暗影苍穹破"),
[11275] = GetLanguageStrById("极光七星斩"),
[11276] = GetLanguageStrById("您不幸挖到了炸弹,游戏结束。。。"),
- [11277] = GetLanguageStrById("复位可回到起始位置,恢复全体神将状态,是否确认复位?"),
+ [11277] = GetLanguageStrById("复位可回到起始位置,恢复全体英雄状态,是否确认复位?"),
[11278] = GetLanguageStrById("无尽副本的表没有数据"),
[11279] = GetLanguageStrById("请求复位成功!"),
[11280] = GetLanguageStrById("正在触发事件"),
[11281] = GetLanguageStrById("正在行走"),
- [11282] = GetLanguageStrById("神将全部重伤,即将自动复位!"),
+ [11282] = GetLanguageStrById("英雄全部重伤,即将自动复位!"),
[11283] = GetLanguageStrById("正在删点"),
[11284] = GetLanguageStrById("行动力不足, 无法行走!"),
[11285] = GetLanguageStrById("地图外不可标记!"),
[11286] = GetLanguageStrById("阻挡点不可标记!"),
- [11287] = GetLanguageStrById("已无可战斗的神将"),
- [11288] = GetLanguageStrById("队伍中无可战斗的神将,请前往编队!"),
+ [11287] = GetLanguageStrById("已无可战斗的英雄"),
+ [11288] = GetLanguageStrById("队伍中无可战斗的英雄,请前往编队!"),
[11289] = GetLanguageStrById("出图时间到,不再触发事件"),
[11290] = GetLanguageStrById("正在召唤Boss,不触发事件"),
- [11291] = GetLanguageStrById("神将全部死亡,无法进入战斗!"),
+ [11291] = GetLanguageStrById("英雄全部死亡,无法进入战斗!"),
[11292] = GetLanguageStrById("请先领取任务开始探索吧"),
[11293] = GetLanguageStrById("完成任务时复活少于"),
[11294] = GetLanguageStrById("普通副本"),
@@ -1433,7 +1433,7 @@ Language = {
[11432] = GetLanguageStrById("基础属性"),
[11433] = GetLanguageStrById("技能"),
[11434] = GetLanguageStrById("升级要求"),
- [11435] = GetLanguageStrById("灵兽属性会平分给上阵的所有神将"),
+ [11435] = GetLanguageStrById("灵兽属性会平分给上阵的所有英雄"),
[11436] = GetLanguageStrById("查看详情"),
[11437] = GetLanguageStrById("】不足!"),
[11438] = GetLanguageStrById("灵兽提升"),
@@ -1507,7 +1507,7 @@ Language = {
[11506] = GetLanguageStrById("无此装备"),
[11507] = GetLanguageStrById("背包已满,其余奖励将通过邮件发送"),
[11508] = GetLanguageStrById("背包已满"),
- [11509] = GetLanguageStrById("碎片不足,无法合成神将。"),
+ [11509] = GetLanguageStrById("碎片不足,无法合成英雄。"),
[11510] = GetLanguageStrById("分解后可获得%s%s,是否继续分解"),
[11511] = GetLanguageStrById("皮肤分解"),
[11512] = GetLanguageStrById("已解锁该皮肤,请在皮肤有效期之后再解锁"),
@@ -1521,14 +1521,14 @@ Language = {
[11520] = GetLanguageStrById("霸气"),
[11521] = GetLanguageStrById("材料"),
[11522] = GetLanguageStrById("分解中,包含了史诗及以上的法宝。分解操作不可逆转,确定要进行分解吗?"),
- [11523] = GetLanguageStrById("此神将尚未获得专属法宝!"),
+ [11523] = GetLanguageStrById("此英雄尚未获得专属法宝!"),
[11524] = GetLanguageStrById("已装备该霸气"),
[11525] = GetLanguageStrById("是否要将%s的%s装备到%s上?"),
[11526] = GetLanguageStrById("装备成功!"),
[11527] = GetLanguageStrById("适用范围:"),
- [11528] = GetLanguageStrById("适用范围:所有神将"),
+ [11528] = GetLanguageStrById("适用范围:所有英雄"),
[11529] = GetLanguageStrById("配置表没有OptionId!"),
- [11530] = GetLanguageStrById("完成上方任务即可免费领取神将"),
+ [11530] = GetLanguageStrById("完成上方任务即可免费领取英雄"),
[11531] = GetLanguageStrById("徐风细清辉,明日望君归"),
[11532] = GetLanguageStrById("%s【+%s激活】"),
[11533] = GetLanguageStrById("已激活"),
@@ -1544,13 +1544,13 @@ Language = {
[11543] = GetLanguageStrById("出售数量不可为0个"),
[11544] = GetLanguageStrById("出售装备"),
[11545] = GetLanguageStrById("蟠桃树"),
- [11546] = GetLanguageStrById("挂满了千年蟠桃的蟠桃树,采摘食用可以让所有存活的神将恢复生命上限"),
+ [11546] = GetLanguageStrById("挂满了千年蟠桃的蟠桃树,采摘食用可以让所有存活的英雄恢复生命上限"),
[11547] = GetLanguageStrById("%的生命值!"),
[11548] = GetLanguageStrById("%的生命值,是否采摘?"),
[11549] = GetLanguageStrById("八卦炼丹炉"),
- [11550] = GetLanguageStrById("太上老君的炼丹炉,其中炼制着一颗能生死人肉白骨的神丹百转大还丹,可以随机复活一名阵亡的神将。如果没有阵亡的神将,则使一名随机神将恢复至满生命值。"),
+ [11550] = GetLanguageStrById("太上老君的炼丹炉,其中炼制着一颗能生死人肉白骨的神丹百转大还丹,可以随机复活一名阵亡的英雄。如果没有阵亡的英雄,则使一名随机英雄恢复至满生命值。"),
[11551] = GetLanguageStrById("请选择需要援助的碎片!"),
- [11552] = GetLanguageStrById("点击选择所需求助的5星神将碎片"),
+ [11552] = GetLanguageStrById("点击选择所需求助的5星英雄碎片"),
[11553] = GetLanguageStrById("所选公会技能已重置,公会贡献和金币已返还!"),
[11554] = GetLanguageStrById("确认重置"),
[11555] = GetLanguageStrById("职业"),
@@ -1576,7 +1576,7 @@ Language = {
[11575] = GetLanguageStrById("放生"),
[11576] = GetLanguageStrById("确认要放生所选的灵兽或灵兽碎片?"),
[11577] = GetLanguageStrById("出战加成"),
- [11578] = GetLanguageStrById("出战灵兽对神将加成"),
+ [11578] = GetLanguageStrById("出战灵兽对英雄加成"),
[11579] = GetLanguageStrById("购买等级不能为0!"),
[11580] = GetLanguageStrById("等级购买成功"),
[11581] = GetLanguageStrById("已到达最大购买等级!"),
@@ -1586,29 +1586,29 @@ Language = {
[11585] = GetLanguageStrById("仙缘积分不足!"),
[11586] = GetLanguageStrById("当前积分:%s"),
[11587] = GetLanguageStrById("传说自选箱"),
- [11588] = GetLanguageStrById("消耗%s点仙缘积分可以打开一次仙缘汇聚箱,必定获得5星神将,积分获取规则如下:"),
- [11589] = GetLanguageStrById("每次普通召唤获得1点仙缘积分\n每次友情召唤获得2点仙缘积分\n每次神将召唤获得20点仙缘积分"),
+ [11588] = GetLanguageStrById("消耗%s点仙缘积分可以打开一次仙缘汇聚箱,必定获得5星英雄,积分获取规则如下:"),
+ [11589] = GetLanguageStrById("每次普通召唤获得1点仙缘积分\n每次友情召唤获得2点仙缘积分\n每次英雄召唤获得20点仙缘积分"),
[11590] = GetLanguageStrById("需要充值"),
[11591] = GetLanguageStrById("以上才可打开"),
- [11592] = GetLanguageStrById("确认花费%s妖晶进行1次神将召唤?"),
- [11593] = GetLanguageStrById("确认花费%s妖晶进行10次神将召唤?"),
+ [11592] = GetLanguageStrById("确认花费%s妖晶进行1次英雄召唤?"),
+ [11593] = GetLanguageStrById("确认花费%s妖晶进行10次英雄召唤?"),
[11594] = GetLanguageStrById("确认花费%s妖晶进行1次灵兽召唤?"),
[11595] = GetLanguageStrById("确认花费%s妖晶进行10次灵兽召唤?"),
[11596] = GetLanguageStrById("确认花费%s妖晶进行1次限时召唤?"),
[11597] = GetLanguageStrById("确认花费%s妖晶进行10次限时召唤?"),
[11598] = GetLanguageStrById("确认花费%s妖晶抽取1次乾坤宝盒?"),
[11599] = GetLanguageStrById("确认花费%s妖晶抽取10次乾坤宝盒?"),
- [11600] = GetLanguageStrById("包含4星或更高星级的神将"),
+ [11600] = GetLanguageStrById("包含4星或更高星级的英雄"),
[11601] = GetLanguageStrById("确认送神"),
- [11602] = GetLanguageStrById("恭送神将会获得仙缘余尘,若神将已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹,是否确定恭送所选神将?\n\n\t\t\t\t\t\t\t送神后获得:"),
+ [11602] = GetLanguageStrById("恭送英雄会获得仙缘余尘,若英雄已升级,突破或进阶,还会返还%s%s消耗的金币、成长护符和九转金丹,是否确定恭送所选英雄?\n\n\t\t\t\t\t\t\t送神后获得:"),
[11603] = GetLanguageStrById("宝物分解"),
[11604] = GetLanguageStrById("宝物将分解为"),
[11605] = GetLanguageStrById(",若宝物已强化、精炼或神应,分解后将清空强化、精炼等级和神应等级,并100%返还养成材料。"),
[11606] = GetLanguageStrById("(注意:本次出售包含金色或红色宝物!)"),
[11607] = GetLanguageStrById("分解后获得:"),
- [11608] = GetLanguageStrById("神将归元成功,等级重置为1级"),
+ [11608] = GetLanguageStrById("英雄归元成功,等级重置为1级"),
[11609] = GetLanguageStrById("确认归元"),
- [11610] = GetLanguageStrById("归元神将会返还所有的升级材料,神将重置为1级,此操作不可逆,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"),
+ [11610] = GetLanguageStrById("归元英雄会返还所有的升级材料,英雄重置为1级,此操作不可逆,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"),
[11611] = GetLanguageStrById("法宝归元成功!"),
[11612] = GetLanguageStrById("确定归元"),
[11613] = GetLanguageStrById("%s的法宝会重置为1阶,并返还进阶时消耗的金币和陨铁,是否确认归元?\n\n\t\t\t\t\t\t\t归元后获得:"),
@@ -1620,12 +1620,12 @@ Language = {
[11619] = GetLanguageStrById("本轮可使用次数:"),
[11620] = GetLanguageStrById("幻境增益"),
[11621] = GetLanguageStrById("设 置"),
- [11622] = GetLanguageStrById("神将已阵亡,无法使用!"),
+ [11622] = GetLanguageStrById("英雄已阵亡,无法使用!"),
[11623] = GetLanguageStrById("本轮使用次数到达上限!"),
- [11624] = GetLanguageStrById("所选神将生命值已满!"),
+ [11624] = GetLanguageStrById("所选英雄生命值已满!"),
[11625] = GetLanguageStrById("已使用%s!"),
[11626] = GetLanguageStrById("回春散"),
- [11627] = GetLanguageStrById("无法选择已死亡的神将!"),
+ [11627] = GetLanguageStrById("无法选择已死亡的英雄!"),
[11628] = GetLanguageStrById("恢复50点云游值!"),
[11629] = GetLanguageStrById("云游宝玉不足"),
[11630] = GetLanguageStrById("切换本层珍稀秘宝为"),
@@ -1706,16 +1706,16 @@ Language = {
[11705] = GetLanguageStrById("%02d分"),
[11706] = GetLanguageStrById("0分"),
[11707] = GetLanguageStrById("友情"),
- [11708] = GetLanguageStrById("首次十连必得五星神将"),
+ [11708] = GetLanguageStrById("首次十连必得五星英雄"),
[11709] = GetLanguageStrById("幸运探宝"),
[11710] = GetLanguageStrById("高级探宝"),
[11711] = GetLanguageStrById("金色灵兽"),
[11712] = GetLanguageStrById("紫色灵兽"),
[11713] = GetLanguageStrById("蓝色灵兽"),
[11714] = GetLanguageStrById("灵兽材料"),
- [11715] = GetLanguageStrById("五星神将"),
- [11716] = GetLanguageStrById("四星神将"),
- [11717] = GetLanguageStrById("三星神将"),
+ [11715] = GetLanguageStrById("五星英雄"),
+ [11716] = GetLanguageStrById("四星英雄"),
+ [11717] = GetLanguageStrById("三星英雄"),
[11718] = GetLanguageStrById("星:"),
[11719] = GetLanguageStrById("法宝+25:"),
[11720] = GetLanguageStrById("火"),
@@ -1731,15 +1731,15 @@ Language = {
[11730] = GetLanguageStrById("请先选择再进行分解"),
[11731] = GetLanguageStrById("资源已达上限,超出部分将无法获得,是否分解?"),
[11732] = GetLanguageStrById("伙伴退役"),
- [11733] = GetLanguageStrById("神将归元"),
+ [11733] = GetLanguageStrById("英雄归元"),
[11734] = GetLanguageStrById("法宝归元"),
[11735] = GetLanguageStrById("放生灵兽"),
- [11736] = GetLanguageStrById("请选择需要恭送的神将!"),
- [11737] = GetLanguageStrById("最多选择%s个神将!"),
- [11738] = GetLanguageStrById("此神将已在"),
+ [11736] = GetLanguageStrById("请选择需要恭送的英雄!"),
+ [11737] = GetLanguageStrById("最多选择%s个英雄!"),
+ [11738] = GetLanguageStrById("此英雄已在"),
[11739] = GetLanguageStrById("队伍内,是否前往编队界面将其下阵?"),
- [11740] = GetLanguageStrById("此神将已被锁定,是否解除锁定状态?"),
- [11741] = GetLanguageStrById("神将解锁成功"),
+ [11740] = GetLanguageStrById("此英雄已被锁定,是否解除锁定状态?"),
+ [11741] = GetLanguageStrById("英雄解锁成功"),
[11742] = GetLanguageStrById("无可分解宝物!"),
[11743] = GetLanguageStrById("请选择需要分解的宝物!"),
[11744] = GetLanguageStrById("最多选择%s个宝物!"),
@@ -1747,12 +1747,12 @@ Language = {
[11746] = GetLanguageStrById("请选择灵兽或灵兽碎片"),
[11747] = GetLanguageStrById("最多选择%s个灵兽"),
[11748] = GetLanguageStrById("无法同时选择灵兽与灵兽碎片!"),
- [11749] = GetLanguageStrById("请选择一个需要归元的神将!"),
- [11750] = GetLanguageStrById("请选择一个需要归元的神将"),
+ [11749] = GetLanguageStrById("请选择一个需要归元的英雄!"),
+ [11750] = GetLanguageStrById("请选择一个需要归元的英雄"),
[11751] = GetLanguageStrById("请选择一个"),
- [11752] = GetLanguageStrById("需要法宝归元的神将"),
+ [11752] = GetLanguageStrById("需要法宝归元的英雄"),
[11753] = GetLanguageStrById("无可归元的法宝!"),
- [11754] = GetLanguageStrById("请选择一个需要归元法宝的神将!"),
+ [11754] = GetLanguageStrById("请选择一个需要归元法宝的英雄!"),
[11755] = GetLanguageStrById("宝箱开启数量不能为0"),
[11756] = GetLanguageStrById("宝物强化"),
[11757] = GetLanguageStrById("宝物精炼"),
@@ -1781,13 +1781,13 @@ Language = {
[11780] = GetLanguageStrById("精炼等级:%d/%s"),
[11781] = GetLanguageStrById("精 炼"),
[11782] = GetLanguageStrById("更高品质的宝物可提升精炼上限"),
- [11783] = GetLanguageStrById("神将觉醒"),
+ [11783] = GetLanguageStrById("英雄觉醒"),
[11784] = GetLanguageStrById("觉醒要求"),
- [11785] = GetLanguageStrById("觉醒后神将天赋会发生变化"),
+ [11785] = GetLanguageStrById("觉醒后英雄天赋会发生变化"),
[11786] = GetLanguageStrById("觉 醒"),
[11787] = GetLanguageStrById("等级上限:"),
[11788] = GetLanguageStrById("当前培养已满"),
- [11789] = GetLanguageStrById("需要神将等级达到"),
+ [11789] = GetLanguageStrById("需要英雄等级达到"),
[11790] = GetLanguageStrById("材料不足无法觉醒!"),
[11791] = GetLanguageStrById("等级上限扩展到%s级"),
[11792] = GetLanguageStrById("星激活:\n"),
@@ -1802,7 +1802,7 @@ Language = {
[11801] = GetLanguageStrById("玩家%s级解锁宝物功能"),
[11802] = GetLanguageStrById("%s星后才可装备宝物"),
[11803] = GetLanguageStrById("类型:%s"),
- [11804] = GetLanguageStrById("提升神将等级上限"),
+ [11804] = GetLanguageStrById("提升英雄等级上限"),
[11805] = GetLanguageStrById("突 破"),
[11806] = GetLanguageStrById("突破要求"),
[11807] = GetLanguageStrById("持续长按可快速升级 "),
@@ -1818,14 +1818,14 @@ Language = {
[11817] = GetLanguageStrById("星解锁霸气!"),
[11818] = GetLanguageStrById("激活"),
[11819] = GetLanguageStrById("星天赋"),
- [11820] = GetLanguageStrById("神将锁定成功"),
- [11821] = GetLanguageStrById("神将数量:%s"),
+ [11820] = GetLanguageStrById("英雄锁定成功"),
+ [11821] = GetLanguageStrById("英雄数量:%s"),
[11822] = GetLanguageStrById("附加属性"),
[11823] = GetLanguageStrById("特殊加成"),
[11824] = GetLanguageStrById("符合条件的"),
- [11825] = GetLanguageStrById("星及以上神将"),
+ [11825] = GetLanguageStrById("星及以上英雄"),
[11826] = GetLanguageStrById("该英雄已上阵"),
- [11827] = GetLanguageStrById("回溯神将返还部分成长材料,且不可逆,是否确认回溯?"),
+ [11827] = GetLanguageStrById("回溯英雄返还部分成长材料,且不可逆,是否确认回溯?"),
[11828] = GetLanguageStrById("默认"),
[11829] = GetLanguageStrById("获取途径"),
[11830] = GetLanguageStrById("已更换皮肤!"),
@@ -2130,7 +2130,7 @@ Language = {
[12129] = GetLanguageStrById("次数奖励"),
[12130] = GetLanguageStrById("妖晶限购"),
[12131] = GetLanguageStrById("召唤"),
- [12132] = GetLanguageStrById("次必得UP神将"),
+ [12132] = GetLanguageStrById("次必得UP英雄"),
[12133] = GetLanguageStrById("扫荡后可直接获得挑战奖励并保持当前排名,确定消耗一次挑战次数进行扫荡?"),
[12134] = GetLanguageStrById("今日已无购买剩余次数!"),
[12135] = GetLanguageStrById("赛季过渡中!"),
@@ -2155,7 +2155,7 @@ Language = {
[12154] = GetLanguageStrById("来之后"),
[12155] = GetLanguageStrById("每日凌晨0点重置求援次数"),
[12156] = GetLanguageStrById("车迟斗法将于次日0点重置。"),
- [12157] = GetLanguageStrById("神将已达上限"),
+ [12157] = GetLanguageStrById("英雄已达上限"),
[12158] = GetLanguageStrById("%s:%s次"),
[12159] = GetLanguageStrById("回怒:%s点"),
[12160] = GetLanguageStrById("减怒:%s点"),
@@ -2170,7 +2170,7 @@ Language = {
[12169] = GetLanguageStrById("已经拥有该皮肤"),
[12170] = GetLanguageStrById("当前已激活该头像框,是否要重复使用?"),
[12171] = GetLanguageStrById("成功激活头像框!"),
- [12172] = GetLanguageStrById("未选择目标神将"),
+ [12172] = GetLanguageStrById("未选择目标英雄"),
[12173] = GetLanguageStrById("到期时间:"),
[12174] = GetLanguageStrById("级,我们为您准备了超值礼包,助您提升战力!!!"),
[12175] = GetLanguageStrById("功能引导测试"),
@@ -2182,7 +2182,7 @@ Language = {
[12181] = GetLanguageStrById("装备种类:"),
[12182] = GetLanguageStrById("最高纪录:"),
[12183] = GetLanguageStrById("大闹天宫进入重置阶段,请等待凌晨0点后进入!"),
- [12184] = GetLanguageStrById("无法对共鸣神将进行此操作!"),
+ [12184] = GetLanguageStrById("无法对共鸣英雄进行此操作!"),
[12185] = GetLanguageStrById("次内必得金色及以上霸气"),
[12186] = GetLanguageStrById("鸿蒙碑开启引导"),
[12187] = GetLanguageStrById("收到援助:"),
@@ -2216,8 +2216,8 @@ Language = {
[12215] = GetLanguageStrById("排行榜数据到头"),
[12216] = GetLanguageStrById("装备品阶"),
[12217] = GetLanguageStrById("装备星级"),
- [12218] = GetLanguageStrById("请先选择一个神将"),
- [12219] = GetLanguageStrById("共鸣神将选择"),
+ [12218] = GetLanguageStrById("请先选择一个英雄"),
+ [12219] = GetLanguageStrById("共鸣英雄选择"),
[12220] = GetLanguageStrById("穿 戴"),
[12221] = GetLanguageStrById("卸 下"),
[12222] = GetLanguageStrById("共鸣装备,无法一键卸下"),
@@ -2231,7 +2231,7 @@ Language = {
[12230] = GetLanguageStrById("竞技守卫"),
[12231] = GetLanguageStrById("$99.99抢购"),
[12232] = GetLanguageStrById("每周限购 %s 个"),
- [12233] = GetLanguageStrById("核心神将:"),
+ [12233] = GetLanguageStrById("核心英雄:"),
[12234] = GetLanguageStrById("%d次内必得金色及以上霸气"),
[12235] = GetLanguageStrById("重连失败,请重新登录"),
[12236] = GetLanguageStrById("是否前往坐骑界面?"),
@@ -2261,8 +2261,8 @@ Language = {
[12260] = GetLanguageStrById("分解的霸气中包含金色或金色以上霸气,确定进行分解?"),
[12261] = GetLanguageStrById("替 换"),
[12262] = GetLanguageStrById("道具种类:%s"),
- [12263] = GetLanguageStrById("1级神将无法进行归元!"),
- [12264] = GetLanguageStrById("此神将已被锁定!"),
+ [12263] = GetLanguageStrById("1级英雄无法进行归元!"),
+ [12264] = GetLanguageStrById("此英雄已被锁定!"),
[12265] = GetLanguageStrById("1级法宝无法进行归元!"),
[12266] = GetLanguageStrById("信息"),
[12267] = GetLanguageStrById("坐骑"),
@@ -2272,7 +2272,7 @@ Language = {
[12271] = GetLanguageStrById("取消骑乘"),
[12272] = GetLanguageStrById("已骑乘坐骑!"),
[12273] = GetLanguageStrById("已取消骑乘!"),
- [12274] = GetLanguageStrById("神将篇"),
+ [12274] = GetLanguageStrById("英雄篇"),
[12275] = GetLanguageStrById("霸气篇"),
[12276] = GetLanguageStrById("灵兽篇"),
[12277] = GetLanguageStrById("激活属性:"),
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua
index d07a2a9439..6c4204adf9 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_WishEquipDraw.lua
@@ -107,7 +107,7 @@ function this:Refresh(isTop,isAni)
self.parent:ClosePanel()
return
end
- local aaa=string.format("抽到5星神将法宝时,有%s%s几率转化为心愿法宝!",RecruitManager.GetWishPro(),"%")
+ local aaa=string.format("抽到5星英雄法宝时,有%s%s几率转化为心愿法宝!",RecruitManager.GetWishPro(),"%")
self.infoTxt.text=aaa
self.selectBtn:SetActive(false)
--self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
@@ -140,7 +140,7 @@ function this:SetUpHero()
choosed:SetActive(RecruitManager.WishEquipData[i].status == 1)
Util.AddOnceClick(go,function ()
if RecruitManager.WishEquipData[i].status == 1 then
- PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
+ PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
elseif RecruitManager.WishEquipData[i].status == 0 then
RecruitManager.ChangeEquip(2,heroId,function ()
this:Refresh(false,false)
@@ -207,7 +207,7 @@ function this:ShowSingleHero(go,data,index)
elseif value == 4 then--上方存在自己,但已经出过该英雄了
self.maskList[self.curSelect][index]:SetActive(true)
Util.AddOnceClick(go,function ()
- PopupTipPanel.ShowTip("同系神将每日只可选择一位获取一次概率提升~")
+ PopupTipPanel.ShowTip("同系英雄每日只可选择一位获取一次概率提升~")
end)
elseif value == 3 then--可选
Util.AddOnceClick(go,function ()
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_XiuXingSelectHero.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_XiuXingSelectHero.lua
index 4c050ee124..9a49939c75 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_XiuXingSelectHero.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View/GeneralBigPopup_XiuXingSelectHero.lua
@@ -37,7 +37,7 @@ function this:BindEvent()
return
end
if PracticeManager.CheckHeroWearImprint(self.heroD.dynamicId) then
- MsgPanel.ShowTwo("该神将已附身其他神印,是否替换?", nil, function()
+ MsgPanel.ShowTwo("该英雄已附身其他神印,是否替换?", nil, function()
parent:ClosePanel()
if func then
func(self.heroD)
@@ -89,10 +89,10 @@ function this:Refresh(isTop,isAni)
end,not isTop,not isAni)
if #self.heroList ~= 0 then
- this.tip.text = "请选择您要附身的神将"
+ this.tip.text = "请选择您要附身的英雄"
self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.New(0,500,0)
else
- self.tip.text = "暂无可附身的神将"
+ self.tip.text = "暂无可附身的英雄"
self.tip.gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_Gem.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_Gem.lua
index 756c19610e..ec08908ee9 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_Gem.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_Gem.lua
@@ -47,9 +47,9 @@ function this:Refresh()
go:SetActive(true)
local str=""
if propertyConfig[value.id].Style==1 then
- str=string.format( "全体神将%s+%s",propertyConfig[value.id].Info,value.num)
+ str=string.format( "全体英雄%s+%s",propertyConfig[value.id].Info,value.num)
elseif propertyConfig[value.id].Style==2 then
- str=string.format( "全体神将%s+%s",propertyConfig[value.id].Info,value.num/100).."%"
+ str=string.format( "全体英雄%s+%s",propertyConfig[value.id].Info,value.num/100).."%"
end
go:GetComponent("Text").text = str--string.format("%s+%s",propertyConfig[value.id].Info,value.num/100).."%"
end
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_fourQuadrant.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_fourQuadrant.lua
index d2e73dc404..afad850b95 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_fourQuadrant.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/View2/GeneralInfoPopup_fourQuadrant.lua
@@ -43,9 +43,9 @@ function this:OnShow(_parent,...)
index=index+1
local skillText=textObj:GetComponent("Text")
if configInfo.Star==professionLv then
- skillText.text=string.format("%s级:全体神将%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
+ skillText.text=string.format("%s级:全体英雄%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
else
- skillText.text=string.format("%s级:全体神将%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
+ skillText.text=string.format("%s级:全体英雄%s+%s%%",fourQuadConfigArr[i].Star,propertyConfig.Info,propAdd)
end
textObj.gameObject:SetActive(true)
end
diff --git a/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua b/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua
index b0250fd9df..1059aa6184 100644
--- a/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GlobalActTimeCtrl/ActTimeCtrlManager.lua
@@ -252,7 +252,7 @@ function this.GetFuncTip(id)
elseif rules[1] == 2 then
tip = string.format(Language[10279], rules[2])
elseif rules[1] == 3 then
- tip = string.format("鸿蒙阵共鸣神将等级达到%s开启", rules[2])
+ tip = string.format("鸿蒙阵共鸣英雄等级达到%s开启", rules[2])
end
else
if not isActive then
@@ -577,7 +577,7 @@ function this.SystemOpenTip(type)
elseif AllActSetConfig[type].OpenRules[1]==2 then
str=string.format(Language[10787],AllActSetConfig[type].OpenRules[2])
elseif AllActSetConfig[type].OpenRules[1]==3 then
- str=string.format("鸿蒙阵共鸣神将等级达到%s开启",AllActSetConfig[type].OpenRules[2])
+ str=string.format("鸿蒙阵共鸣英雄等级达到%s开启",AllActSetConfig[type].OpenRules[2])
end
return str
end
diff --git a/Assets/ManagedResources/~Lua/Modules/GodPrint/GodPrintPopUp.lua b/Assets/ManagedResources/~Lua/Modules/GodPrint/GodPrintPopUp.lua
index 17e6e91686..a3f94db042 100644
--- a/Assets/ManagedResources/~Lua/Modules/GodPrint/GodPrintPopUp.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GodPrint/GodPrintPopUp.lua
@@ -415,7 +415,7 @@ function GodPrintPopUp:RefreshShow(type)
self.scroll_1:SetActive(false)
self.scroll_2:SetActive(false)
if equipConfig[soulId].Describe then
- self.trialScopeText.text = "以下神将可装备:"..equipConfig[soulId].Describe
+ self.trialScopeText.text = "以下英雄可装备:"..equipConfig[soulId].Describe
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
index 5cc35b449e..cee3a55b6d 100644
--- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
@@ -716,7 +716,7 @@ function this.GetHeroFormationStr(teamId)
elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
return Language[11104]
elseif teamId == FormationTypeDef.JUMPSERVER_HIGHTLADDER then
- return"该神将在罗浮争锋阵容中已上阵"
+ return"该英雄在罗浮争锋阵容中已上阵"
end
end
return ""
diff --git a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua
index 103b849eff..dafc094732 100644
--- a/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Likability/HeroLikeAbilityPanel.lua
@@ -292,7 +292,7 @@ function HeroLikeAbilityPanel:OnPointerDown1(go, data)
self.num = 0
self.numCount = 0
if LikabilityManager.CheckIsMaxLv(curHeroData.Id) then
- PopupTipPanel.ShowTip("神将好感度已达最佳,无需更多赠予~")
+ PopupTipPanel.ShowTip("英雄好感度已达最佳,无需更多赠予~")
return
end
if not curselectId or not self.itemListNum[curselectId] then
diff --git a/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
index 9b0d2598b0..32397c05e3 100644
--- a/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
@@ -109,7 +109,7 @@ function GMPanel:InitComponent()
{type = GMType.Player, subType = GMSubType.Server, inputNum = 0, args = "8#1#1", btnTip = "通关所有关卡", inputTip = {}, callBack = nil},
-- {type = GMType.Player, subType = GMSubType.Server, inputNum = 0, args = "6#0#0", btnTip = "一键物品", inputTip = {""}, callBack = nil},
-- {type = GMType.Player, subType = GMSubType.Server, inputNum = 0, args = "22#0#0", btnTip = "一键异妖", inputTip = {""}, callBack = nil},
- {type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "全10/11神将", inputTip = {""}, callBack = this.FiveHero},
+ {type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "全10/11英雄", inputTip = {""}, callBack = this.FiveHero},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "一键很多钱", inputTip = {""}, callBack = this.GetMoney},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成魂灵宝和材料", inputTip = {""}, callBack = this.Baowu},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成所有装备", inputTip = {""}, callBack = this.GetEquipe},
diff --git a/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua b/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
index e38809ce9b..5c00e24ea7 100644
--- a/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Map/View/MapControllView.lua
@@ -249,7 +249,7 @@ function this.OnClickTile(u, v)
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
local curFomation = EndLessMapManager.formation
if not curFomation or #curFomation < 1 then
- PopupTipPanel.ShowTip("请前往编队界面设置作战神将!")
+ PopupTipPanel.ShowTip("请前往编队界面设置作战英雄!")
MapManager.endlessEnter = false
return
end
diff --git a/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua b/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua
index 7dbf0baf09..880d9b09b3 100644
--- a/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/NiuQiChongTian/NiuQiChongTianPanel.lua
@@ -11,7 +11,7 @@ function NiuQiChongTianPanel:New(gameObject)
return b
end
local TabBox = require("Modules/Common/TabBox")
-local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12251] , nameNew = "神将招募" ,rpType = RedPointType.NiuQiChongTian_1},
+local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12251] , nameNew = "英雄招募" ,rpType = RedPointType.NiuQiChongTian_1},
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12252] , nameNew = "妖晶消耗" ,rpType = RedPointType.NiuQiChongTian_2},
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[12253] , nameNew = "极速探索" ,rpType = RedPointType.NiuQiChongTian_3},}
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/HeroReplacePopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/HeroReplacePopup.lua
index 9b0980bf96..291ca5452e 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/HeroReplacePopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/HeroReplacePopup.lua
@@ -13,7 +13,7 @@ function this:InitComponent()
local gameObject=Util.GetGameObject(self.transform,"GeneralPopup_HomeLandEquip")
this.spLoader = SpriteLoader.New()
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
- this.titleText.text="神将置换卡"
+ this.titleText.text="英雄置换卡"
this.replaceBtn = Util.GetGameObject(gameObject,"replaceBtn")
this.cancelBtn = Util.GetGameObject(gameObject,"cancelBtn")
@@ -42,11 +42,11 @@ function this:BindEvent()
end)
Util.AddClick(this.replaceBtn,function()
if selectHero1==nil or selectHero2==nil then
- PopupTipPanel.ShowTip("请选择置换神将!")
+ PopupTipPanel.ShowTip("请选择置换英雄!")
return
end
if selectHero1==selectHero2 then
- PopupTipPanel.ShowTip("请不要选择同一个神将!")
+ PopupTipPanel.ShowTip("请不要选择同一个英雄!")
return
end
NetManager.SendHeroChangeRequest(selectHero1,selectHero2,useItemId,function()
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua
index 16547436bb..863e8e82a4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/HomeLandEquipPopup.lua
@@ -162,7 +162,7 @@ function this:SetData()
else
num2 = nextData + proData[curIndex]
end
- this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1/100).."%"..string.format("(%s",num2/100).."%)"
+ this.Desc.text = string.format("英雄佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1/100).."%"..string.format("(%s",num2/100).."%)"
this.Btn1Text.text = "强 化"
Util.SetGray(this.Btn1,false)
@@ -234,7 +234,7 @@ function this:SetData()
Util.SetGray(this.Btn1,true)
this.Btn1:GetComponent("Button").enabled = false
local num1 = data + proData[curIndex]
- this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
+ this.Desc.text = string.format("英雄佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"
this.Cost:SetActive(false)
this.Tips:SetActive(false)
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua
index 881dec868b..0eeb03b229 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardEquipSingleShowPopup2.lua
@@ -344,7 +344,7 @@ function RewardEquipSingleShowPopup2:OnShow()
end
_BaseProList[num]:SetActive(true)
if equipConfigData.Position==7 then
- _BaseProList[num]:GetComponent("Text").text ="全体神将"..GetLanguageStrById(proConfigData.Info)
+ _BaseProList[num]:GetComponent("Text").text ="全体英雄"..GetLanguageStrById(proConfigData.Info)
else
_BaseProList[num]:GetComponent("Text").text = GetLanguageStrById(proConfigData.Info)
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua
index d32f66568e..02ce6d6ba5 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemSingleShowPopup.lua
@@ -573,7 +573,7 @@ function RewardItemSingleShowPopup:OnShow()
local rg = ConfigManager.TryGetConfigData(ConfigName.RewardGroup, itemConfigData.RewardGroup[1])
if rg and rg.ShowItem and itemConfigData.ItemType == ItemType.HeroDebris then
this.checkHero:SetActive(true)
- this.checkHeroText.text = "查看神将"
+ this.checkHeroText.text = "查看英雄"
elseif rg and rg.ShowItem and itemConfigData.ItemType == ItemType.LingShouChip then
this.checkHero:SetActive(true)
this.checkHeroText.text = "查看灵兽"
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/SoulPrintPopUp.lua b/Assets/ManagedResources/~Lua/Modules/Popup/SoulPrintPopUp.lua
index ec1bd2bb4d..5b52ae05a3 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/SoulPrintPopUp.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/SoulPrintPopUp.lua
@@ -251,7 +251,7 @@ function SoulPrintPopUp:RefreshShow(type)
--适用范围
local isOpenTrialScope=equipConfig[soulId].Range and equipConfig[soulId].Range[1]~=0 and equipConfig[soulId].Range[1]--是否开启适用
if isOpenTrialScope then
- self.trialScopeText.text = "以下神将可装备:"
+ self.trialScopeText.text = "以下英雄可装备:"
self.scroll_1:SetActive(#equipConfig[soulId].Range<=3)
self.scroll_2:SetActive(#equipConfig[soulId].Range>3)
--适用英雄<=3时 固定长度生成(预设) 反之使用优化滚动条
@@ -286,7 +286,7 @@ function SoulPrintPopUp:RefreshShow(type)
else
self.scroll_1:SetActive(false)
self.scroll_2:SetActive(false)
- self.trialScopeText.text = "以下神将可装备:所有神将"
+ self.trialScopeText.text = "以下英雄可装备:所有英雄"
end
--获取途径
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/ChangeHeroProConfirmWindow.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/ChangeHeroProConfirmWindow.lua
index 1d89fb860e..68a14ff854 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/ChangeHeroProConfirmWindow.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/ChangeHeroProConfirmWindow.lua
@@ -53,9 +53,9 @@ function ChangeHeroProConfirmWindow:OnOpen(...)
if costConfig then
local cost=string.split(costConfig.Value,('#'))
- this.rootText.text="确认花费"..cost[2]..itemConfig[tonumber(cost[1])].Name..",转换神将阵营?"
+ this.rootText.text="确认花费"..cost[2]..itemConfig[tonumber(cost[1])].Name..",转换英雄阵营?"
else
- this.rootText.text="确认花费1000妖晶,转换神将阵营?"
+ this.rootText.text="确认花费1000妖晶,转换英雄阵营?"
end
local go=Util.GetGameObject(this.btn,"Go")
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralBigPopup_GiveLikeHotHero.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralBigPopup_GiveLikeHotHero.lua
index 2e134d3ae3..3f712ec09b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralBigPopup_GiveLikeHotHero.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralBigPopup_GiveLikeHotHero.lua
@@ -195,7 +195,7 @@ function this:OnShow(_parent,_args)
if this.TabCtrl then
this.TabCtrl:ChangeTab(1)
end
- this.titleText.text = "神将热榜"
+ this.titleText.text = "英雄热榜"
parent=_parent
sortingOrder =_parent.sortingOrder
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua
index 0cf061a40c..2fa23a10a6 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ChooseUpHero.lua
@@ -17,7 +17,7 @@ function this:InitComponent(gameObject)
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
this.FourStarUpTip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
- this.FourStarUpTip.text = "长按头像可查看神将详情"
+ this.FourStarUpTip.text = "长按头像可查看英雄详情"
this.selectObj=Util.GetGameObject(gameObject,"choosed")
this.prefab=Util.GetGameObject(gameObject,"item")
--滚动条根节点
@@ -73,7 +73,7 @@ function this:OnShow(_parent,_args)
confirmFunc=_args[3]
-- 标题修改
local title =_args[4]
- this.titleText.text = title or "许愿神将"
+ this.titleText.text = title or "许愿英雄"
parent=_parent
sortingOrder =_parent.sortingOrder
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveDismantle.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveDismantle.lua
index 596d6326cd..8bac412364 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveDismantle.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveDismantle.lua
@@ -69,7 +69,7 @@ function this:OnShow(_parent,...)
this.titleText.text=Language[11601]
--返还比
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
- this.bodyText.text=string.format("恭送神将会获得仙缘余尘,若神将已升级,\n 突破或进阶,还会返还%s%s的消耗。\n是否确定恭送所选神将?",num,"%")
+ this.bodyText.text=string.format("恭送英雄会获得仙缘余尘,若英雄已升级,\n 突破或进阶,还会返还%s%s的消耗。\n是否确定恭送所选英雄?",num,"%")
local data={}
for i, v in pairs(dropList) do
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveReStar.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveReStar.lua
index d81f0f24d9..73fd344fb9 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveReStar.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveReStar.lua
@@ -41,7 +41,7 @@ function this:BindEvent()
return
end
if returnHeroSame + LengthOfTable(HeroManager.GetAllHeroList()) - 1 > 999 then
- PopupTipPanel.ShowTip("神将数量即将超出上限,请整理后再进行回退操作!")
+ PopupTipPanel.ShowTip("英雄数量即将超出上限,请整理后再进行回退操作!")
return
end
local data
@@ -96,7 +96,7 @@ function this:OnShow(_parent,...)
end
this.root.transform:GetComponent("RectTransform"):DOAnchorPosX(0, 0)
- this.bodyText.text = string.format("回退神将会返还神将进阶时消耗的本体,其他神将以将魂形式返还,此操作不可逆,是否确认回退?")
+ this.bodyText.text = string.format("回退英雄会返还英雄进阶时消耗的本体,其他英雄以将魂形式返还,此操作不可逆,是否确认回退?")
local _data={}
for i=1,#dropList do
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveRecall.lua b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveRecall.lua
index 598025a660..9d14a82f75 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveRecall.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/View/GeneralPopup_ResolveRecall.lua
@@ -87,7 +87,7 @@ function this:OnShow(_parent,...)
this.titleText.text=Language[11609]
--返还比
local num=tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/100
- this.bodyText.text = string.format("归元神将会返还所有的升级材料,神将重置为1级,\n 此操作不可逆,是否确认归元?")
+ this.bodyText.text = string.format("归元英雄会返还所有的升级材料,英雄重置为1级,\n 此操作不可逆,是否确认归元?")
local _data={}
for i=1,#dropList do
diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua
index 2c58a701dc..9142de1f3d 100644
--- a/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Popup/WishHeroRewardPopup.lua
@@ -89,7 +89,7 @@ function this.RefreshPanel(isTop,isAni)
-- end)
if type==1 then
- this.title.text = "神将心愿奖励"
+ this.title.text = "英雄心愿奖励"
actId=11701
elseif type==4 then
this.title.text = "法宝心愿奖励"
diff --git a/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua b/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
index 0622b99516..b6a437d120 100644
--- a/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Practice/FourQuadrantPopup.lua
@@ -173,7 +173,7 @@ function this:BindEvent()
if upStarProperty[propertyId] then
addProp=upStarProperty[propertyId]
end
- _propText.text=string.format("%s神将%s+%s",GetProfessionNameById(this.professionId),PropertyName[propertyId],addProp)
+ _propText.text=string.format("%s英雄%s+%s",GetProfessionNameById(this.professionId),PropertyName[propertyId],addProp)
end
end)
@@ -384,7 +384,7 @@ function this.UpdateProperty(_propertyInfoList)
for i = 1, #propertyType do
local propertyId=propertyType[i]
this.propPreMap[propertyId].propertyIcon.sprite=this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
- this.propPreMap[propertyId].propertyNameText.text=string.format("%s神将%s",this.curProfessionName,PropertyName[propertyId])
+ this.propPreMap[propertyId].propertyNameText.text=string.format("%s英雄%s",this.curProfessionName,PropertyName[propertyId])
local propertyNum=_propertyInfoMap[propertyId] and _propertyInfoMap[propertyId] or 0;
local curPropLimit=propertyLimit[propertyId]
local propBar=this.propPreMap[propertyId].bar
diff --git a/Assets/ManagedResources/~Lua/Modules/Practice/PracticeImprintPanel.lua b/Assets/ManagedResources/~Lua/Modules/Practice/PracticeImprintPanel.lua
index 3937a2faed..29e3759fe2 100644
--- a/Assets/ManagedResources/~Lua/Modules/Practice/PracticeImprintPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Practice/PracticeImprintPanel.lua
@@ -220,7 +220,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
elseif _configData.Type == 1 then
sub = _serverData.subId--self.curHeroId
if _serverData.subId == "" or _serverData.subId == "nil" or not _serverData.subId then
- PopupTipPanel.ShowTip("请先选择附身神将!")
+ PopupTipPanel.ShowTip("请先选择附身英雄!")
return
end
end
@@ -276,7 +276,7 @@ function PracticeImprint:ShowSingleImprintInfoLayout(_serverData,_configData)
SetHeroStars(self.spLoader,starGrid, star,starType)
Util.SetParticleSortLayer(starGrid,self.sortingOrder + 1)
if curhero ~= _heroData.dynamicId and curhero ~= nil and curhero ~= "" and curhero ~= "nil" then
- PopupTipPanel.ShowTip("已替换附身神将!")
+ PopupTipPanel.ShowTip("已替换附身英雄!")
end
--刷新
self:Refresh(true,true,function ()
diff --git a/Assets/ManagedResources/~Lua/Modules/Practice/PracticeManager.lua b/Assets/ManagedResources/~Lua/Modules/Practice/PracticeManager.lua
index 73fa1d35d9..2a1f7369e5 100644
--- a/Assets/ManagedResources/~Lua/Modules/Practice/PracticeManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Practice/PracticeManager.lua
@@ -293,9 +293,9 @@ function this.GetPreviewSingleText(id,value)
end
else
if PropertyConfig[id].Style == 1 then
- return string.format("全体神将%s",PropertyConfig[id].Info),string.format("+%s",value)
+ return string.format("全体英雄%s",PropertyConfig[id].Info),string.format("+%s",value)
elseif PropertyConfig[id].Style == 2 then
- return string.format("全体神将%s",PropertyConfig[id].Info),string.format("+%s",value).."%"
+ return string.format("全体英雄%s",PropertyConfig[id].Info),string.format("+%s",value).."%"
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/ElementDrawCardPanelNew.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/ElementDrawCardPanelNew.lua
index 6b207f6063..cb0c087e63 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recruit/ElementDrawCardPanelNew.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recruit/ElementDrawCardPanelNew.lua
@@ -196,11 +196,11 @@ function ElementDrawCardPanelNew:BtnAction(index)
self.parent.RemoveTrigger()
self.qianghua:SetActive(true)
self.UI_effect_RecruitPanel_particle:SetActive(false)
- self.Image2Text.text = string.format("%s神将碎片",PropertyType[index])
+ self.Image2Text.text = string.format("%s英雄碎片",PropertyType[index])
SetTextVerTial(self.Image2Text,Vector3.New(134.88,-5.9,0),"MiddleLeft")
self.Image3.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[index].image3)
self.titleImageText.text = string.format("阵营召唤·%s",PropertyTypeImageBySiYuan[index].property)
- self.detailText1.text = string.format("必得%s神将碎片",PropertyType[index])
+ self.detailText1.text = string.format("必得%s英雄碎片",PropertyType[index])
end
--添加事件监听(用于子类重写)
diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua
index b5718d11ff..546ffb66d2 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitEquipPanelNew.lua
@@ -241,10 +241,10 @@ function RecruitEquipPanelNew:UpdataWishPanel()
if RecruitManager.drawTimes[4] >= tempdata then
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishEquipDraw)
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",tempdata - RecruitManager.drawTimes[4]))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata - RecruitManager.drawTimes[4]))
end
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",tempdata))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata))
end
end)
end
@@ -262,7 +262,7 @@ function RecruitEquipPanelNew:UpdataWishPanel()
-- if RecruitManager.isTenRecruit == 0 then
-- self.tenTipText.text = "每次十连必得五星神将法宝"
-- else
- self.tenTipText.text = string.format("剩余%s次必得五星神将法宝",RecruitManager.GetRecruit2MustCount())
+ self.tenTipText.text = string.format("剩余%s次必得五星英雄法宝",RecruitManager.GetRecruit2MustCount())
--end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanel.lua
index 1781c17e65..7c7ef22c3b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanel.lua
@@ -110,10 +110,10 @@ function RecruitPanel:BindEvent()
if RecruitManager.drawTimes[1] >= data then
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw)
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data - RecruitManager.drawTimes[1]))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",data - RecruitManager.drawTimes[1]))
end
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",data))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",data))
end
end)
end
@@ -301,7 +301,7 @@ function this.UpdatePanelData()
if RecruitManager.isTenRecruit == 0 then
this.tenTipText.text = Language[11708]
else
- this.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount())
+ this.tenTipText.text = string.format("剩余%s次必得五星英雄",RecruitManager.GetRecruit3MustCount())
end
this.upper.text="今日召唤上限:".. PrivilegeManager.GetPrivilegeUsedTimes(maxTimesId).."/"..privilegeConfig[maxTimesId].Condition[1][2]--特权上限
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua
index 7ba387b261..f3c01536d6 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitPanelNew.lua
@@ -228,7 +228,7 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",wishLv,data)
- self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿神将~"
+ self.wishTipIma.text = "宝箱等级"..data.."级后开启心愿功能,\n将有更高概率获得心愿英雄~"
else
self.wishNoOpen.gameObject:SetActive(false)
self.wishOpen.gameObject:SetActive(true)
@@ -255,10 +255,10 @@ function RecruitPanelNew:UpdataWishPanel()
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.WishDraw)
end
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",tempdata - RecruitManager.drawTimes[1]))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata - RecruitManager.drawTimes[1]))
end
else
- PopupTipPanel.ShowTip(string.format("%s次神将召唤后,开启心愿抽卡!",tempdata))
+ PopupTipPanel.ShowTip(string.format("%s次英雄召唤后,开启心愿抽卡!",tempdata))
end
end)
end
@@ -268,16 +268,16 @@ function RecruitPanelNew:UpdataWishPanel()
self.wishOpen.gameObject:SetActive(false)
Util.SetGray(self.wishBtn,true)
self.wishText.text = string.format("%s/%s",0,data)
- self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿神将~"
+ self.wishTipIma.text = "开启心愿功能,将有更高概率获得心愿英雄~"
end
self:CheckNewWishHero()
end)
self.tenTip:SetActive(true)
if RecruitManager.isTenRecruit == 0 then
- self.tenTipText.text = "首次十连必得五星神将"
+ self.tenTipText.text = "首次十连必得五星英雄"
else
- self.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount())
+ self.tenTipText.text = string.format("剩余%s次必得五星英雄",RecruitManager.GetRecruit3MustCount())
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/TenRecruitPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/TenRecruitPanel.lua
index f35fa1aeac..b990f91191 100644
--- a/Assets/ManagedResources/~Lua/Modules/Recruit/TenRecruitPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Recruit/TenRecruitPanel.lua
@@ -152,7 +152,7 @@ function TenRecruitPanel:OnOpen(...)
-- LogGreen("recruitType[1]:"..recruitType[1])
if RecruitType.Single == recruitType[1] or RecruitType.Ten == recruitType[1] then
this.tenTip.gameObject:SetActive(true)
- this.tenTipText.text = string.format("剩余%s次必得五星神将",RecruitManager.GetRecruit3MustCount())
+ this.tenTipText.text = string.format("剩余%s次必得五星英雄",RecruitManager.GetRecruit3MustCount())
else
this.tenTip.gameObject:SetActive(false)
end
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua
index 142010fadd..510025ce5b 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleGiftPanel.lua
@@ -39,7 +39,7 @@ function RoleGiftPanel:InitComponent()
--effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
end
this.titleTxt=Util.GetGameObject(self.gameObject, "title"):GetComponent("Text")
- this.titleTxt.text="神将礼物"
+ this.titleTxt.text="英雄礼物"
this.selectBtn = Util.GetGameObject(self.gameObject, "selectBtn")
this.btnPrant = Util.GetGameObject(self.gameObject, "Tabs")
this.equipPreList2 = {}
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua
index 21ce969f17..33a604706e 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua
@@ -935,7 +935,7 @@ function RoleInfoLayout:LvUpClick(isSingleLvUp)
if curHeroData.lv == curStarRankUpConfig.OpenLevel then
--是否能升星
if curHeroData.star >= curHeroData.heroConfig.MaxRank then
- MsgPanel.ShowOne("当前神将已达最大星级")
+ MsgPanel.ShowOne("当前英雄已达最大星级")
return
end
_isClicked = false
diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
index cbd907f4f2..f2624ba412 100644
--- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoPanel.lua
@@ -213,7 +213,7 @@ function RoleInfoPanel:BindEvent()
--角色归元按钮
Util.AddClick(this.reStarBtn,function()
if curHeroData.lv > 1 then
- PopupTipPanel.ShowTip("只有1级的神将才可回退,请先进行归元!")
+ PopupTipPanel.ShowTip("只有1级的英雄才可回退,请先进行归元!")
return
end
if curHeroData.lockState == 1 then
@@ -278,7 +278,7 @@ function RoleInfoPanel:BindEvent()
end)
Util.AddClick(this.godPrintBtn,function ()
if not isOpenGod then
- PopupTipPanel.ShowTip("神将六星解锁神印")
+ PopupTipPanel.ShowTip("英雄六星解锁神印")
return
end
diff --git a/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua b/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua
index a0ede58a1d..c6be4e7d87 100644
--- a/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua
+++ b/Assets/ManagedResources/~Lua/Modules/UpStar/UpStarPre.lua
@@ -32,11 +32,11 @@ end
function UpStarPre:BindEvent()
Util.AddOnceClick(self.btnBuy.gameObject, function()
if self.isTemp then
- PopupTipPanel.ShowTip("请先选择并锁定一个神将")
+ PopupTipPanel.ShowTip("请先选择并锁定一个英雄")
return
end
if self.data.state == 0 then
- PopupTipPanel.ShowTip("神将达指定星级后解锁")
+ PopupTipPanel.ShowTip("英雄达指定星级后解锁")
return
end
--直购商品
@@ -47,7 +47,7 @@ function UpStarPre:BindEvent()
Util.AddOnceClick(self.GetBtn, function()
if self.isTemp then
- PopupTipPanel.ShowTip("请先选择并锁定一个神将")
+ PopupTipPanel.ShowTip("请先选择并锁定一个英雄")
return
end
NetManager.GetActivityRewardRequest(self.data.missionId,self.actData.activityId,function(msg)
diff --git a/Assets/ManagedResources/~Lua/Modules/WorldArena/GodsWayBattleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/WorldArena/GodsWayBattleInfoPanel.lua
index 5190544503..2425c64a7d 100644
--- a/Assets/ManagedResources/~Lua/Modules/WorldArena/GodsWayBattleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/WorldArena/GodsWayBattleInfoPanel.lua
@@ -109,7 +109,7 @@ local function OnEndDrag(self, Pointgo, data)
local heros = {}
for _, hero in ipairs(self.curFormation[GodsWayTeam[curType][i]].teamHeroInfos) do
if BattleUtil.ChecklistIsContainValue(upHeros,hero.heroId) then
- PopupTipPanel.ShowTip("编队中有相同神将!!")
+ PopupTipPanel.ShowTip("编队中有相同英雄!!")
return
else
table.insert(upHeros,hero.heroId)
@@ -276,7 +276,7 @@ function WorldArenaBattleInfoPanel:BindEvent()
end
if isSame then
- PopupTipPanel.ShowTip("检测到多个阵容使用相同神将,无法开战")
+ PopupTipPanel.ShowTip("检测到多个阵容使用相同英雄,无法开战")
return
end
floor=GodsWayTowerManager.GetTowerFloorByType(curType)
diff --git a/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua b/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
index c2f6ef217b..87dc47a522 100644
--- a/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/WorldArena/WorldArenaBattleInfoPanel.lua
@@ -109,7 +109,7 @@ local function OnEndDrag(self, Pointgo, data)
local heros = {}
for _, hero in ipairs(self.curFormation[i+2000].teamHeroInfos) do
if BattleUtil.ChecklistIsContainValue(upHeros,hero.heroId) then
- PopupTipPanel.ShowTip("编队中有相同神将!!")
+ PopupTipPanel.ShowTip("编队中有相同英雄!!")
return
else
table.insert(upHeros,hero.heroId)
@@ -289,7 +289,7 @@ function WorldArenaBattleInfoPanel:BindEvent()
end
end
if isSame then
- PopupTipPanel.ShowTip("检测到多个阵容使用相同神将,无法开战")
+ PopupTipPanel.ShowTip("检测到多个阵容使用相同英雄,无法开战")
return
end
NetManager.CrossYuXuLunDaoChallengeRequest(list,enemyId,costType,function(msg)
diff --git a/Assets/ManagedResources/~Lua/View/FourTrailSingleHelpHero.lua b/Assets/ManagedResources/~Lua/View/FourTrailSingleHelpHero.lua
index 9a54e33f2a..9757a90ee9 100644
--- a/Assets/ManagedResources/~Lua/View/FourTrailSingleHelpHero.lua
+++ b/Assets/ManagedResources/~Lua/View/FourTrailSingleHelpHero.lua
@@ -143,11 +143,11 @@ function FourTrailSingleHelpHero:SetIcon1(heroData,player)
else
self.select.sprite = self.spLoader:LoadSprite("Btn_hz_cheng_01")
self.select:SetNativeSize()
- self.selectText.text = "选择神将"
+ self.selectText.text = "选择英雄"
Util.AddOnceClick(self.btn, function()
local tempData1 = MonsterCampManager.GetFriendHelpHero(self.curType)
if tempData1 and tempData1.player and tempData1.player.state == 0 then
- PopupTipPanel.ShowTip("已选择其他神将!")
+ PopupTipPanel.ShowTip("已选择其他英雄!")
elseif tempData1 and tempData1.player and tempData1.player.state == 1 then
LogGreen(tempData1.player.state)
PopupTipPanel.ShowTip("今日已无使用助战次数!")
@@ -175,17 +175,17 @@ function FourTrailSingleHelpHero:SetIcon2(heroData)
else
self.select.sprite = self.spLoader:LoadSprite("Btn_hz_cheng_01")
self.select:SetNativeSize()
- self.selectText.text = "选择神将"
+ self.selectText.text = "选择英雄"
Util.AddOnceClick(self.btn, function()
local tempData1 = MonsterCampManager.GetMyHelpHero(self.curType)
if tempData1 then
- PopupTipPanel.ShowTip("已选择支援神将!")
+ PopupTipPanel.ShowTip("已选择支援英雄!")
else
NetManager.SetHelpHeroRequest(heroData.dynamicId,function(msg)
MonsterCampManager.SetMyHelpHeroData(self.curType,heroData,nil)
if msg.drop and msg.drop.itemlist and #msg.drop.itemlist > 0 then
local item = msg.drop.itemlist[1]
- PopupTipPanel.ShowTip(string.format("已选择神将,获得%s%s",item.itemNum,ConfigManager.GetConfigData(ConfigName.ItemConfig,item.itemId).Name))
+ PopupTipPanel.ShowTip(string.format("已选择英雄,获得%s%s",item.itemNum,ConfigManager.GetConfigData(ConfigName.ItemConfig,item.itemId).Name))
end
CheckRedPointStatus(redTrailType[self.curType])
CheckRedPointStatus(redTrailType1[self.curType])
diff --git a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua
index 44918af128..9ce186f27f 100644
--- a/Assets/ManagedResources/~Lua/View/JumpViewNew.lua
+++ b/Assets/ManagedResources/~Lua/View/JumpViewNew.lua
@@ -63,21 +63,21 @@ function JumpViewNew:OnOpen(jumpId,heroConfig,parent)
elseif self.jumpSData.Type == JumpType.Lottery then
self.costIconPos.gameObject:SetActive(false)
--self.desc.text = "设为心愿神将会有更高概率"
- self.desc.text = "使用点将神符抽取神将"
+ self.desc.text = "使用点将神符抽取英雄"
elseif self.jumpSData.Type == JumpType.Lottery then
self.costIconPos.gameObject:SetActive(false)
--self.desc.text = "设为心愿神将会有更高概率"
- self.desc.text = "使用点将神符抽取神将"
+ self.desc.text = "使用点将神符抽取英雄"
elseif self.jumpSData.Type == JumpType.ElementDrawCard then
self.info.text = GetLanguageStrById(self.jumpSData.Title)
self.costIconPos.gameObject:SetActive(false)
self.desc.text = "抽取时额外赠送元神玉"
elseif self.jumpSData.Type == JumpType.ZhuTiHuoDong then
self.costIconPos.gameObject:SetActive(false)
- self.desc.text = "每期轮替可召唤的神将"
+ self.desc.text = "每期轮替可召唤的英雄"
elseif self.jumpSData.Type == JumpType.StateActivity then
self.costIconPos.gameObject:SetActive(false)
- self.desc.text = "需要设置为心愿神将"
+ self.desc.text = "需要设置为心愿英雄"
elseif self.jumpSData.Type == JumpType.Store then
if self.jumpSData.Skipfactor[1] == SHOP_TYPE.ENDLESS_SHOP then
self.info.text = self.info.text.."(需刷新)"