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)"