Fixed traslation code of deck descriptions for new deckmenu.
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@@ -118,7 +118,7 @@ NO DECK AVAILABLE,=û
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PRESS CIRCLE TO GO TO THE DECK EDITOR!=按○键返回套牌编辑界面!
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# Opponent deck menu:
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Choose Opponent=选择对手
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Choose Your Opponent=选择对手
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##(easy)=(简单)
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##(hard)=(困难)
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Random=随机
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@@ -311,12 +311,15 @@ AN ERROR OCCURRED, CHECK FILE NAMES=
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##########################
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# Deck editor menu:
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Choose Deck To Edit=选择要编辑的套牌
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--NEW--=-新建套牌-
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Save=保存套牌
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Save & Rename=套牌另存为
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Switch decks without saving=放弃保存转到其他套牌
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##*Complete collection & reset*=
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Rename deck=重命名套牌
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Switch Decks=放弃保存转到其他套牌
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Rename Deck=重命名套牌
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Save & Quit Editor=保存套牌并退出编辑器
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Save As AI Deck=保存为AI套牌
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Quit Editor=退出编辑器
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# Info layer - directional keys:
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Prev. edition=上种颜色
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@@ -6,6 +6,22 @@
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# - 套牌说明部分词条按英文字母排序
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# - 本文件采用GB2312编码格式,使用非该字符集的汉字,游戏将无法显示
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##########################
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# DECK EDITOR #
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##########################
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Filter By...=定位你要寻找的卡牌。
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Switch Decks=放弃对当前套牌的修改,@以查看其他套牌。
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Rename Deck=更改套牌名称。
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Save & Quit Editor=保存对当前套牌的修改,@并返回主菜单。
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Save As AI Deck=所有的改变将成定居。
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Quit Editor=放弃对当前套牌的修改,@并返回主菜单。
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Cancel=关闭该菜单。
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##########################
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# AI DECK #
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##########################
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Air Sea Battle=准备面对仙灵和人鱼的恐怖吧。
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Alliance=在班特城堡,亚莎的祷者@发出战斗的号召。@请准备面对班特之光吧!
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Allied Warriors=作为一支山地,森林,@海洋,天空的联合军队@@"统一战线是我们的力量"
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@@ -213,7 +213,12 @@ void DeckMenu::Update(float dt){
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void DeckMenu::Add(int id, const char * text,string desc, bool forceFocus, DeckMetaData * deckMetaData) {
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DeckMenuItem * menuItem = NEW DeckMenuItem(this, id, fontId, text, 0, mY + kVerticalMargin + mCount*kLineHeight, (mCount == 0), autoTranslate, deckMetaData);
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menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
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Translator * t = Translator::GetInstance();
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map<string,string>::iterator it = t->deckValues.find(text);
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if (it != t->deckValues.end()) //translate decks desc
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menuItem->desc = it->second;
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else
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menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
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JGuiController::Add(menuItem);
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if (mCount <= maxItems)
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@@ -253,4 +258,4 @@ void DeckMenu::destroy(){
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DeckMenu::~DeckMenu()
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{
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SAFE_DELETE(scroller);
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}
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}
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@@ -79,19 +79,12 @@ vector<DeckMetaData *> GameState::getValidDeckMetaData( const string& path, cons
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void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
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{
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int deckNumber = 1;
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Translator * t = Translator::GetInstance();
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map<string,string>::iterator it;
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for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
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{
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DeckMetaData * deckMetaData = *i;
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string deckName = deckMetaData -> getName();
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string deckDescription = deckMetaData -> getDescription();
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//translate decks desc
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it = t->deckValues.find(deckName);
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if (it != t->deckValues.end())
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_menu->Add(deckNumber++, deckName.c_str(), it->second);
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else
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_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
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_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
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}
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}
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@@ -100,20 +93,13 @@ void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *
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void GameState::renderDeckMenu ( DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
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{
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int deckNumber = 1;
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Translator * t = Translator::GetInstance();
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map<string,string>::iterator it;
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for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
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{
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DeckMetaData * deckMetaData = *i;
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string deckName = deckMetaData -> getName();
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string deckDescription = deckMetaData -> getDescription();
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int deckId = deckMetaData -> getDeckId();
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//translate decks desc
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it = t->deckValues.find(deckName);
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if (it != t->deckValues.end())
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_menu->Add(deckNumber++, deckName.c_str(), it->second, false, deckMetaData);
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else
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_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
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//int deckId = deckMetaData -> getDeckId(); //do we need this?
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_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
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}
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}
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