Fixed traslation code of deck descriptions for new deckmenu.
This commit is contained in:
@@ -118,7 +118,7 @@ NO DECK AVAILABLE,=û
|
|||||||
PRESS CIRCLE TO GO TO THE DECK EDITOR!=按○键返回套牌编辑界面!
|
PRESS CIRCLE TO GO TO THE DECK EDITOR!=按○键返回套牌编辑界面!
|
||||||
|
|
||||||
# Opponent deck menu:
|
# Opponent deck menu:
|
||||||
Choose Opponent=选择对手
|
Choose Your Opponent=选择对手
|
||||||
##(easy)=(简单)
|
##(easy)=(简单)
|
||||||
##(hard)=(困难)
|
##(hard)=(困难)
|
||||||
Random=随机
|
Random=随机
|
||||||
@@ -311,12 +311,15 @@ AN ERROR OCCURRED, CHECK FILE NAMES=
|
|||||||
##########################
|
##########################
|
||||||
|
|
||||||
# Deck editor menu:
|
# Deck editor menu:
|
||||||
|
Choose Deck To Edit=选择要编辑的套牌
|
||||||
--NEW--=-新建套牌-
|
--NEW--=-新建套牌-
|
||||||
Save=保存套牌
|
Save=保存套牌
|
||||||
Save & Rename=套牌另存为
|
Save & Rename=套牌另存为
|
||||||
Switch decks without saving=放弃保存转到其他套牌
|
Switch Decks=放弃保存转到其他套牌
|
||||||
##*Complete collection & reset*=
|
Rename Deck=重命名套牌
|
||||||
Rename deck=重命名套牌
|
Save & Quit Editor=保存套牌并退出编辑器
|
||||||
|
Save As AI Deck=保存为AI套牌
|
||||||
|
Quit Editor=退出编辑器
|
||||||
|
|
||||||
# Info layer - directional keys:
|
# Info layer - directional keys:
|
||||||
Prev. edition=上种颜色
|
Prev. edition=上种颜色
|
||||||
|
|||||||
@@ -6,6 +6,22 @@
|
|||||||
# - 套牌说明部分词条按英文字母排序
|
# - 套牌说明部分词条按英文字母排序
|
||||||
# - 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
|
# - 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
|
||||||
|
|
||||||
|
##########################
|
||||||
|
# DECK EDITOR #
|
||||||
|
##########################
|
||||||
|
|
||||||
|
Filter By...=定位你要寻找的卡牌。
|
||||||
|
Switch Decks=放弃对当前套牌的修改,@以查看其他套牌。
|
||||||
|
Rename Deck=更改套牌名称。
|
||||||
|
Save & Quit Editor=保存对当前套牌的修改,@并返回主菜单。
|
||||||
|
Save As AI Deck=所有的改变将成定居。
|
||||||
|
Quit Editor=放弃对当前套牌的修改,@并返回主菜单。
|
||||||
|
Cancel=关闭该菜单。
|
||||||
|
|
||||||
|
##########################
|
||||||
|
# AI DECK #
|
||||||
|
##########################
|
||||||
|
|
||||||
Air Sea Battle=准备面对仙灵和人鱼的恐怖吧。
|
Air Sea Battle=准备面对仙灵和人鱼的恐怖吧。
|
||||||
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!
|
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!
|
||||||
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"
|
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"
|
||||||
|
|||||||
@@ -213,7 +213,12 @@ void DeckMenu::Update(float dt){
|
|||||||
|
|
||||||
void DeckMenu::Add(int id, const char * text,string desc, bool forceFocus, DeckMetaData * deckMetaData) {
|
void DeckMenu::Add(int id, const char * text,string desc, bool forceFocus, DeckMetaData * deckMetaData) {
|
||||||
DeckMenuItem * menuItem = NEW DeckMenuItem(this, id, fontId, text, 0, mY + kVerticalMargin + mCount*kLineHeight, (mCount == 0), autoTranslate, deckMetaData);
|
DeckMenuItem * menuItem = NEW DeckMenuItem(this, id, fontId, text, 0, mY + kVerticalMargin + mCount*kLineHeight, (mCount == 0), autoTranslate, deckMetaData);
|
||||||
menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
|
Translator * t = Translator::GetInstance();
|
||||||
|
map<string,string>::iterator it = t->deckValues.find(text);
|
||||||
|
if (it != t->deckValues.end()) //translate decks desc
|
||||||
|
menuItem->desc = it->second;
|
||||||
|
else
|
||||||
|
menuItem->desc = deckMetaData ? deckMetaData->getDescription() : desc;
|
||||||
|
|
||||||
JGuiController::Add(menuItem);
|
JGuiController::Add(menuItem);
|
||||||
if (mCount <= maxItems)
|
if (mCount <= maxItems)
|
||||||
@@ -253,4 +258,4 @@ void DeckMenu::destroy(){
|
|||||||
DeckMenu::~DeckMenu()
|
DeckMenu::~DeckMenu()
|
||||||
{
|
{
|
||||||
SAFE_DELETE(scroller);
|
SAFE_DELETE(scroller);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -79,19 +79,12 @@ vector<DeckMetaData *> GameState::getValidDeckMetaData( const string& path, cons
|
|||||||
void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
|
void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
|
||||||
{
|
{
|
||||||
int deckNumber = 1;
|
int deckNumber = 1;
|
||||||
Translator * t = Translator::GetInstance();
|
|
||||||
map<string,string>::iterator it;
|
|
||||||
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
|
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
|
||||||
{
|
{
|
||||||
DeckMetaData * deckMetaData = *i;
|
DeckMetaData * deckMetaData = *i;
|
||||||
string deckName = deckMetaData -> getName();
|
string deckName = deckMetaData -> getName();
|
||||||
string deckDescription = deckMetaData -> getDescription();
|
string deckDescription = deckMetaData -> getDescription();
|
||||||
//translate decks desc
|
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
|
||||||
it = t->deckValues.find(deckName);
|
|
||||||
if (it != t->deckValues.end())
|
|
||||||
_menu->Add(deckNumber++, deckName.c_str(), it->second);
|
|
||||||
else
|
|
||||||
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str());
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -100,20 +93,13 @@ void GameState::renderDeckMenu ( SimpleMenu * _menu, const vector<DeckMetaData *
|
|||||||
void GameState::renderDeckMenu ( DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
|
void GameState::renderDeckMenu ( DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList )
|
||||||
{
|
{
|
||||||
int deckNumber = 1;
|
int deckNumber = 1;
|
||||||
Translator * t = Translator::GetInstance();
|
|
||||||
map<string,string>::iterator it;
|
|
||||||
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
|
for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
|
||||||
{
|
{
|
||||||
DeckMetaData * deckMetaData = *i;
|
DeckMetaData * deckMetaData = *i;
|
||||||
string deckName = deckMetaData -> getName();
|
string deckName = deckMetaData -> getName();
|
||||||
string deckDescription = deckMetaData -> getDescription();
|
string deckDescription = deckMetaData -> getDescription();
|
||||||
int deckId = deckMetaData -> getDeckId();
|
//int deckId = deckMetaData -> getDeckId(); //do we need this?
|
||||||
//translate decks desc
|
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
|
||||||
it = t->deckValues.find(deckName);
|
|
||||||
if (it != t->deckValues.end())
|
|
||||||
_menu->Add(deckNumber++, deckName.c_str(), it->second, false, deckMetaData);
|
|
||||||
else
|
|
||||||
_menu->Add( deckNumber++ ,deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user