spanish support
This commit is contained in:
@@ -1,4 +1,5 @@
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using System;
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using Assets.Scripts;
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using Qoo;
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using Qoo.Game;
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using Qoo.Input;
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@@ -138,7 +139,14 @@ public class AdventureMenuWindow : SubTaskBaseWindow
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new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
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new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
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new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
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new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "タイトル画面へ戻りますか?" : "Return to Title Screen?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
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new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4,
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UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Return to Title Screen?",
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LocaleEnum.Spanish => "Spanish translation exit to menu message",
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_ => "タイトル画面へ戻りますか?"
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}, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
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};
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}
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return new BaseWindow.UIComponent[]
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@@ -157,7 +165,19 @@ public class AdventureMenuWindow : SubTaskBaseWindow
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new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
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new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
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new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
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new BaseWindow.UIText("Confirm_MSG", 480, UnityApp.Instance.isJapanese ? 230 : 210, this.wndz + 4, UnityApp.Instance.isJapanese ? "回想を停止しますか?" : "Do you want to stop\nreplaying this event?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
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new BaseWindow.UIText("Confirm_MSG", 480,
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UnityApp.Instance.locale switch
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{
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LocaleEnum.English => 210,
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LocaleEnum.Spanish => 210,
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_ => 230
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}, this.wndz + 4,
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UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Do you want to stop\nreplaying this event?",
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LocaleEnum.Spanish => "Spanish translation exit event replay message",
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_ => "回想を停止しますか?"
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}, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
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};
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}
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@@ -254,15 +274,12 @@ public class AdventureMenuWindow : SubTaskBaseWindow
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base.GameObjectShow("CofirmCollision", show);
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if (show)
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{
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if (UnityApp.Instance.isJapanese)
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{
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this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "回想を停止しますか?" : "タイトル画面へ戻りますか?");
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}
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else
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{
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this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "Do you want to stop\nreplaying this event?" : "Return to Title Screen?");
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}
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this.SetText("Confirm_MSG", (UnityApp.Instance.locale switch
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{
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LocaleEnum.English => !AdventureMenuWindow.IsNormal ? "Do you want to stop\nreplaying this event?" : "Return to Title Screen?",
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LocaleEnum.Spanish => !AdventureMenuWindow.IsNormal ? "Spanish translation exit event replay message" : "Spanish translation exit to menu message",
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_ => !AdventureMenuWindow.IsNormal ? "回想を停止しますか?" : "タイトル画面へ戻りますか?"
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}));
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}
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else
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{
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@@ -54,16 +54,7 @@ public class CBackLogWnd : UserBaseClass
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unityTextSprite.z = 1301;
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unityTextSprite.SetColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
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unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
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if (!UnityApp.PlatformApp.isJapanese)
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{
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UnityEngine.Debug.LogWarning(UnityApp.PlatformApp.preferredFontSize);
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unityTextSprite.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
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}
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else
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{
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unityTextSprite.AddText("♪", 28);
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}
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unityTextSprite.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
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unityTextSprite.Show = false;
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}
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this.InitLog();
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@@ -389,18 +380,8 @@ public class CBackLogWnd : UserBaseClass
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unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
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unityTextSprite2.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
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}
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if (!UnityApp.PlatformApp.isJapanese)
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{
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UnityEngine.Debug.LogWarning(UnityApp.PlatformApp.preferredFontSize);
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unityTextSprite.AddText(linedata.pszTxt, UnityApp.PlatformApp.preferredFontSize);
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unityTextSprite2.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
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}
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else
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{
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unityTextSprite.AddText(linedata.pszTxt, 28);
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unityTextSprite2.AddText("♪", 28);
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}
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unityTextSprite.AddText(linedata.pszTxt, UnityApp.PlatformApp.preferredFontSize);
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unityTextSprite2.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
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if (linedata.nType == CBackLogWnd.LINETYPE.LINETYPE_MES)
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{
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unityTextSprite.x = 204;
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@@ -1,4 +1,5 @@
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using Qoo.Def;
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using Assets.Scripts;
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using Qoo.Def;
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using Qoo.Game;
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using System.Collections.Generic;
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using System.Reflection.Emit;
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@@ -178,16 +179,12 @@ public class CMessageText
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{
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int testWidth = 0;
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if (!UnityApp.PlatformApp.isJapanese)
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// formatting for non-Japanese languages
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if (UnityApp.Instance.locale != LocaleEnum.Japanese)
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{
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CMessageText.m_isHyphenation = true;
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for (int i = 0; i < szMsg.Length; i++)
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{
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//Force diacritics to closest letter with no accent mark
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if (Regex.IsMatch(szMsg[i].ToString(), "[À-ž]"))
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{
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szMsg = szMsg.Remove(i, 1).Insert(i, szMsg[i].ToString().Normalize(NormalizationForm.FormC).Normalize(NormalizationForm.FormD));
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}
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//Improved line breaker
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@@ -1,4 +1,5 @@
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using System;
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using Assets.Scripts;
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using Qoo.Game;
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using UnityEngine;
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@@ -119,43 +120,48 @@ public class GalleryInputNameDialogWindow : BaseWindow
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switch (this.type)
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{
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case GalleryInputNameDialogType.EMPTY:
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return UnityApp.Instance.isJapanese ? "名前が入力されていません。" : "No name entered";
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return UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "No name entered",
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LocaleEnum.Spanish => "Spanish translation for no name error",
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_ => "名前が入力されていません"
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};
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case GalleryInputNameDialogType.OVER:
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return UnityApp.Instance.isJapanese ? "入力できる名前は7文字までです。" : "You can enter up to 7 characters";
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return UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "You can enter up to 7 characters",
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LocaleEnum.Spanish => "Spanish translation name length message",
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_ => "入力できる名前は7文字までです。"
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};
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case GalleryInputNameDialogType.INVALIDCHAR:
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return UnityApp.Instance.isJapanese ? "表示できない文字が含まれています。" : "Input contains characters that cannot be displayed";
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return UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Input contains characters that cannot be displayed",
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LocaleEnum.Spanish => "Spanish translation for contains invalid characters error",
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_ => "表示できない文字が含まれています。"
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};
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case GalleryInputNameDialogType.CONFIRM:
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if (UnityApp.Instance.isJapanese)
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if (line == 0)
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{
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if (line == 0)
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{
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string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
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string paramString = GameData.GetParamString("familyname", string.Empty);
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return string.Format("「{0}={1}」です。", galleryInputNameDialog_Name, paramString);
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}
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if (line != 1)
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{
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return string.Empty;
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}
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return "よろしいですか?";
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}
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else
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string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
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string paramString = GameData.GetParamString("familyname", string.Empty);
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return string.Format(UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "{0} {1}",
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LocaleEnum.Spanish => "{0} {1}",
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_ => "「{0}={1}」です。"
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}, galleryInputNameDialog_Name, paramString);
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}
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if (line != 1)
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{
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if (line == 0)
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{
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string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
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string galleryInputNameDialog_LastName = UIValue.GalleryInputNameDialog_LastName;
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//string paramString = GameData.GetParamString("familyname", string.Empty);
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return string.Format("Is {0} {1} correct?", galleryInputNameDialog_Name, galleryInputNameDialog_LastName);
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}
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if (line != 1)
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{
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return string.Empty;
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}
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return string.Empty;
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}
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return string.Empty;
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}
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return UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Is this Correct?",
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LocaleEnum.Spanish => "Spanish translation name confirmation message",
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_ => "よろしいですか?"
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};
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default:
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return string.Empty;
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}
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@@ -32,15 +32,17 @@ namespace Game
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msgwnd_STYLE_DATA.posFrm = new Point3(0, 181, 800);
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msgwnd_STYLE_DATA.posName[0] = new Point3(86, 170, 803);
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msgwnd_STYLE_DATA.posName[1] = new Point3(126, 170, 802);
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if (!UnityApp.PlatformApp.isJapanese)
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switch (UnityApp.Instance.locale)
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{
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msgwnd_STYLE_DATA.posTxt = new Point3(104, 198, 801);
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msgwnd_STYLE_DATA.sizeTxt = new Size(704, 136);
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}
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else
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{
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msgwnd_STYLE_DATA.posTxt = new Point3(109, 198, 801);
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msgwnd_STYLE_DATA.sizeTxt = new Size(654, 136);
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case Assets.Scripts.LocaleEnum.English:
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case Assets.Scripts.LocaleEnum.Spanish:
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msgwnd_STYLE_DATA.posTxt = new Point3(104, 198, 801);
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msgwnd_STYLE_DATA.sizeTxt = new Size(704, 136);
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break;
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default:
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msgwnd_STYLE_DATA.posTxt = new Point3(109, 198, 801);
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msgwnd_STYLE_DATA.sizeTxt = new Size(654, 136);
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break;
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}
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msgwnd_STYLE_DATA.posFace = new Point3(0, 173, 803);
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msgwnd_STYLE_DATA.posBrk = new Point3(459, 252, 802);
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Localization;
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// Token: 0x020000DD RID: 221
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public class NameInputKeyboard : MonoBehaviour
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@@ -80,15 +81,20 @@ public class NameInputKeyboard : MonoBehaviour
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}
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if (ScreenKeyboardManager.IsCancel)
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{
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if (UnityApp.Instance.isJapanese)
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switch (UnityApp.Instance.locale)
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{
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NameInputKeyboard.Instance.m_inputText = "アリス";
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NameInputKeyboard.Instance.m_inputTextLastName = "リデル";
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}
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else
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{
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NameInputKeyboard.Instance.m_inputText = "Alice";
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NameInputKeyboard.Instance.m_inputTextLastName = "Liddell";
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case Assets.Scripts.LocaleEnum.English:
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NameInputKeyboard.Instance.m_inputText = "Alice";
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NameInputKeyboard.Instance.m_inputTextLastName = "Liddell";
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break;
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case Assets.Scripts.LocaleEnum.Spanish:
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NameInputKeyboard.Instance.m_inputText = "Alice";
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NameInputKeyboard.Instance.m_inputTextLastName = "Liddell";
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break;
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default:
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NameInputKeyboard.Instance.m_inputText = "アリス";
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NameInputKeyboard.Instance.m_inputTextLastName = "リデル";
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break;
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}
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}
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@@ -10,10 +10,18 @@ public static class Pathing
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get
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{
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string locale = "/JP/";
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if (!UnityApp.Instance.isJapanese)
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switch (UnityApp.Instance.locale)
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{
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locale = "/EN/";
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}
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case Assets.Scripts.LocaleEnum.English:
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locale = "/EN/";
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break;
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case Assets.Scripts.LocaleEnum.Spanish:
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locale = "/SP/";
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break;
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default:
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locale = "/JP/";
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break;
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}
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return Application.streamingAssetsPath + locale;
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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using Assets.Scripts;
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using Qoo.Game;
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namespace Qoo.Def
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@@ -90,8 +91,20 @@ namespace Qoo.Def
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// Token: 0x040004FE RID: 1278
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private static readonly GameDef.GAME_PARAM_TABLE[] g_GameParamTable = new GameDef.GAME_PARAM_TABLE[]
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{
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UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("firstname", "アリス", false) : new GameDef.GAME_PARAM_TABLE("firstname", "Alice", false),
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UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("familyname", "リデル", false) : new GameDef.GAME_PARAM_TABLE("familyname", "Liddell", false),
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new GameDef.GAME_PARAM_TABLE("firstname", UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Alice",
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LocaleEnum.Spanish => "Alice",
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_ => "アリス"
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}, false),
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new GameDef.GAME_PARAM_TABLE("familyname", UnityApp.Instance.locale switch
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{
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LocaleEnum.English => "Liddell",
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LocaleEnum.Spanish => "Liddell",
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_ => "リデル"
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}, false),
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new GameDef.GAME_PARAM_TABLE("scene", string.Empty, false),
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new GameDef.GAME_PARAM_TABLE("memory", string.Empty, false),
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new GameDef.GAME_PARAM_TABLE("map_bg", string.Empty, false),
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@@ -7,12 +7,24 @@ namespace Qoo.Def
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{
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void Awake()
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{
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if (!UnityApp.Instance.isJapanese)
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{
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MSG_SAVE_CONFIRM = "Do you want to save?";
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MSG_OVER_CONFIRM = "Do you want to overwrite this save?";
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MSG_LOAD_CONFIRM = "Do you want to load this save?";
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}
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switch (UnityApp.Instance.locale)
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{
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case Assets.Scripts.LocaleEnum.English:
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MSG_SAVE_CONFIRM = "Do you want to save?";
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MSG_LOAD_CONFIRM = "Do you want to load this save?";
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MSG_OVER_CONFIRM = "Do you want to overwrite this Save?";
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break;
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case Assets.Scripts.LocaleEnum.Spanish:
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MSG_SAVE_CONFIRM = "Spanish translation save message";
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MSG_LOAD_CONFIRM = "Spanish translation load message";
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MSG_OVER_CONFIRM = "Spanish translation overwrite confirm message";
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break;
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default:
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MSG_SAVE_CONFIRM = "セーブしますか?";
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MSG_LOAD_CONFIRM = "ロードしますか?";
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MSG_OVER_CONFIRM = "上書きしますか";
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break;
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}
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}
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// Token: 0x04000565 RID: 1381
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Assets.Scripts;
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using Game;
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using Qoo.Input;
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using Qoo.Wnd;
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@@ -82,15 +83,20 @@ namespace Qoo.Game
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UnityEngine.Debug.LogWarning("first");
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KsExec.confirm = false;
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KsExec.confirmResult = false;
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if (UnityApp.Instance.isJapanese)
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{
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KsExec.editName = "アリス";
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KsExec.editLastName = "リデル";
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}
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else
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switch (UnityApp.Instance.locale)
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{
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KsExec.editName = "Alice";
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KsExec.editLastName = "Liddell";
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case Assets.Scripts.LocaleEnum.English:
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KsExec.editName = "Alice";
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KsExec.editLastName = "Liddell";
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break;
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case Assets.Scripts.LocaleEnum.Spanish:
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KsExec.editName = "Alice";
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KsExec.editLastName = "Liddell";
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break;
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default:
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KsExec.editName = "アリス";
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KsExec.editLastName = "リデル";
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break;
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}
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NameInputKeyboard.DebugInputText = KsExec.editName;
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NameInputKeyboard.DebugInputTextLastName = KsExec.editLastName;
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@@ -151,7 +157,24 @@ namespace Qoo.Game
|
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}*/
|
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if (UnityApp.Instance.isJapanese)
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msgs = new string[]
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{
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string.Format(
|
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UnityApp.Instance.locale switch
|
||||
{
|
||||
LocaleEnum.English => "{0} {1}",
|
||||
LocaleEnum.Spanish => "{0} {1}",
|
||||
_ => "「{0}={1}」です。"
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||||
}, arg, arg2),
|
||||
UnityApp.Instance.locale switch
|
||||
{
|
||||
LocaleEnum.English => "Is this Correct?",
|
||||
LocaleEnum.Spanish => "Spanish translation name confirmation message",
|
||||
_ => "よろしいですか?"
|
||||
}
|
||||
};
|
||||
|
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/*if (UnityApp.Instance.isJapanese)
|
||||
{
|
||||
msgs = new string[]
|
||||
{
|
||||
@@ -165,8 +188,8 @@ namespace Qoo.Game
|
||||
{
|
||||
string.Format("Is {0} {1} correct?", arg, arg2)
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}*/
|
||||
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult)));
|
||||
KsExec.confirm = true;
|
||||
KsExec.confirmResult = false;
|
||||
|
||||
@@ -60,7 +60,20 @@ public class SaveLoadManager
|
||||
{
|
||||
string text = SaveLoadManager.SAVEDATA_NAME + index.ToString();
|
||||
byte[] array = null;
|
||||
for (int i = 0; i < SaveLoadManager.SAVE_RETRY_CNT; i++)
|
||||
|
||||
string saveFailureMsg = "ゲームデータの保存を正常に終了できませんでした。";
|
||||
|
||||
switch (UnityApp.Instance.locale)
|
||||
{
|
||||
case Assets.Scripts.LocaleEnum.English:
|
||||
saveFailureMsg = "The game data could not be saved";
|
||||
break;
|
||||
case Assets.Scripts.LocaleEnum.Spanish:
|
||||
saveFailureMsg = "Spanish translation save failure message?";
|
||||
break;
|
||||
}
|
||||
|
||||
for (int i = 0; i < SaveLoadManager.SAVE_RETRY_CNT; i++)
|
||||
{
|
||||
try
|
||||
{
|
||||
@@ -77,28 +90,28 @@ public class SaveLoadManager
|
||||
catch (Exception ex2)
|
||||
{
|
||||
Qoo.Debug.Print(ex2.Message);
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_CATCH_EXCEPTION, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_CATCH_EXCEPTION, saveFailureMsg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (array == null)
|
||||
{
|
||||
Qoo.Debug.Print("####Save file create error");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_DATA_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_DATA_CREATE, saveFailureMsg);
|
||||
return false;
|
||||
}
|
||||
string text2 = BytesHash.CreateHashCode(array);
|
||||
if (text2 == null)
|
||||
{
|
||||
Qoo.Debug.Print("####hash = null death");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HASHCODE_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HASHCODE_CREATE, saveFailureMsg);
|
||||
return false;
|
||||
}
|
||||
info.HashCode = text2;
|
||||
if (SaveLoadManager.SaveToXML<SaveFileInfo>("H_" + text + "_TMP", info, Encoding.UTF8, false) == null)
|
||||
{
|
||||
Qoo.Debug.Print("header file save error");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HEADER_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HEADER_CREATE, saveFailureMsg);
|
||||
return false;
|
||||
}
|
||||
try
|
||||
@@ -117,7 +130,7 @@ public class SaveLoadManager
|
||||
catch (Exception ex3)
|
||||
{
|
||||
Qoo.Debug.Print(ex3.Message);
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_RENAME, "ゲームデータの保存を正常に終了できませんでした。");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_RENAME, saveFailureMsg);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -157,7 +170,20 @@ public class SaveLoadManager
|
||||
public static byte[] Load(int index)
|
||||
{
|
||||
string text = SaveLoadManager.SAVEDATA_NAME + index.ToString();
|
||||
if (!File.Exists(SaveLoadManager.SAVEDIR + "/" + text))
|
||||
|
||||
string loadFailureMsg = "ゲームデータの読込を正常に終了できませんでした。";
|
||||
|
||||
switch (UnityApp.Instance.locale)
|
||||
{
|
||||
case Assets.Scripts.LocaleEnum.English:
|
||||
loadFailureMsg = "The game data could not be loaded";
|
||||
break;
|
||||
case Assets.Scripts.LocaleEnum.Spanish:
|
||||
loadFailureMsg = "Spanish translation load failure message?";
|
||||
break;
|
||||
}
|
||||
|
||||
if (!File.Exists(SaveLoadManager.SAVEDIR + "/" + text))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
@@ -180,20 +206,20 @@ public class SaveLoadManager
|
||||
catch (Exception ex2)
|
||||
{
|
||||
Qoo.Debug.Print(ex2.Message);
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD_CATCH_EXCEPTION, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD_CATCH_EXCEPTION, loadFailureMsg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (array == null)
|
||||
{
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD, loadFailureMsg);
|
||||
return null;
|
||||
}
|
||||
string hashCode = BytesHash.CreateHashCode(array);
|
||||
if (!saveFileInfo.CheckHash(hashCode))
|
||||
{
|
||||
Qoo.Debug.Print("hash ga tigau yo");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.UNMATCH_SAVE_HASH, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.UNMATCH_SAVE_HASH, loadFailureMsg);
|
||||
return null;
|
||||
}
|
||||
return array;
|
||||
|
||||
@@ -86,18 +86,37 @@ public class SaveLoadWindow : BaseWindow
|
||||
base.GameObjectShow("Confirm_YES", show);
|
||||
base.GameObjectShow("Confirm_NO", show);
|
||||
base.GameObjectShow("CofirmCollision", show);
|
||||
if (show)
|
||||
|
||||
string saveConfirmMsg = "セーブしますか?";
|
||||
string loadConfirmMsg = "ロードしますか?";
|
||||
string overConfirmMsg = "上書きしますか?";
|
||||
|
||||
switch (UnityApp.Instance.locale)
|
||||
{
|
||||
case Assets.Scripts.LocaleEnum.English:
|
||||
saveConfirmMsg = "Do you want to save?";
|
||||
loadConfirmMsg = "Do you want to load this save?";
|
||||
overConfirmMsg = "Do you want to overwrite this Save?";
|
||||
break;
|
||||
case Assets.Scripts.LocaleEnum.Spanish:
|
||||
saveConfirmMsg = "Spanish translation save message";
|
||||
loadConfirmMsg = "Spanish translation load message";
|
||||
overConfirmMsg = "Spanish translation overwrite confirm message";
|
||||
break;
|
||||
}
|
||||
|
||||
if (show)
|
||||
{
|
||||
switch (ct)
|
||||
{
|
||||
case SaveLoadWindow.ConfrmType.Save:
|
||||
this.SetText("SaveConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "セーブしますか?" : "Do you want to save?");
|
||||
this.SetText("SaveConfirmMsg", (!show) ? string.Empty : saveConfirmMsg);
|
||||
break;
|
||||
case SaveLoadWindow.ConfrmType.Load:
|
||||
this.SetText("LoadConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "ロードしますか?" : "Do you want to load this save?");
|
||||
this.SetText("LoadConfirmMsg", (!show) ? string.Empty : loadConfirmMsg);
|
||||
break;
|
||||
case SaveLoadWindow.ConfrmType.Over:
|
||||
this.SetText("OverConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "上書きしますか?" : "Do you want to overwrite this Save?");
|
||||
this.SetText("OverConfirmMsg", (!show) ? string.Empty : overConfirmMsg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -305,7 +324,27 @@ public class SaveLoadWindow : BaseWindow
|
||||
string[] saveDataIcons = this.GetSaveDataIcons();
|
||||
int num = 188;
|
||||
int num2 = 131;
|
||||
return new BaseWindow.UIComponent[]
|
||||
|
||||
string saveConfirmMsg = "セーブしますか?";
|
||||
string loadConfirmMsg = "ロードしますか?";
|
||||
string overConfirmMsg = "上書きしますか?";
|
||||
|
||||
switch (UnityApp.Instance.locale)
|
||||
{
|
||||
case Assets.Scripts.LocaleEnum.English:
|
||||
saveConfirmMsg = "Do you want to save?";
|
||||
loadConfirmMsg = "Do you want to load this save?";
|
||||
overConfirmMsg = "Do you want to overwrite this Save?";
|
||||
break;
|
||||
case Assets.Scripts.LocaleEnum.Spanish:
|
||||
saveConfirmMsg = "Spanish translation save message";
|
||||
loadConfirmMsg = "Spanish translation load message";
|
||||
overConfirmMsg = "Spanish translation overwrite confirm message";
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
return new BaseWindow.UIComponent[]
|
||||
{
|
||||
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/cgmemory2/cgm_bg_1", true, true),
|
||||
new BaseWindow.UIImage("Banner", 0, 0, this.wndz + 1, "screen/sysmenu/sys_bnr_" + str, true, true),
|
||||
@@ -329,9 +368,9 @@ public class SaveLoadWindow : BaseWindow
|
||||
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
||||
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
||||
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
||||
new BaseWindow.UIText("SaveConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "セーブしますか?" : "Do you want to save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIText("LoadConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "ロードしますか?" : "Do you want to load this save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIText("OverConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "上書きしますか?" : "Do you want to overwrite this Save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
||||
new BaseWindow.UIText("SaveConfirmMsg", 480, 230, this.wndz + 4, saveConfirmMsg, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIText("LoadConfirmMsg", 480, 230, this.wndz + 4, loadConfirmMsg, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIText("OverConfirmMsg", 480, 230, this.wndz + 4, overConfirmMsg, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -117,6 +117,8 @@ public class ScreenResWindow : BaseWindow
|
||||
new BaseWindow.UIText("JPOption", column2Text, column2TextHeight += (columnHeightIncrement * 2), this.wndz + 4, "日本語", 30, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.Center, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIButton("EN", column2Button, column2ButtonHeight += columnHeightIncrement, this.wndz + 3, "screen/title/buy02", true, true, 1, 2, 0),
|
||||
new BaseWindow.UIText("ENOption", column2Text, column2TextHeight += columnHeightIncrement, this.wndz + 4, "English", 30, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.Center, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
new BaseWindow.UIButton("SP", column2Button, column2ButtonHeight += columnHeightIncrement, this.wndz + 3, "screen/title/buy02", true, true, 1, 2, 0),
|
||||
new BaseWindow.UIText("SPOption", column2Text, column2TextHeight += columnHeightIncrement, this.wndz + 4, "Español", 30, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.Center, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||
|
||||
//new BaseWindow.UIImage("ArrowL", 33, 80, this.wndz + 3, "screen/cgmemory/cgm_arwl", false, true),
|
||||
//new BaseWindow.UIImage("ArrowR", 848, 80, this.wndz + 3, "screen/cgmemory/cgm_arwr", false, true)
|
||||
@@ -179,8 +181,12 @@ public class ScreenResWindow : BaseWindow
|
||||
{
|
||||
"EN",
|
||||
11
|
||||
}
|
||||
};
|
||||
},
|
||||
{
|
||||
"SP",
|
||||
12
|
||||
}
|
||||
};
|
||||
}
|
||||
int num;
|
||||
if (this.dict.TryGetValue(obj, out num))
|
||||
@@ -243,17 +249,20 @@ public class ScreenResWindow : BaseWindow
|
||||
}
|
||||
else if (num == 10)
|
||||
{
|
||||
UnityEngine.PlayerPrefs.SetInt("language", 0);
|
||||
//UnityApp.Instance.isJapanese = true;
|
||||
UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.Japanese);
|
||||
RebootGame();
|
||||
}
|
||||
else if (num == 11)
|
||||
{
|
||||
UnityEngine.PlayerPrefs.SetInt("language", 1);
|
||||
//UnityApp.Instance.isJapanese = false;
|
||||
UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.English);
|
||||
RebootGame();
|
||||
}
|
||||
}
|
||||
else if (num == 12)
|
||||
{
|
||||
UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.Spanish);
|
||||
RebootGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Assets.Scripts;
|
||||
using Qoo.Application;
|
||||
using Qoo.Game;
|
||||
using UnityEngine;
|
||||
@@ -70,9 +71,8 @@ public class TitleWindow : BaseWindow
|
||||
new BaseWindow.UICollision("BtnGuard", 0, 0, this.wndz + 3, 960, 544),
|
||||
new BaseWindow.UIButton("BtnScreenRes", 16, 472, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0)
|
||||
};
|
||||
if (!UnityApp.Instance.isJapanese)
|
||||
if (UnityApp.Instance.locale != LocaleEnum.Japanese)
|
||||
{
|
||||
|
||||
components.Add(new BaseWindow.UIButton("BtnCredits", 16, 402, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0));
|
||||
}
|
||||
return components.ToArray();
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Assets.Scripts;
|
||||
using Qoo;
|
||||
using Qoo.Application;
|
||||
using Qoo.File;
|
||||
@@ -23,14 +24,21 @@ public class UnityApp : Singleton<UnityApp>
|
||||
private void Start()
|
||||
{
|
||||
int language = PlayerPrefs.GetInt("language");
|
||||
if (language == 0)
|
||||
switch (language)
|
||||
{
|
||||
isJapanese = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
isJapanese = false;
|
||||
}
|
||||
case 0:
|
||||
this.locale = LocaleEnum.Japanese;
|
||||
break;
|
||||
case 1:
|
||||
this.locale = LocaleEnum.English;
|
||||
break;
|
||||
case 2:
|
||||
this.locale = LocaleEnum.Spanish;
|
||||
break;
|
||||
default:
|
||||
this.locale = LocaleEnum.Japanese;
|
||||
break;
|
||||
}
|
||||
//UnityEngine.Object.DontDestroyOnLoad(this);
|
||||
Application.targetFrameRate = 60;
|
||||
this.preferredFontSize = 28;
|
||||
@@ -319,7 +327,9 @@ public class UnityApp : Singleton<UnityApp>
|
||||
// Token: 0x04000774 RID: 1908
|
||||
private bool m_isInit;
|
||||
|
||||
internal bool isJapanese;
|
||||
//internal bool isJapanese;
|
||||
|
||||
internal LocaleEnum locale = LocaleEnum.Japanese;
|
||||
|
||||
public int preferredFontSize = 28;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user