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.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
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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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}, arg, arg2),
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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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};
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/*if (UnityApp.Instance.isJapanese)
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{
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msgs = new string[]
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{
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@@ -165,8 +188,8 @@ namespace Qoo.Game
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{
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string.Format("Is {0} {1} correct?", arg, arg2)
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};
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}
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}*/
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UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult)));
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KsExec.confirm = true;
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KsExec.confirmResult = false;
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