spanish support

Main
Arneth 2 years ago
parent e3b5962ecd
commit 0810b1b4df

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,5 @@
using System; using System;
using Assets.Scripts;
using Qoo; using Qoo;
using Qoo.Game; using Qoo.Game;
using Qoo.Input; using Qoo.Input;
@ -138,7 +139,14 @@ public class AdventureMenuWindow : SubTaskBaseWindow
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false), 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_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.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
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)
new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4,
UnityApp.Instance.locale switch
{
LocaleEnum.English => "Return to Title Screen",
LocaleEnum.Spanish => "Spanish translation exit to menu message",
_ => "タイトル画面へ戻りますか?"
}, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
}; };
} }
return new BaseWindow.UIComponent[] return new BaseWindow.UIComponent[]
@ -157,7 +165,19 @@ public class AdventureMenuWindow : SubTaskBaseWindow
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false), 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_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.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
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) new BaseWindow.UIText("Confirm_MSG", 480,
UnityApp.Instance.locale switch
{
LocaleEnum.English => 210,
LocaleEnum.Spanish => 210,
_ => 230
}, this.wndz + 4,
UnityApp.Instance.locale switch
{
LocaleEnum.English => "Do you want to stop\nreplaying this event",
LocaleEnum.Spanish => "Spanish translation exit event replay message",
_ => "回想を停止しますか?"
}, 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
}; };
} }
@ -254,15 +274,12 @@ public class AdventureMenuWindow : SubTaskBaseWindow
base.GameObjectShow("CofirmCollision", show); base.GameObjectShow("CofirmCollision", show);
if (show) if (show)
{ {
if (UnityApp.Instance.isJapanese) this.SetText("Confirm_MSG", (UnityApp.Instance.locale switch
{ {
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?"); LocaleEnum.English => !AdventureMenuWindow.IsNormal ? "Do you want to stop\nreplaying this event" : "Return to Title Screen",
} LocaleEnum.Spanish => !AdventureMenuWindow.IsNormal ? "Spanish translation exit event replay message" : "Spanish translation exit to menu message",
else _ => !AdventureMenuWindow.IsNormal ? "回想を停止しますか?" : "タイトル画面へ戻りますか?"
{ }));
this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "Do you want to stop\nreplaying this event" : "Return to Title Screen");
}
} }
else else
{ {

@ -54,16 +54,7 @@ public class CBackLogWnd : UserBaseClass
unityTextSprite.z = 1301; unityTextSprite.z = 1301;
unityTextSprite.SetColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)); unityTextSprite.SetColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)); unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
if (!UnityApp.PlatformApp.isJapanese)
{
UnityEngine.Debug.LogWarning(UnityApp.PlatformApp.preferredFontSize);
unityTextSprite.AddText("♪", UnityApp.PlatformApp.preferredFontSize); unityTextSprite.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
}
else
{
unityTextSprite.AddText("♪", 28);
}
unityTextSprite.Show = false; unityTextSprite.Show = false;
} }
this.InitLog(); this.InitLog();
@ -389,18 +380,8 @@ public class CBackLogWnd : UserBaseClass
unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)); unityTextSprite.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
unityTextSprite2.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)); unityTextSprite2.SetTextColor(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue));
} }
if (!UnityApp.PlatformApp.isJapanese)
{
UnityEngine.Debug.LogWarning(UnityApp.PlatformApp.preferredFontSize);
unityTextSprite.AddText(linedata.pszTxt, UnityApp.PlatformApp.preferredFontSize); unityTextSprite.AddText(linedata.pszTxt, UnityApp.PlatformApp.preferredFontSize);
unityTextSprite2.AddText("♪", UnityApp.PlatformApp.preferredFontSize); unityTextSprite2.AddText("♪", UnityApp.PlatformApp.preferredFontSize);
}
else
{
unityTextSprite.AddText(linedata.pszTxt, 28);
unityTextSprite2.AddText("♪", 28);
}
if (linedata.nType == CBackLogWnd.LINETYPE.LINETYPE_MES) if (linedata.nType == CBackLogWnd.LINETYPE.LINETYPE_MES)
{ {
unityTextSprite.x = 204; unityTextSprite.x = 204;

@ -1,4 +1,5 @@
using Qoo.Def; using Assets.Scripts;
using Qoo.Def;
using Qoo.Game; using Qoo.Game;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection.Emit; using System.Reflection.Emit;
@ -178,16 +179,12 @@ public class CMessageText
{ {
int testWidth = 0; int testWidth = 0;
if (!UnityApp.PlatformApp.isJapanese) // formatting for non-Japanese languages
if (UnityApp.Instance.locale != LocaleEnum.Japanese)
{ {
CMessageText.m_isHyphenation = true; CMessageText.m_isHyphenation = true;
for (int i = 0; i < szMsg.Length; i++) for (int i = 0; i < szMsg.Length; i++)
{ {
//Force diacritics to closest letter with no accent mark
if (Regex.IsMatch(szMsg[i].ToString(), "[À-ž]"))
{
szMsg = szMsg.Remove(i, 1).Insert(i, szMsg[i].ToString().Normalize(NormalizationForm.FormC).Normalize(NormalizationForm.FormD));
}
//Improved line breaker //Improved line breaker

@ -1,4 +1,5 @@
using System; using System;
using Assets.Scripts;
using Qoo.Game; using Qoo.Game;
using UnityEngine; using UnityEngine;
@ -119,43 +120,48 @@ public class GalleryInputNameDialogWindow : BaseWindow
switch (this.type) switch (this.type)
{ {
case GalleryInputNameDialogType.EMPTY: case GalleryInputNameDialogType.EMPTY:
return UnityApp.Instance.isJapanese ? "名前が入力されていません。" : "No name entered"; return UnityApp.Instance.locale switch
{
LocaleEnum.English => "No name entered",
LocaleEnum.Spanish => "Spanish translation for no name error",
_ => "名前が入力されていません"
};
case GalleryInputNameDialogType.OVER: case GalleryInputNameDialogType.OVER:
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"; return UnityApp.Instance.locale switch
{
LocaleEnum.English => "You can enter up to 7 characters",
LocaleEnum.Spanish => "Spanish translation name length message",
_ => "入力できる名前は7文字までです。"
};
case GalleryInputNameDialogType.INVALIDCHAR: case GalleryInputNameDialogType.INVALIDCHAR:
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"; return UnityApp.Instance.locale switch
case GalleryInputNameDialogType.CONFIRM:
if (UnityApp.Instance.isJapanese)
{ {
LocaleEnum.English => "Input contains characters that cannot be displayed",
LocaleEnum.Spanish => "Spanish translation for contains invalid characters error",
_ => "表示できない文字が含まれています。"
};
case GalleryInputNameDialogType.CONFIRM:
if (line == 0) if (line == 0)
{ {
string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name; string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
string paramString = GameData.GetParamString("familyname", string.Empty); string paramString = GameData.GetParamString("familyname", string.Empty);
return string.Format("「{0}{1}」です。", galleryInputNameDialog_Name, paramString); return string.Format(UnityApp.Instance.locale switch
}
if (line != 1)
{
return string.Empty;
}
return "よろしいですか?";
}
else
{ {
if (line == 0) LocaleEnum.English => "{0} {1}",
{ LocaleEnum.Spanish => "{0} {1}",
string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name; _ => "「{0}{1}」です。"
string galleryInputNameDialog_LastName = UIValue.GalleryInputNameDialog_LastName; }, galleryInputNameDialog_Name, paramString);
//string paramString = GameData.GetParamString("familyname", string.Empty);
return string.Format("Is {0} {1} correct?", galleryInputNameDialog_Name, galleryInputNameDialog_LastName);
} }
if (line != 1) if (line != 1)
{ {
return string.Empty; return string.Empty;
} }
return string.Empty; return UnityApp.Instance.locale switch
} {
LocaleEnum.English => "Is this Correct?",
LocaleEnum.Spanish => "Spanish translation name confirmation message",
_ => "よろしいですか?"
};
default: default:
return string.Empty; return string.Empty;
} }

@ -32,15 +32,17 @@ namespace Game
msgwnd_STYLE_DATA.posFrm = new Point3(0, 181, 800); msgwnd_STYLE_DATA.posFrm = new Point3(0, 181, 800);
msgwnd_STYLE_DATA.posName[0] = new Point3(86, 170, 803); msgwnd_STYLE_DATA.posName[0] = new Point3(86, 170, 803);
msgwnd_STYLE_DATA.posName[1] = new Point3(126, 170, 802); msgwnd_STYLE_DATA.posName[1] = new Point3(126, 170, 802);
if (!UnityApp.PlatformApp.isJapanese) switch (UnityApp.Instance.locale)
{ {
case Assets.Scripts.LocaleEnum.English:
case Assets.Scripts.LocaleEnum.Spanish:
msgwnd_STYLE_DATA.posTxt = new Point3(104, 198, 801); msgwnd_STYLE_DATA.posTxt = new Point3(104, 198, 801);
msgwnd_STYLE_DATA.sizeTxt = new Size(704, 136); msgwnd_STYLE_DATA.sizeTxt = new Size(704, 136);
} break;
else default:
{
msgwnd_STYLE_DATA.posTxt = new Point3(109, 198, 801); msgwnd_STYLE_DATA.posTxt = new Point3(109, 198, 801);
msgwnd_STYLE_DATA.sizeTxt = new Size(654, 136); msgwnd_STYLE_DATA.sizeTxt = new Size(654, 136);
break;
} }
msgwnd_STYLE_DATA.posFace = new Point3(0, 173, 803); msgwnd_STYLE_DATA.posFace = new Point3(0, 173, 803);
msgwnd_STYLE_DATA.posBrk = new Point3(459, 252, 802); msgwnd_STYLE_DATA.posBrk = new Point3(459, 252, 802);

@ -1,6 +1,7 @@
using System; using System;
using System.Collections; using System.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.Localization;
// Token: 0x020000DD RID: 221 // Token: 0x020000DD RID: 221
public class NameInputKeyboard : MonoBehaviour public class NameInputKeyboard : MonoBehaviour
@ -80,15 +81,20 @@ public class NameInputKeyboard : MonoBehaviour
} }
if (ScreenKeyboardManager.IsCancel) if (ScreenKeyboardManager.IsCancel)
{ {
if (UnityApp.Instance.isJapanese) switch (UnityApp.Instance.locale)
{
NameInputKeyboard.Instance.m_inputText = "アリス";
NameInputKeyboard.Instance.m_inputTextLastName = "リデル";
}
else
{ {
case Assets.Scripts.LocaleEnum.English:
NameInputKeyboard.Instance.m_inputText = "Alice"; NameInputKeyboard.Instance.m_inputText = "Alice";
NameInputKeyboard.Instance.m_inputTextLastName = "Liddell"; NameInputKeyboard.Instance.m_inputTextLastName = "Liddell";
break;
case Assets.Scripts.LocaleEnum.Spanish:
NameInputKeyboard.Instance.m_inputText = "Alice";
NameInputKeyboard.Instance.m_inputTextLastName = "Liddell";
break;
default:
NameInputKeyboard.Instance.m_inputText = "アリス";
NameInputKeyboard.Instance.m_inputTextLastName = "リデル";
break;
} }
} }

@ -10,9 +10,17 @@ public static class Pathing
get get
{ {
string locale = "/JP/"; string locale = "/JP/";
if (!UnityApp.Instance.isJapanese) switch (UnityApp.Instance.locale)
{ {
case Assets.Scripts.LocaleEnum.English:
locale = "/EN/"; locale = "/EN/";
break;
case Assets.Scripts.LocaleEnum.Spanish:
locale = "/SP/";
break;
default:
locale = "/JP/";
break;
} }
return Application.streamingAssetsPath + locale; return Application.streamingAssetsPath + locale;
} }

@ -1,4 +1,5 @@
using System; using System;
using Assets.Scripts;
using Qoo.Game; using Qoo.Game;
namespace Qoo.Def namespace Qoo.Def
@ -90,8 +91,20 @@ namespace Qoo.Def
// Token: 0x040004FE RID: 1278 // Token: 0x040004FE RID: 1278
private static readonly GameDef.GAME_PARAM_TABLE[] g_GameParamTable = new GameDef.GAME_PARAM_TABLE[] private static readonly GameDef.GAME_PARAM_TABLE[] g_GameParamTable = new GameDef.GAME_PARAM_TABLE[]
{ {
UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("firstname", "アリス", false) : new GameDef.GAME_PARAM_TABLE("firstname", "Alice", false),
UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("familyname", "リデル", false) : new GameDef.GAME_PARAM_TABLE("familyname", "Liddell", false),
new GameDef.GAME_PARAM_TABLE("firstname", UnityApp.Instance.locale switch
{
LocaleEnum.English => "Alice",
LocaleEnum.Spanish => "Alice",
_ => "アリス"
}, false),
new GameDef.GAME_PARAM_TABLE("familyname", UnityApp.Instance.locale switch
{
LocaleEnum.English => "Liddell",
LocaleEnum.Spanish => "Liddell",
_ => "リデル"
}, false),
new GameDef.GAME_PARAM_TABLE("scene", string.Empty, false), new GameDef.GAME_PARAM_TABLE("scene", string.Empty, false),
new GameDef.GAME_PARAM_TABLE("memory", string.Empty, false), new GameDef.GAME_PARAM_TABLE("memory", string.Empty, false),
new GameDef.GAME_PARAM_TABLE("map_bg", string.Empty, false), new GameDef.GAME_PARAM_TABLE("map_bg", string.Empty, false),

@ -7,11 +7,23 @@ namespace Qoo.Def
{ {
void Awake() void Awake()
{ {
if (!UnityApp.Instance.isJapanese) switch (UnityApp.Instance.locale)
{ {
case Assets.Scripts.LocaleEnum.English:
MSG_SAVE_CONFIRM = "Do you want to save?"; MSG_SAVE_CONFIRM = "Do you want to save?";
MSG_OVER_CONFIRM = "Do you want to overwrite this save"; MSG_LOAD_CONFIRM = "Do you want to load this save?";
MSG_LOAD_CONFIRM = "Do you want to load this save"; MSG_OVER_CONFIRM = "Do you want to overwrite this Save?";
break;
case Assets.Scripts.LocaleEnum.Spanish:
MSG_SAVE_CONFIRM = "Spanish translation save message";
MSG_LOAD_CONFIRM = "Spanish translation load message";
MSG_OVER_CONFIRM = "Spanish translation overwrite confirm message";
break;
default:
MSG_SAVE_CONFIRM = "セーブしますか?";
MSG_LOAD_CONFIRM = "ロードしますか?";
MSG_OVER_CONFIRM = "上書きしますか";
break;
} }
} }

@ -1,6 +1,7 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Assets.Scripts;
using Game; using Game;
using Qoo.Input; using Qoo.Input;
using Qoo.Wnd; using Qoo.Wnd;
@ -82,15 +83,20 @@ namespace Qoo.Game
UnityEngine.Debug.LogWarning("first"); UnityEngine.Debug.LogWarning("first");
KsExec.confirm = false; KsExec.confirm = false;
KsExec.confirmResult = false; KsExec.confirmResult = false;
if (UnityApp.Instance.isJapanese) switch (UnityApp.Instance.locale)
{
KsExec.editName = "アリス";
KsExec.editLastName = "リデル";
}
else
{ {
case Assets.Scripts.LocaleEnum.English:
KsExec.editName = "Alice"; KsExec.editName = "Alice";
KsExec.editLastName = "Liddell"; KsExec.editLastName = "Liddell";
break;
case Assets.Scripts.LocaleEnum.Spanish:
KsExec.editName = "Alice";
KsExec.editLastName = "Liddell";
break;
default:
KsExec.editName = "アリス";
KsExec.editLastName = "リデル";
break;
} }
NameInputKeyboard.DebugInputText = KsExec.editName; NameInputKeyboard.DebugInputText = KsExec.editName;
NameInputKeyboard.DebugInputTextLastName = KsExec.editLastName; NameInputKeyboard.DebugInputTextLastName = KsExec.editLastName;
@ -151,7 +157,24 @@ namespace Qoo.Game
}*/ }*/
if (UnityApp.Instance.isJapanese) msgs = new string[]
{
string.Format(
UnityApp.Instance.locale switch
{
LocaleEnum.English => "{0} {1}",
LocaleEnum.Spanish => "{0} {1}",
_ => "「{0}{1}」です。"
}, 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?"
}
};
/*if (UnityApp.Instance.isJapanese)
{ {
msgs = new string[] msgs = new string[]
{ {
@ -166,7 +189,7 @@ namespace Qoo.Game
string.Format("Is {0} {1} correct?", arg, arg2) string.Format("Is {0} {1} correct?", arg, arg2)
}; };
} }*/
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult))); UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult)));
KsExec.confirm = true; KsExec.confirm = true;
KsExec.confirmResult = false; KsExec.confirmResult = false;

@ -60,6 +60,19 @@ public class SaveLoadManager
{ {
string text = SaveLoadManager.SAVEDATA_NAME + index.ToString(); string text = SaveLoadManager.SAVEDATA_NAME + index.ToString();
byte[] array = null; byte[] array = null;
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++) for (int i = 0; i < SaveLoadManager.SAVE_RETRY_CNT; i++)
{ {
try try
@ -77,28 +90,28 @@ public class SaveLoadManager
catch (Exception ex2) catch (Exception ex2)
{ {
Qoo.Debug.Print(ex2.Message); 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; break;
} }
} }
if (array == null) if (array == null)
{ {
Qoo.Debug.Print("####Save file create error"); 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; return false;
} }
string text2 = BytesHash.CreateHashCode(array); string text2 = BytesHash.CreateHashCode(array);
if (text2 == null) if (text2 == null)
{ {
Qoo.Debug.Print("####hash = null death"); 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; return false;
} }
info.HashCode = text2; info.HashCode = text2;
if (SaveLoadManager.SaveToXML<SaveFileInfo>("H_" + text + "_TMP", info, Encoding.UTF8, false) == null) if (SaveLoadManager.SaveToXML<SaveFileInfo>("H_" + text + "_TMP", info, Encoding.UTF8, false) == null)
{ {
Qoo.Debug.Print("header file save error"); 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; return false;
} }
try try
@ -117,7 +130,7 @@ public class SaveLoadManager
catch (Exception ex3) catch (Exception ex3)
{ {
Qoo.Debug.Print(ex3.Message); 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; return true;
} }
@ -157,6 +170,19 @@ public class SaveLoadManager
public static byte[] Load(int index) public static byte[] Load(int index)
{ {
string text = SaveLoadManager.SAVEDATA_NAME + index.ToString(); string text = SaveLoadManager.SAVEDATA_NAME + index.ToString();
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)) if (!File.Exists(SaveLoadManager.SAVEDIR + "/" + text))
{ {
return null; return null;
@ -180,20 +206,20 @@ public class SaveLoadManager
catch (Exception ex2) catch (Exception ex2)
{ {
Qoo.Debug.Print(ex2.Message); 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; break;
} }
} }
if (array == null) 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; return null;
} }
string hashCode = BytesHash.CreateHashCode(array); string hashCode = BytesHash.CreateHashCode(array);
if (!saveFileInfo.CheckHash(hashCode)) if (!saveFileInfo.CheckHash(hashCode))
{ {
Qoo.Debug.Print("hash ga tigau yo"); 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 null;
} }
return array; return array;

@ -86,18 +86,37 @@ public class SaveLoadWindow : BaseWindow
base.GameObjectShow("Confirm_YES", show); base.GameObjectShow("Confirm_YES", show);
base.GameObjectShow("Confirm_NO", show); base.GameObjectShow("Confirm_NO", show);
base.GameObjectShow("CofirmCollision", show); base.GameObjectShow("CofirmCollision", 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) if (show)
{ {
switch (ct) switch (ct)
{ {
case SaveLoadWindow.ConfrmType.Save: 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; break;
case SaveLoadWindow.ConfrmType.Load: 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; break;
case SaveLoadWindow.ConfrmType.Over: 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; break;
} }
} }
@ -305,6 +324,26 @@ public class SaveLoadWindow : BaseWindow
string[] saveDataIcons = this.GetSaveDataIcons(); string[] saveDataIcons = this.GetSaveDataIcons();
int num = 188; int num = 188;
int num2 = 131; int num2 = 131;
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[] return new BaseWindow.UIComponent[]
{ {
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/cgmemory2/cgm_bg_1", true, true), new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/cgmemory2/cgm_bg_1", 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.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_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.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("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, 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("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, 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("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.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.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.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("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) //new BaseWindow.UIImage("ArrowR", 848, 80, this.wndz + 3, "screen/cgmemory/cgm_arwr", false, true)
@ -179,6 +181,10 @@ public class ScreenResWindow : BaseWindow
{ {
"EN", "EN",
11 11
},
{
"SP",
12
} }
}; };
} }
@ -243,14 +249,17 @@ public class ScreenResWindow : BaseWindow
} }
else if (num == 10) else if (num == 10)
{ {
UnityEngine.PlayerPrefs.SetInt("language", 0); UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.Japanese);
//UnityApp.Instance.isJapanese = true;
RebootGame(); RebootGame();
} }
else if (num == 11) else if (num == 11)
{ {
UnityEngine.PlayerPrefs.SetInt("language", 1); UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.English);
//UnityApp.Instance.isJapanese = false; RebootGame();
}
else if (num == 12)
{
UnityEngine.PlayerPrefs.SetInt("language", (int)Assets.Scripts.LocaleEnum.Spanish);
RebootGame(); RebootGame();
} }
} }

@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Assets.Scripts;
using Qoo.Application; using Qoo.Application;
using Qoo.Game; using Qoo.Game;
using UnityEngine; using UnityEngine;
@ -70,9 +71,8 @@ public class TitleWindow : BaseWindow
new BaseWindow.UICollision("BtnGuard", 0, 0, this.wndz + 3, 960, 544), 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) 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)); components.Add(new BaseWindow.UIButton("BtnCredits", 16, 402, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0));
} }
return components.ToArray(); return components.ToArray();

@ -1,5 +1,6 @@
using System; using System;
using System.Collections; using System.Collections;
using Assets.Scripts;
using Qoo; using Qoo;
using Qoo.Application; using Qoo.Application;
using Qoo.File; using Qoo.File;
@ -23,13 +24,20 @@ public class UnityApp : Singleton<UnityApp>
private void Start() private void Start()
{ {
int language = PlayerPrefs.GetInt("language"); int language = PlayerPrefs.GetInt("language");
if (language == 0) switch (language)
{ {
isJapanese = true; case 0:
} this.locale = LocaleEnum.Japanese;
else break;
{ case 1:
isJapanese = false; this.locale = LocaleEnum.English;
break;
case 2:
this.locale = LocaleEnum.Spanish;
break;
default:
this.locale = LocaleEnum.Japanese;
break;
} }
//UnityEngine.Object.DontDestroyOnLoad(this); //UnityEngine.Object.DontDestroyOnLoad(this);
Application.targetFrameRate = 60; Application.targetFrameRate = 60;
@ -319,7 +327,9 @@ public class UnityApp : Singleton<UnityApp>
// Token: 0x04000774 RID: 1908 // Token: 0x04000774 RID: 1908
private bool m_isInit; private bool m_isInit;
internal bool isJapanese; //internal bool isJapanese;
internal LocaleEnum locale = LocaleEnum.Japanese;
public int preferredFontSize = 28; public int preferredFontSize = 28;
} }

@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.Scripts
{
//Add additional locales here
public enum LocaleEnum
{
Japanese = 0,
English = 1,
Spanish = 2,
}
}

@ -0,0 +1,11 @@
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@ -1,14 +1,15 @@
using Assets.Scripts;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class SetLanguage : MonoBehaviour public class SetLanguage : MonoBehaviour
{ {
public int language = 0; public LocaleEnum language = LocaleEnum.Japanese;
public void OnLanguageSelect() public void OnLanguageSelect()
{ {
UnityEngine.PlayerPrefs.SetInt("language", language); UnityEngine.PlayerPrefs.SetInt("language", (int)language);
UnityEngine.PlayerPrefs.Save(); UnityEngine.PlayerPrefs.Save();
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