fixed line breaker and translated com_nightmare 1-12
This commit is contained in:
@@ -1196,6 +1196,7 @@
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<None Include="Assets\StreamingAssets\JP\ks\nostay\nostay_ace\ace_no05.txt" />
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<None Include="Assets\StreamingAssets\JP\ks\stay\peter\pet_stay18.txt" />
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<None Include="Assets\StreamingAssets\EN\ks\com\com\com_no07.txt" />
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<None Include="Assets\AddressableAssetsData\link.xml" />
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<None Include="Assets\StreamingAssets\JP\ks\nostay\nostay_gowland\gow_no05.txt" />
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<None Include="Assets\StreamingAssets\EN\ks\stay\elliot\ell_stay18.txt" />
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<None Include="Assets\StreamingAssets\EN\ks\op\op03_tow.txt" />
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@@ -0,0 +1,25 @@
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<linker>
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<assembly fullname="Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
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<type fullname="UnityEngine.AddressableAssets.Addressables" preserve="all" />
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</assembly>
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<assembly fullname="Unity.Localization, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<type fullname="UnityEngine.Localization.Locale" preserve="all" />
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<type fullname="UnityEngine.Localization.Tables.SharedTableData" preserve="all" />
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<type fullname="UnityEngine.Localization.Tables.StringTable" preserve="all" />
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<type fullname="UnityEngine.Localization.LocaleIdentifier" preserve="nothing" serialized="true" />
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<type fullname="UnityEngine.Localization.Metadata.MetadataCollection" preserve="nothing" serialized="true" />
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<type fullname="UnityEngine.Localization.Tables.DistributedUIDGenerator" preserve="nothing" serialized="true" />
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<type fullname="UnityEngine.Localization.Tables.SharedTableData/SharedTableEntry" preserve="nothing" serialized="true" />
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<type fullname="UnityEngine.Localization.Tables.TableEntryData" preserve="nothing" serialized="true" />
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</assembly>
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<assembly fullname="Unity.ResourceManager, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider" preserve="all" />
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider" preserve="all" />
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider" preserve="all" />
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.LegacyResourcesProvider" preserve="all" />
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<type fullname="UnityEngine.ResourceManagement.ResourceProviders.SceneProvider" preserve="all" />
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</assembly>
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<assembly fullname="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
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<type fullname="UnityEngine.Object" preserve="all" />
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</assembly>
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</linker>
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 5818e9f5cc2c07147bf3fae620dae0c7
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,6 +1,7 @@
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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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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEngine;
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@@ -179,28 +180,40 @@ public class CMessageText
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int testWidth = 0;
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if (!UnityApp.PlatformApp.isJapanese)
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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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//Auto line breaker based on character widths
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}
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//Improved line breaker
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//Work around existing code since there was not line breaker that didn't split in the middle of words
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BMGlyph glyph = this.font.Font.GetGlyph((int)szMsg[i], true);
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if (glyph != null)
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{
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testWidth += glyph.width;
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}
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else
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if (glyph == null)
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{
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break;
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}
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int nSize = FontDef.GetFontInfo(nFontType).nSize;
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float num = (float)glyph.advance / (float)this.font.Font.charSize;
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int num2 = (int)((float)nSize * num);
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int num3 = (int)((float)nSize * ((float)glyph.height / (float)this.font.Font.charSize));
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num2 = (int)((float)num2 * FontDef.GetFontInfo(nFontType).fStretch);
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num3 = (int)((float)num3 * FontDef.GetFontInfo(nFontType).fStretch);
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//Increase line width with each character added
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testWidth += num2;
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//If there is a line break reset count
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if (szMsg[i] == '\n')
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{
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testWidth = 0;
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}
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if (testWidth > 960)
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if (testWidth > this.m_Clip.nCx)
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{
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for (int j = i; j >= 0; j--)
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{
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@@ -89,7 +89,7 @@ PlayerSettings:
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bakeCollisionMeshes: 0
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forceSingleInstance: 1
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useFlipModelSwapchain: 1
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resizableWindow: 1
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resizableWindow: 0
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useMacAppStoreValidation: 0
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macAppStoreCategory: public.app-category.games
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gpuSkinning: 0
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@@ -99,7 +99,7 @@ PlayerSettings:
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xboxEnableKinectAutoTracking: 0
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xboxEnableFitness: 0
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visibleInBackground: 0
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allowFullscreenSwitch: 1
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allowFullscreenSwitch: 0
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fullscreenMode: 3
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xboxSpeechDB: 0
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xboxEnableHeadOrientation: 0
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