refactor: centralize localization keys and remove runtime Chinese literals

This commit is contained in:
2026-06-23 21:19:42 +08:00
parent 34c99701ca
commit 036243fd4a
32 changed files with 873 additions and 403 deletions
@@ -1,9 +1,10 @@
using System;
using System;
using System.Linq;
using HarmonyLib;
using UnityEngine;
using UXAssist.Common;
using UXAssist.Common.ModFeatures;
using CheatEnabler;
namespace CheatEnabler.Functions.DysonSphere;
@@ -16,7 +17,7 @@ public static class ShellCompletionFunctions
if (resolved == null) return;
var (dysonSphere, star) = resolved.Value;
UIMessageBox.Show("CheatEnabler".Translate(), string.Format("This will complete all Dyson Sphere shells on \"{0}\". Are you sure?".Translate(), star.displayName), "取消".Translate(), "确定".Translate(), UIMessageBox.QUESTION, null, () =>
UIMessageBox.Show("CheatEnabler".Translate(), string.Format("This will complete all Dyson Sphere shells on \"{0}\". Are you sure?".Translate(), star.displayName), Localization.Cancel.Translate(), Localization.Ok.Translate(), UIMessageBox.QUESTION, null, () =>
{
var totalNodeSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalNodeSP");
var totalFrameSpInfo = AccessTools.Field(typeof(DysonSphereLayer), "totalFrameSP");