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
+6 -12
View File
@@ -1,4 +1,4 @@
using System;
using System;
using System.IO;
using BepInEx.Configuration;
using CommonAPI.Systems;
@@ -65,8 +65,7 @@ public static class FactoryPatch
canOverride = true
}
);
I18N.Add("KEYToggleDoNotRenderEntities", "[UXA] Toggle Do Not Render Factory Entities", "[UXA] 切换不渲染工厂建筑实体");
_offgridfForPathsKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
_offgridfForPathsKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
{
key = new CombineKey(0, 0, ECombineKeyAction.OnceClick, true),
conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.UI | KeyBindConflict.FLYING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
@@ -74,8 +73,7 @@ public static class FactoryPatch
canOverride = true
}
);
I18N.Add("KEYOffgridForPaths", "[UXA] Build belts offgrid", "[UXA] 脱离网格建造传送带");
_cutConveyorBeltKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
_cutConveyorBeltKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
{
key = new CombineKey((int)KeyCode.X, CombineKey.ALT_COMB, ECombineKeyAction.OnceClick, false),
conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.FLYING | KeyBindConflict.SAILING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
@@ -83,8 +81,7 @@ public static class FactoryPatch
canOverride = true
}
);
I18N.Add("KEYCutConveyorBelt", "[UXA] Cut conveyor belt", "[UXA] 切割传送带");
_dismantleBlueprintSelectionKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
_dismantleBlueprintSelectionKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
{
key = new CombineKey((int)KeyCode.X, CombineKey.CTRL_COMB, ECombineKeyAction.OnceClick, false),
conflictGroup = KeyBindConflict.KEYBOARD_KEYBIND,
@@ -92,8 +89,7 @@ public static class FactoryPatch
canOverride = true
}
);
I18N.Add("KEYDismantleBlueprintSelection", "[UXA] Dismantle blueprint selected buildings", "[UXA] 拆除蓝图选中的建筑");
_selectAllBuildingsInBlueprintCopyKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
_selectAllBuildingsInBlueprintCopyKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
{
key = new CombineKey((int)KeyCode.A, CombineKey.CTRL_COMB, ECombineKeyAction.OnceClick, false),
conflictGroup = KeyBindConflict.KEYBOARD_KEYBIND,
@@ -101,9 +97,7 @@ public static class FactoryPatch
canOverride = true
}
);
I18N.Add("KEYSelectAllBuildingsInBlueprintCopy", "[UXA] Select all buildings in Blueprint Copy Mode", "[UXA] 蓝图复制时选择所有建筑");
BeltSignalPatch.InitPersist();
BeltSignalPatch.InitPersist();
VeinProtectionPatch.InitConfig();
UnlimitInteractiveEnabled.SettingChanged += (_, _) => ArchitectModePatch.UnlimitInteractive.Enable(UnlimitInteractiveEnabled.Value);
RemoveSomeConditionEnabled.SettingChanged += (_, _) => ArchitectModePatch.RemoveSomeConditionBuild.Enable(RemoveSomeConditionEnabled.Value);