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
@@ -1,4 +1,4 @@
using System;
using System;
using System.Reflection;
using HarmonyLib;
using UnityEngine;
@@ -147,12 +147,12 @@ public static class CombatSettingsPatch
};
text = (int)(__instance.aggresiveSlider.value + 0.5f) switch
{
0 => "活靶子".Translate(),
1 => "被动".Translate(),
2 => "消极".Translate(),
3 => "正常".Translate(),
4 => "积极".Translate(),
5 => "狂暴".Translate(),
0 => Localization.AggressivenessSittingDuck.Translate(),
1 => Localization.AggressivenessPassive.Translate(),
2 => Localization.AggressivenessNegative.Translate(),
3 => Localization.AggressivenessNormal.Translate(),
4 => Localization.AggressivenessAggressive.Translate(),
5 => Localization.AggressivenessRampage.Translate(),
_ => text
};
__instance.aggresiveText.text = text;
@@ -305,11 +305,11 @@ public static class CombatSettingsPatch
var gameDesc = new GameDesc();
var difficulty = __instance.combatSettings.difficulty;
var text2 = difficulty >= 9.9999f ? difficulty.ToString("0.00") : difficulty.ToString("0.000");
__instance.difficultyText.text = string.Format("难度系数值".Translate(), text2);
__instance.difficultyText.text = string.Format(Localization.DifficultyValueFormat.Translate(), text2);
__instance.difficultTipGroupDF.SetActive((__instance.combatSettings.aggressiveLevel == EAggressiveLevel.Rampage && difficulty > 4.5f) || difficulty > 6f);
__instance.gameDesc.CopyTo(gameDesc);
gameDesc.combatSettings = __instance.combatSettings;
__instance.propertyMultiplierText.text = "元数据生成倍率".Translate() + " " + gameDesc.propertyMultiplier.ToString("0%");
__instance.propertyMultiplierText.text = Localization.PropertyMultiplier.Translate() + " " + gameDesc.propertyMultiplier.ToString("0%");
return false;
}