mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-02 20:26:03 +08:00
446 lines
17 KiB
C#
446 lines
17 KiB
C#
namespace EggLink.DanhengServer.Internationalization.Message;
|
||
|
||
#region Root
|
||
|
||
public class LanguageCHS
|
||
{
|
||
public GameTextCHS Game { get; } = new();
|
||
public ServerTextCHS Server { get; } = new();
|
||
public WordTextCHS Word { get; } = new(); // a placeholder for the actual word text
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Layer 1
|
||
|
||
/// <summary>
|
||
/// path: Game
|
||
/// </summary>
|
||
public class GameTextCHS
|
||
{
|
||
public CommandTextCHS Command { get; } = new();
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Server
|
||
/// </summary>
|
||
public class ServerTextCHS
|
||
{
|
||
public WebTextCHS Web { get; } = new();
|
||
public ServerInfoTextCHS ServerInfo { get; } = new();
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Word
|
||
/// </summary>
|
||
public class WordTextCHS
|
||
{
|
||
public string Rank => "星魂";
|
||
public string Avatar => "角色";
|
||
public string Material => "材料";
|
||
public string Relic => "遗器";
|
||
public string Equipment => "光锥";
|
||
public string Talent => "行迹";
|
||
public string Banner => "卡池";
|
||
public string Activity => "活动";
|
||
public string Buff => "祝福";
|
||
public string Miracle => "奇物";
|
||
public string Unlock => "奢侈品";
|
||
|
||
// server info
|
||
public string Config => "配置文件";
|
||
public string Language => "语言";
|
||
public string Log => "日志";
|
||
public string GameData => "游戏数据";
|
||
public string Database => "数据库";
|
||
public string Command => "命令";
|
||
public string WebServer => "Web服务器";
|
||
public string Plugin => "插件";
|
||
public string Handler => "包处理器";
|
||
public string Dispatch => "全局分发";
|
||
public string Game => "游戏";
|
||
public string Handbook => "手册";
|
||
public string NotFound => "未找到";
|
||
public string Error => "错误";
|
||
public string FloorInfo => "区域文件";
|
||
public string FloorGroupInfo => "区域组文件";
|
||
public string FloorMissingResult => "传送与世界生成";
|
||
public string FloorGroupMissingResult => "传送、怪物战斗与世界生成";
|
||
public string Mission => "任务";
|
||
public string MissionInfo => "任务文件";
|
||
public string SubMission => "子任务";
|
||
public string SubMissionInfo => "子任务文件";
|
||
public string MazeSkill => "角色秘技";
|
||
public string MazeSkillInfo => "角色秘技文件";
|
||
public string Dialogue => "模拟宇宙事件";
|
||
public string DialogueInfo => "模拟宇宙事件文件";
|
||
public string Performance => "剧情操作";
|
||
public string PerformanceInfo => "剧情操作文件";
|
||
public string RogueChestMap => "模拟宇宙地图";
|
||
public string RogueChestMapInfo => "模拟宇宙地图文件";
|
||
public string ChessRogueRoom => "模拟宇宙DLC";
|
||
public string ChessRogueRoomInfo => "模拟宇宙DLC文件";
|
||
|
||
public string DatabaseAccount => "数据库账号";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Layer 2
|
||
|
||
#region GameText
|
||
|
||
/// <summary>
|
||
/// path: Game.Command
|
||
/// </summary>
|
||
public class CommandTextCHS
|
||
{
|
||
public NoticeTextCHS Notice { get; } = new();
|
||
|
||
public HeroTextCHS Hero { get; } = new();
|
||
public AvatarTextCHS Avatar { get; } = new();
|
||
public GiveTextCHS Give { get; } = new();
|
||
public GiveAllTextCHS GiveAll { get; } = new();
|
||
public LineupTextCHS Lineup { get; } = new();
|
||
public HelpTextCHS Help { get; } = new();
|
||
public KickTextCHS Kick { get; } = new();
|
||
public MissionTextCHS Mission { get; } = new();
|
||
public RelicTextCHS Relic { get; } = new();
|
||
public ReloadTextCHS Reload { get; } = new();
|
||
public RogueTextCHS Rogue { get; } = new();
|
||
public SceneTextCHS Scene { get; } = new();
|
||
public UnlockAllTextCHS UnlockAll { get; } = new();
|
||
public MailTextCHS Mail { get; } = new();
|
||
public RaidTextCHS Raid { get; } = new();
|
||
public AccountTextCHS Account { get; } = new();
|
||
public UnstuckTextCHS Unstuck { get; } = new();
|
||
public SetlevelTextCHS Setlevel { get; } = new();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ServerText
|
||
|
||
/// <summary>
|
||
/// path: Server.Web
|
||
/// </summary>
|
||
public class WebTextCHS
|
||
{
|
||
public string Maintain => "服务器正在维修,请稍后尝试。";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Server.ServerInfo
|
||
/// </summary>
|
||
public class ServerInfoTextCHS
|
||
{
|
||
public string Shutdown => "关闭中…";
|
||
public string CancelKeyPressed => "已按下取消键 (Ctrl + C),服务器即将关闭…";
|
||
public string StartingServer => "正在启动 DanhengServer…";
|
||
public string LoadingItem => "正在加载 {0}…";
|
||
public string RegisterItem => "注册了 {0} 个 {1}。";
|
||
public string FailedToLoadItem => "加载 {0} 失败。";
|
||
public string FailedToInitializeItem => "初始化 {0} 失败。";
|
||
public string FailedToReadItem => "读取 {0} 失败,文件{1}";
|
||
public string GeneratedItem => "已生成 {0}。";
|
||
public string LoadedItem => "已加载 {0}。";
|
||
public string LoadedItems => "已加载 {0} 个 {1}。";
|
||
public string ServerRunning => "{0} 服务器正在监听 {1}";
|
||
public string ServerStarted => "启动完成!用时 {0}s,击败了99%的用户,输入 ‘help’ 来获取命令帮助"; // 玩梗,考虑英语版本将其本土化
|
||
public string MissionEnabled => "任务系统已启用,此功能仍在开发中,且可能不会按预期工作,如果遇见任何bug,请汇报给开发者。";
|
||
|
||
public string ConfigMissing => "{0} 缺失,请检查你的资源文件夹:{1},{2} 可能不能使用。";
|
||
public string UnloadedItems => "卸载了所有 {0}。";
|
||
public string SaveDatabase => "已保存数据库,用时 {0}s";
|
||
public string WaitForAllDone => "现在还不可以进入游戏,请等待所有项目加载完成后再试";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion
|
||
|
||
#region Layer 3
|
||
|
||
#region CommandText
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Notice
|
||
/// </summary>
|
||
public class NoticeTextCHS
|
||
{
|
||
public string PlayerNotFound => "未找到玩家!";
|
||
public string InvalidArguments => "无效的参数!";
|
||
public string NoPermission => "你没有权限这么做!";
|
||
public string CommandNotFound => "未找到命令! 输入 '/help' 来获取帮助";
|
||
public string TargetOffline => "目标 {0}({1}) 离线了!清除当前目标";
|
||
public string TargetFound => "找到目标 {0}({1}),下一次命令将默认对其执行";
|
||
public string TargetNotFound => "未找到目标 {0}!";
|
||
public string InternalError => "在处理命令时发生了内部错误!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Hero
|
||
/// </summary>
|
||
public class HeroTextCHS
|
||
{
|
||
public string Desc =>
|
||
"切换主角的性别/形态\n当切换性别时,genderId为1代表男性,2代表女性\n当切换形态时,8001代表毁灭命途,8003代表存护命途,8005代表同谐命途。\n注意,切换性别时会清空所有可选命途以及行迹,为不可逆操作!";
|
||
|
||
public string Usage => "用法:/hero gender [genderId]\n\n用法:/hero type [typeId]";
|
||
public string GenderNotSpecified => "性别不存在!";
|
||
public string HeroTypeNotSpecified => "主角类型不存在!";
|
||
public string GenderChanged => "性别已更改!";
|
||
public string HeroTypeChanged => "主角类型已更改!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.UnlockAll
|
||
/// </summary>
|
||
public class UnlockAllTextCHS
|
||
{
|
||
public string Desc =>
|
||
"解锁所有在类别内的对象\n" +
|
||
"使用 /unlockall mission 以完成所有任务,使用后会被踢出,重新登录后可能会被教程卡住,请谨慎使用";
|
||
|
||
public string Usage => "用法:/unlockall mission";
|
||
public string AllMissionsUnlocked => "所有任务已解锁!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Avatar
|
||
/// </summary>
|
||
public class AvatarTextCHS
|
||
{
|
||
public string Desc => "设定玩家已有角色的属性\n设置行迹等级时,设置X级即设置所有行迹节点至X级,若大于此节点允许的最高等级,设置为最高等级\n注意:-1意为所有已拥有角色";
|
||
|
||
public string Usage =>
|
||
"用法:/avatar talent [角色ID/-1] [行迹等级]\n\n用法:/avatar get [角色ID]\n\n用法:/avatar rank [角色ID/-1] [星魂]\n\n用法:/avatar level [角色ID/-1] [角色等级]";
|
||
|
||
public string InvalidLevel => "{0}等级无效";
|
||
public string AllAvatarsLevelSet => "已将全部角色 {0}等级设置为 {1}";
|
||
public string AvatarLevelSet => "已将 {0} 角色 {1}等级设置为 {2}";
|
||
public string AvatarNotFound => "角色不存在!";
|
||
public string AvatarGet => "获取到角色 {0}!";
|
||
public string AvatarFailedGet => "获取角色 {0} 失败!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Give
|
||
/// </summary>
|
||
public class GiveTextCHS
|
||
{
|
||
public string Desc => "给予玩家物品,此处可输入角色ID,但无法设置行迹、等级及星魂";
|
||
public string Usage => "用法:/give <物品ID> l<等级> x<数量> r<叠影>";
|
||
public string ItemNotFound => "未找到物品!";
|
||
public string GiveItem => "给予 @{0} {1} 个物品 {2}";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.GiveAll
|
||
/// </summary>
|
||
public class GiveAllTextCHS
|
||
{
|
||
public string Desc => "给予玩家全部指定类型的物品\navatar意为角色,equipment意为光锥,relic意为遗器,unlock意为气泡、手机壁纸、头像";
|
||
|
||
public string Usage =>
|
||
"用法:/giveall avatar r<星魂> l<等级>\n\n用法:/giveall equipment r<叠影> l<等级> x<数量>\n\n用法:/giveall relic l<等级> x<数量>\n\n用法:/giveall unlock";
|
||
|
||
public string GiveAllItems => "已给予所有 {0}, 各 {1} 个";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Lineup
|
||
/// </summary>
|
||
public class LineupTextCHS
|
||
{
|
||
public string Desc => "管理玩家的队伍\n秘技点一次性只能获得两个";
|
||
public string Usage => "用法:/lineup mp [秘技点数量]\n\n用法:/lineup heal";
|
||
public string PlayerGainedMp => "玩家已获得 {0} 秘技点";
|
||
public string HealedAllAvatars => "成功治愈当前队伍中的所有角色";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Help
|
||
/// </summary>
|
||
public class HelpTextCHS
|
||
{
|
||
public string Desc => "显示帮助信息";
|
||
public string Usage => "用法:/help\n\n用法:/help [命令]";
|
||
public string Commands => "命令:";
|
||
public string CommandPermission => "所需权限: ";
|
||
public string CommandAlias => "命令别名:";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Kick
|
||
/// </summary>
|
||
public class KickTextCHS
|
||
{
|
||
public string Desc => "踢出玩家";
|
||
public string Usage => "用法:/kick";
|
||
public string PlayerKicked => "玩家 {0} 已被踢出!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mission
|
||
/// </summary>
|
||
public class MissionTextCHS
|
||
{
|
||
public string Desc =>
|
||
"管理玩家的任务\n" +
|
||
"使用 pass 完成当前正在进行的所有任务,此命令易造成严重卡顿,请尽量使用 /mission finish 替代\n" +
|
||
"使用 running 获取正在进行的任务以及可能卡住的任务,使用后可能会出现较长任务列表,请注意甄别\n" +
|
||
"使用 reaccept 可重新进行指定主任务,请浏览 handbook 来获取主任务ID";
|
||
|
||
public string Usage =>
|
||
"用法:/mission pass\n\n用法:/mission finish [子任务ID]\n\n用法:/mission running\n\n用法:/mission reaccept [主任务ID]";
|
||
|
||
public string AllMissionsFinished => "所有任务已完成!";
|
||
public string AllRunningMissionsFinished => "共 {0} 个进行中的任务已完成!";
|
||
public string MissionFinished => "任务 {0} 已完成!";
|
||
public string InvalidMissionId => "无效的任务ID!";
|
||
public string NoRunningMissions => "没有正在进行的任务!";
|
||
|
||
public string RunningMissions => "正在进行的任务:";
|
||
public string PossibleStuckMissions => "可能卡住的任务:";
|
||
public string MainMission => "主任务";
|
||
|
||
public string MissionReAccepted => "重新接受任务 {0}!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Relic
|
||
/// </summary>
|
||
public class RelicTextCHS
|
||
{
|
||
public string Desc => "管理玩家的遗器\n主词条可选,副词条可选,但至少存在其中之一\n等级限制:1≤等级≤9999";
|
||
|
||
public string Usage =>
|
||
"用法:/relic <遗器ID> <主词条ID> <小词条ID1:小词条等级> <小词条ID2:小词条等级> <小词条ID3:小词条等级> <小词条ID4:小词条等级> l<等级> x<数量>";
|
||
|
||
public string RelicNotFound => "遗器不存在!";
|
||
public string InvalidMainAffixId => "主词条ID无效";
|
||
public string InvalidSubAffixId => "副词条ID无效";
|
||
public string RelicGiven => "给予玩家 @{0} {1} 个遗器 {2}, 主词条 {3}";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Reload
|
||
/// </summary>
|
||
public class ReloadTextCHS
|
||
{
|
||
public string Desc => "重新加载指定的配置\n配置名:banner - 卡池, activity - 活动";
|
||
public string Usage => "用法:/reload <配置名>";
|
||
public string ConfigReloaded => "配置 {0} 已重新加载!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Rogue
|
||
/// </summary>
|
||
public class RogueTextCHS
|
||
{
|
||
public string Desc => "管理玩家模拟宇宙中的数据\n-1意为所有祝福(已拥有祝福)\n使用 buff 来获取祝福\n使用 enhance 来强化祝福";
|
||
|
||
public string Usage =>
|
||
"用法:/rogue money [宇宙碎片数量]\n\n用法:/rogue buff [祝福ID/-1]\n\n用法:/rogue miracle [奇物ID]\n\n用法:/rogue enhance [祝福ID/-1]\n\n用法:/rogue unstuck - 脱离事件";
|
||
|
||
public string PlayerGainedMoney => "玩家已获得 {0} 宇宙碎片";
|
||
public string PlayerGainedAllItems => "玩家已获得所有{0}";
|
||
public string PlayerGainedItem => "玩家已获得{0} {1}";
|
||
public string PlayerEnhancedBuff => "玩家已强化祝福 {0}";
|
||
public string PlayerEnhancedAllBuffs => "玩家已强化所有祝福";
|
||
public string PlayerUnstuck => "玩家已脱离事件";
|
||
public string NotFoundItem => "未找到 {0}!";
|
||
public string PlayerNotInRogue => "玩家不在模拟宇宙中!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Scene
|
||
/// </summary>
|
||
public class SceneTextCHS
|
||
{
|
||
public string Desc =>
|
||
"管理玩家场景\n" +
|
||
"提示:此组大多为调试使用,使用命令前,请确保你清楚你在做什么!\n" +
|
||
"使用 prop 来设置道具状态,在Common/Enums/Scene/PropStateEnum.cs获取状态列表\n" +
|
||
"使用 unlockall 来解锁场景内所有道具(即将所有能设置为open状态的道具设置为open状态),此命令有较大可能会导致游戏加载卡条约90%,使用 /scene reset <floorId> 来解决问题\n" +
|
||
"使用 change 来进入指定场景,要获取EntryId,请访问 Resources/MapEntrance.json\n" +
|
||
"使用 reload 来重新加载当前场景,并回到初始位置\n" +
|
||
"使用 reset 来重置指定场景所有道具状态,要获取当前FloorId,请使用 /scene cur";
|
||
|
||
public string Usage =>
|
||
"用法:/scene prop [组ID] [道具ID] [状态]\n\n用法:/scene remove [实体ID]\n\n用法:/scene unlockall\n\n用法:/scene change [entryId]\n\n用法:/scene reload\n\n用法:/scene reset <floorId>";
|
||
|
||
public string LoadedGroups => "已加载组: {0}";
|
||
public string PropStateChanged => "道具: {0} 的状态已设置为 {1}";
|
||
public string PropNotFound => "未找到道具!";
|
||
public string EntityRemoved => "实体 {0} 已被移除";
|
||
public string EntityNotFound => "未找到实体!";
|
||
public string AllPropsUnlocked => "所有道具已解锁!";
|
||
public string SceneChanged => "已进入场景 {0}";
|
||
public string SceneReloaded => "场景已重新加载!";
|
||
public string SceneReset => "已重置场景 {0} 中所有道具状态!";
|
||
public string CurrentScene => "当前场景Entry Id: {0}, Plane Id: {1}, Floor Id: {2}";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mail
|
||
/// </summary>
|
||
public class MailTextCHS
|
||
{
|
||
public string Desc => "管理玩家的邮件";
|
||
public string Usage => "用法:/mail [发送名称] [模板ID] [过期天数] _TITLE [标题] _CONTENT [内容]";
|
||
public string MailSent => "邮件已发送!";
|
||
public string MailSentWithAttachment => "带附件的邮件已发送!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Raid
|
||
/// </summary>
|
||
public class RaidTextCHS
|
||
{
|
||
public string Desc => "管理玩家的任务临时场景";
|
||
public string Usage => "用法:/raid leave - 离开临时场景";
|
||
public string Leaved => "已离开临时场景!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Account
|
||
/// </summary>
|
||
public class AccountTextCHS
|
||
{
|
||
public string Desc => "创建账号\n注意:此命令未经测试,请谨慎使用!";
|
||
public string Usage => "用法:/account create <用户名>";
|
||
public string InvalidUid => "无效UID参数!";
|
||
public string CreateError => "出现内部错误 {0} ";
|
||
public string CreateSuccess => "新账号 {0} 创建成功!";
|
||
public string DuplicateAccount => "账号 {0} 已存在!";
|
||
public string DuplicateUID => "UID {0} 已存在!";
|
||
public string DataError => "新账号获取失败! {0}!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Unstuck
|
||
/// </summary>
|
||
public class UnstuckTextCHS
|
||
{
|
||
public string Desc => "将玩家传送回默认场景";
|
||
public string Usage => "用法:/unstuck <UID>";
|
||
public string UnstuckSuccess => "已成功将该玩家传送回默认场景";
|
||
public string UidNotExist => "该UID不存在!";
|
||
public string PlayerIsOnline => "该玩家目前在线上!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Setlevel
|
||
/// </summary>
|
||
public class SetlevelTextCHS
|
||
{
|
||
public string Desc => "设定玩家等级";
|
||
public string Usage => "用法:/setlevel <等级>";
|
||
public string SetlevelSuccess => "等级设定成功!";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion |