mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-03 04:36:03 +08:00
413 lines
18 KiB
C#
413 lines
18 KiB
C#
namespace EggLink.DanhengServer.Internationalization.Message;
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#region Root
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public class LanguageCHS
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{
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public GameTextCHS Game { get; } = new();
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public ServerTextCHS Server { get; } = new();
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public WordTextCHS Word { get; } = new(); // a placeholder for the actual word text
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}
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#endregion
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#region Layer 1
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/// <summary>
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/// path: Game
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/// </summary>
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public class GameTextCHS
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{
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public CommandTextCHS Command { get; } = new();
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}
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/// <summary>
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/// path: Server
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/// </summary>
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public class ServerTextCHS
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{
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public WebTextCHS Web { get; } = new();
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public ServerInfoTextCHS ServerInfo { get; } = new();
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}
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/// <summary>
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/// path: Word
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/// </summary>
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public class WordTextCHS
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{
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public string Rank { get; } = "星魂";
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public string Avatar { get; } = "角色";
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public string Material { get; } = "材料";
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public string Relic { get; } = "遗器";
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public string Equipment { get; } = "光锥";
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public string Talent { get; } = "行迹";
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public string Banner { get; } = "卡池";
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public string Activity { get; } = "活动";
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public string Buff { get; } = "祝福";
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public string Miracle { get; } = "奇物";
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public string Unlock { get; } = "奢侈品";
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// server info
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public string Config { get; } = "配置文件";
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public string Language { get; } = "语言";
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public string Log { get; } = "日志";
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public string GameData { get; } = "游戏数据";
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public string Database { get; } = "数据库";
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public string Command { get; } = "命令";
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public string WebServer { get; } = "Web服务器";
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public string Plugin { get; } = "插件";
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public string Handler { get; } = "包处理器";
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public string Dispatch { get; } = "全局分发";
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public string Game { get; } = "游戏";
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public string Handbook { get; } = "手册";
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public string NotFound { get; } = "未找到";
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public string Error { get; } = "错误";
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public string FloorInfo { get; } = "区域文件";
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public string FloorGroupInfo { get; } = "区域组文件";
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public string FloorMissingResult { get; } = "传送与世界生成";
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public string FloorGroupMissingResult { get; } = "传送、怪物战斗与世界生成";
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public string Mission { get; } = "任务";
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public string MissionInfo { get; } = "任务文件";
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public string SubMission { get; } = "子任务";
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public string SubMissionInfo { get; } = "子任务文件";
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public string MazeSkill { get; } = "角色秘技";
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public string MazeSkillInfo { get; } = "角色秘技文件";
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public string Dialogue { get; } = "模拟宇宙事件";
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public string DialogueInfo { get; } = "模拟宇宙事件文件";
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public string Performance { get; } = "剧情操作";
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public string PerformanceInfo { get; } = "剧情操作文件";
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public string RogueChestMap { get; } = "模拟宇宙地图";
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public string RogueChestMapInfo { get; } = "模拟宇宙地图文件";
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public string ChessRogueRoom { get; } = "模拟宇宙DLC";
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public string ChessRogueRoomInfo { get; } = "模拟宇宙DLC文件";
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}
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#endregion
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#region Layer 2
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#region GameText
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/// <summary>
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/// path: Game.Command
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/// </summary>
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public class CommandTextCHS
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{
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public NoticeTextCHS Notice { get; } = new();
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public HeroTextCHS Hero { get; } = new();
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public AvatarTextCHS Avatar { get; } = new();
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public GiveTextCHS Give { get; } = new();
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public GiveAllTextCHS GiveAll { get; } = new();
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public LineupTextCHS Lineup { get; } = new();
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public HelpTextCHS Help { get; } = new();
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public KickTextCHS Kick { get; } = new();
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public MissionTextCHS Mission { get; } = new();
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public RelicTextCHS Relic { get; } = new();
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public ReloadTextCHS Reload { get; } = new();
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public RogueTextCHS Rogue { get; } = new();
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public SceneTextCHS Scene { get; } = new();
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public UnlockAllTextCHS UnlockAll { get; } = new();
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public MailTextCHS Mail { get; } = new();
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public RaidTextCHS Raid { get; } = new();
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public AccountTextCHS Account { get; } = new();
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}
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#endregion
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#region ServerText
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/// <summary>
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/// path: Server.Web
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/// </summary>
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public class WebTextCHS
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{
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}
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/// <summary>
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/// path: Server.ServerInfo
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/// </summary>
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public class ServerInfoTextCHS
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{
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public string Shutdown { get; } = "关闭中…";
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public string CancelKeyPressed { get; } = "已按下取消键 (Ctrl + C),服务器即将关闭…";
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public string StartingServer { get; } = "正在启动 DanhengServer…";
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public string LoadingItem { get; } = "正在加载 {0}…";
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public string RegisterItem { get; } = "注册了 {0} 个 {1}。";
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public string FailedToLoadItem { get; } = "加载 {0} 失败。";
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public string FailedToInitializeItem { get; } = "初始化 {0} 失败。";
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public string FailedToReadItem { get; } = "读取 {0} 失败,文件{1}";
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public string GeneratedItem { get; } = "已生成 {0}。";
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public string LoadedItem { get; } = "已加载 {0}。";
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public string LoadedItems { get; } = "已加载 {0} 个 {1}。";
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public string ServerRunning { get; } = "{0} 服务器正在监听 {1}";
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public string ServerStarted { get; } = "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
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public string MissionEnabled { get; } = "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。";
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public string ConfigMissing { get; } = "{0} 缺失,请检查你的资源文件夹:{1},{2} 可能不能使用。";
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public string UnloadedItems { get; } = "卸载了所有 {0}。";
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public string SaveDatabase { get; } = "已保存数据库,用时 {0}s";
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}
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#endregion
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#endregion
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#region Layer 3
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#region CommandText
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/// <summary>
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/// path: Game.Command.Notice
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/// </summary>
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public class NoticeTextCHS
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{
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public string PlayerNotFound { get; } = "未找到玩家!";
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public string InvalidArguments { get; } = "无效的参数!";
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public string NoPermission { get; } = "你没有权限这么做!";
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public string CommandNotFound { get; } = "未找到命令! 输入 '/help' 来获取帮助";
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public string TargetOffline { get; } = "目标 {0}({1}) 离线了!清除当前目标";
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public string TargetFound { get; } = "找到目标 {0}({1}),下一次命令将默认对其执行";
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public string TargetNotFound { get; } = "未找到目标 {0}!";
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public string InternalError { get; } = "在处理命令时发生了内部错误!";
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}
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/// <summary>
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/// path: Game.Command.Hero
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/// </summary>
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public class HeroTextCHS
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{
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public string Desc { get; } =
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"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!";
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public string Usage { get; } = "用法:/hero gender [genderId]\n\n用法:/hero type [typeId]";
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public string GenderNotSpecified { get; } = "性别不存在!";
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public string HeroTypeNotSpecified { get; } = "主角类型不存在!";
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public string GenderChanged { get; } = "性别已更改!";
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public string HeroTypeChanged { get; } = "主角类型已更改!";
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}
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/// <summary>
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/// path: Game.Command.UnlockAll
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/// </summary>
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public class UnlockAllTextCHS
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{
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public string Desc { get; } = "解锁所有在类别内的对象\n" +
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"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";
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public string Usage { get; } = "用法:/unlockall mission";
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public string AllMissionsUnlocked { get; } = "所有任务已解锁!";
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}
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/// <summary>
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/// path: Game.Command.Avatar
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/// </summary>
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public class AvatarTextCHS
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{
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public string Desc { get; } = "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";
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public string Usage { get; } =
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"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]";
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public string InvalidLevel { get; } = "{0}等级无效";
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public string AllAvatarsLevelSet { get; } = "已将全部角色 {0}等级设置为 {1}";
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public string AvatarLevelSet { get; } = "已将 {0} 角色 {1}等级设置为 {2}";
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public string AvatarNotFound { get; } = "角色不存在!";
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public string AvatarGet { get; } = "获取到角色 {0}!";
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public string AvatarFailedGet { get; } = "获取角色 {0} 失败!";
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}
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/// <summary>
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/// path: Game.Command.Give
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/// </summary>
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public class GiveTextCHS
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{
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public string Desc { get; } = "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";
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public string Usage { get; } = "用法:/give <物品ID> l<等级> x<数量> r<叠影>";
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public string ItemNotFound { get; } = "未找到物品!";
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public string GiveItem { get; } = "给予 @{0} {1} 个物品 {2}";
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}
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/// <summary>
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/// path: Game.Command.GiveAll
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/// </summary>
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public class GiveAllTextCHS
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{
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public string Desc { get; } = "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";
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public string Usage { get; } =
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"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";
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public string GiveAllItems { get; } = "已给予所有 {0}, 各 {1} 个";
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}
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/// <summary>
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/// path: Game.Command.Lineup
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/// </summary>
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public class LineupTextCHS
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{
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public string Desc { get; } = "管理玩家的队伍\n秘技点一次性只能获得两个";
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public string Usage { get; } = "用法:/lineup mp [秘技点数量]\n\n用法:/lineup heal";
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public string PlayerGainedMp { get; } = "玩家已获得 {0} 秘技点";
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public string HealedAllAvatars { get; } = "成功治愈当前队伍中的所有角色";
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}
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/// <summary>
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/// path: Game.Command.Help
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/// </summary>
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public class HelpTextCHS
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{
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public string Desc { get; } = "显示帮助信息";
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public string Usage { get; } = "用法:/help";
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public string Commands { get; } = "命令:";
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public string CommandPermission { get; } = "所需权限: ";
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}
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/// <summary>
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/// path: Game.Command.Kick
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/// </summary>
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public class KickTextCHS
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{
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public string Desc { get; } = "踢出玩家";
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public string Usage { get; } = "用法:/kick";
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public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
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}
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/// <summary>
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/// path: Game.Command.Mission
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/// </summary>
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public class MissionTextCHS
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{
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public string Desc { get; } = "管理玩家的任务\n" +
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"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" +
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"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" +
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"使用 reaccept 可重新进行指定主任务,请浏览 handbook 来获取主任务ID";
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public string Usage { get; } =
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"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]";
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public string AllMissionsFinished { get; } = "所有任务已完成!";
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public string AllRunningMissionsFinished { get; } = "共 {0} 个进行中的任务已完成!";
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public string MissionFinished { get; } = "任务 {0} 已完成!";
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public string InvalidMissionId { get; } = "无效的任务ID!";
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public string NoRunningMissions { get; } = "没有正在进行的任务!";
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public string RunningMissions { get; } = "正在进行的任务:";
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public string PossibleStuckMissions { get; } = "可能卡住的任务:";
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public string MainMission { get; } = "主任务";
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public string MissionReAccepted { get; } = "重新接受任务 {0}!";
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}
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/// <summary>
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/// path: Game.Command.Relic
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/// </summary>
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public class RelicTextCHS
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{
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public string Desc { get; } = "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";
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public string Usage { get; } =
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"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>";
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public string RelicNotFound { get; } = "遗器不存在!";
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public string InvalidMainAffixId { get; } = "主词条ID无效";
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public string InvalidSubAffixId { get; } = "副词条ID无效";
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public string RelicGiven { get; } = "给予玩家 @{0} {1} 个遗器 {2}, 主词条 {3}";
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}
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/// <summary>
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/// path: Game.Command.Reload
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/// </summary>
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public class ReloadTextCHS
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{
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public string Desc { get; } = "重新加载指定的配置\n配置名:banner - 卡池, activity - 活动";
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public string Usage { get; } = "用法:/reload <配置名>";
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public string ConfigReloaded { get; } = "配置 {0} 已重新加载!";
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}
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/// <summary>
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/// path: Game.Command.Rogue
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/// </summary>
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public class RogueTextCHS
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{
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public string Desc { get; } = "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";
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public string Usage { get; } =
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"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";
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public string PlayerGainedMoney { get; } = "玩家已获得 {0} 宇宙碎片";
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public string PlayerGainedAllItems { get; } = "玩家已获得所有{0}";
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public string PlayerGainedItem { get; } = "玩家已获得{0} {1}";
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public string PlayerEnhancedBuff { get; } = "玩家已强化祝福 {0}";
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public string PlayerEnhancedAllBuffs { get; } = "玩家已强化所有祝福";
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public string PlayerUnstuck { get; } = "玩家已脱离事件";
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public string NotFoundItem { get; } = "未找到 {0}!";
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public string PlayerNotInRogue { get; } = "玩家不在模拟宇宙中!";
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}
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/// <summary>
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/// path: Game.Command.Scene
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/// </summary>
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public class SceneTextCHS
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{
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public string Desc { get; } = "管理玩家场景\n" +
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"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" +
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"使用 prop 来设置道具状态,在Common/Enums/Scene/PropStateEnum.cs获取状态列表\n" +
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"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" +
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"使用 change 来进入指定场景,要获取EntryId,请访问 Resources/MapEntrance.json\n" +
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"使用 reload 来重新加载当前场景,并回到初始位置\n" +
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"使用 reset 来重置指定场景所有道具状态,要获取当前FloorId,请访问数据库 Player 表";
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public string Usage { get; } =
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"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>";
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public string LoadedGroups { get; } = "已加载组: {0}";
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public string PropStateChanged { get; } = "道具: {0} 的状态已设置为 {1}";
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public string PropNotFound { get; } = "未找到道具!";
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public string EntityRemoved { get; } = "实体 {0} 已被移除";
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public string EntityNotFound { get; } = "未找到实体!";
|
||
public string AllPropsUnlocked { get; } = "所有道具已解锁!";
|
||
public string SceneChanged { get; } = "已进入场景 {0}";
|
||
public string SceneReloaded { get; } = "场景已重新加载!";
|
||
public string SceneReset { get; } = "已重置场景 {0} 中所有道具状态!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mail
|
||
/// </summary>
|
||
public class MailTextCHS
|
||
{
|
||
public string Desc { get; } = "管理玩家的邮件";
|
||
public string Usage { get; } = "用法:/mail send [发送名称] [标题] [内容] [模板ID] [过期天数]";
|
||
public string MailSent { get; } = "邮件已发送!";
|
||
public string MailSentWithAttachment { get; } = "带附件的邮件已发送!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Raid
|
||
/// </summary>
|
||
public class RaidTextCHS
|
||
{
|
||
public string Desc { get; } = "管理玩家的任务临时场景";
|
||
public string Usage { get; } = "用法:/raid leave - 离开临时场景";
|
||
public string Leaved { get; } = "已离开临时场景!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Account
|
||
/// </summary>
|
||
public class AccountTextCHS
|
||
{
|
||
public string Desc { get; } = "创建账号\n注意:此命令未经测试,请谨慎使用!";
|
||
public string Usage { get; } = "用法:/account create <用户名>";
|
||
public string InvalidUid { get; } = "无效UID参数!";
|
||
public string CreateError { get; } = "出现内部错误 {0} ";
|
||
public string CreateSuccess { get; } = "新账号 {0} 创建成功!";
|
||
public string DuplicateAccount { get; } = "账号 {0} 已存在!";
|
||
public string DuplicateUID { get; } = "UID {0} 已存在!";
|
||
public string DataError { get; } = "新账号获取失败! {0}!";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion |