mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-03 04:36:03 +08:00
470 lines
19 KiB
C#
470 lines
19 KiB
C#
namespace EggLink.DanhengServer.Internationalization.Message;
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#region Root
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public class LanguageCHT
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{
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public GameTextCHT Game { get; } = new();
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public ServerTextCHT Server { get; } = new();
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public WordTextCHT 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 GameTextCHT
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{
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public CommandTextCHT 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 ServerTextCHT
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{
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public WebTextCHT Web { get; } = new();
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public ServerInfoTextCHT 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 WordTextCHT
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{
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public string Rank => "星魂";
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public string Avatar => "角色";
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public string Material => "材料";
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public string Pet => "寵物";
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public string Relic => "遺器";
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public string Equipment => "光錐";
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public string Talent => "行跡";
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public string Banner => "卡池";
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public string VideoKeys => "遊戲CG密鑰";
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public string Activity => "活動";
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public string Buff => "祝福";
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public string Miracle => "奇物";
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public string Unlock => "奢侈品";
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// server info
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public string Config => "配置文件";
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public string Language => "語言";
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public string Log => "日誌";
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public string GameData => "遊戲數據";
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public string Cache => "資源緩存";
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public string Database => "數據庫";
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public string Command => "命令";
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public string WebServer => "Web服務器";
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public string Plugin => "插件";
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public string Handler => "包處理器";
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public string Dispatch => "全局分發";
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public string Game => "遊戲";
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public string Handbook => "手冊";
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public string NotFound => "未找到";
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public string Error => "錯誤";
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public string FloorInfo => "區域文件";
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public string FloorGroupInfo => "區域組文件";
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public string FloorMissingResult => "傳送與世界生成";
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public string FloorGroupMissingResult => "傳送、怪物戰鬥與世界生成";
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public string Mission => "任務";
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public string MissionInfo => "任務文件";
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public string SubMission => "子任務";
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public string SubMissionInfo => "子任務文件";
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public string MazeSkill => "角色秘技";
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public string MazeSkillInfo => "角色秘技文件";
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public string Dialogue => "模擬宇宙事件";
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public string DialogueInfo => "模擬宇宙事件文件";
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public string Performance => "劇情操作";
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public string PerformanceInfo => "劇情操作文件";
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public string RogueChestMap => "模擬宇宙地圖";
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public string RogueChestMapInfo => "模擬宇宙地圖文件";
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public string ChessRogueRoom => "模擬宇宙DLC";
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public string ChessRogueRoomInfo => "模擬宇宙DLC文件";
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public string SummonUnit => "秘技生成";
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public string SummonUnitInfo => "秘技生成文件";
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public string RogueTournRoom => "差分宇宙";
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public string RogueTournRoomInfo => "差分宇宙房間文件";
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public string TypesOfRogue => "類型的模擬宇宙";
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public string RogueMagicRoom => "不可知域";
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public string RogueMagicRoomInfo => "不可知域房間文件";
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public string RogueDiceSurface => "骰面效果";
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public string RogueDiceSurfaceInfo => "骰面效果文件";
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public string AdventureModifier => "AdventureModifier";
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public string AdventureModifierInfo => "AdventureModifier文件";
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public string DatabaseAccount => "數據庫賬號";
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public string Tutorial => "教程";
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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 CommandTextCHT
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{
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public NoticeTextCHT Notice { get; } = new();
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public HeroTextCHT Hero { get; } = new();
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public AvatarTextCHT Avatar { get; } = new();
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public GiveTextCHT Give { get; } = new();
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public GiveAllTextCHT GiveAll { get; } = new();
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public LineupTextCHT Lineup { get; } = new();
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public HelpTextCHT Help { get; } = new();
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public KickTextCHT Kick { get; } = new();
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public MissionTextCHT Mission { get; } = new();
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public RelicTextCHT Relic { get; } = new();
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public ReloadTextCHT Reload { get; } = new();
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public RogueTextCHT Rogue { get; } = new();
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public SceneTextCHT Scene { get; } = new();
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public UnlockAllTextCHT UnlockAll { get; } = new();
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public MailTextCHT Mail { get; } = new();
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public RaidTextCHT Raid { get; } = new();
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public AccountTextCHT Account { get; } = new();
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public UnstuckTextCHT Unstuck { get; } = new();
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public SetlevelTextCHT Setlevel { 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 WebTextCHT
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{
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public string Maintain => "服務器正在維修,請稍後嘗試。";
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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 ServerInfoTextCHT
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{
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public string Shutdown => "關閉中…";
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public string CancelKeyPressed => "已按下取消鍵 (Ctrl + C),服務器即將關閉…";
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public string StartingServer => "正在啟動 DanhengServer…";
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public string CurrentVersion => "當前服務端支援的版本: {0}";
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public string LoadingItem => "正在加載 {0}…";
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public string GeneratingItem => "正在生成 {0}…";
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public string WaitingItem => "正在等待進程 {0} 完成…";
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public string RegisterItem => "註冊了 {0} 個 {1}。";
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public string FailedToLoadItem => "加載 {0} 失敗。";
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public string NewClientSecretKey => "客戶端密鑰不存在,正在生成新的客戶端密鑰。";
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public string FailedToInitializeItem => "初始化 {0} 失敗。";
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public string FailedToReadItem => "讀取 {0} 失敗,文件{1}";
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public string GeneratedItem => "已生成 {0}。";
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public string LoadedItem => "已加載 {0}。";
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public string LoadedItems => "已加載 {0} 個 {1}。";
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public string ServerRunning => "{0} 服務器正在監聽 {1}";
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public string ServerStarted => "啟動完成!用時 {0}s,擊敗了99%的用戶,輸入 『help』 來獲取命令幫助"; // 玩梗,考慮英語版本將其本土化
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public string MissionEnabled => "任務系統已啟用,此功能仍在開發中,且可能不會按預期工作,如果遇見任何bug,請匯報給開發者。";
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public string CacheLoadSkip => "已跳過緩存加載。";
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public string ConfigMissing => "{0} 缺失,請檢查你的資源文件夾:{1},{2} 可能不能使用。";
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public string UnloadedItems => "卸載了所有 {0}。";
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public string SaveDatabase => "已保存數據庫,用時 {0}s";
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public string WaitForAllDone => "現在還不可以進入遊戲,請等待所有項目加載完成後再試";
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public string UnhandledException => "發生未經處理的異常:{0}";
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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 NoticeTextCHT
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{
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public string PlayerNotFound => "未找到玩家!";
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public string InvalidArguments => "無效的參數!";
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public string NoPermission => "你沒有權限這麽做!";
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public string CommandNotFound => "未找到命令! 輸入 '/help' 來獲取幫助";
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public string TargetOffline => "目標 {0}({1}) 離線了!清除當前目標";
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public string TargetFound => "找到目標 {0}({1}),下一次命令將默認對其執行";
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public string TargetNotFound => "未找到目標 {0}!";
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public string InternalError => "在處理命令時發生了內部錯誤!";
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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 HeroTextCHT
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{
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public string Desc =>
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"切換主角的性別/形態\n當切換性別時,genderId為1代表男性,2代表女性\n當切換形態時,8001代表毀滅命途,8003代表存護命途,8005代表同諧命途。\n註意,切換性別時會清空所有可選命途以及行跡,為不可逆操作!";
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public string Usage => "用法:/hero gender [genderId]\n\n用法:/hero type [typeId]";
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public string GenderNotSpecified => "性別不存在!";
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public string HeroTypeNotSpecified => "主角類型不存在!";
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public string GenderChanged => "性別已更改!";
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public string HeroTypeChanged => "主角類型已更改!";
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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 UnlockAllTextCHT
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{
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public string Desc =>
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"解鎖所有在類別內的對象\n" +
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"使用 /unlockall mission 以完成所有任務,使用後會被踢出,重新登錄後可能會被教程卡住,請謹慎使用\n" +
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"使用 /unlockall tutorial 以解鎖所有教程,使用後會被踢出,用於部分界面卡住無法行動的情況\n" +
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"使用 /unlockall rogue 以解鎖所有類型模擬宇宙,使用後會被踢出,建議與 /unlockall tutorial 搭配使用以獲取更好效果";
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public string Usage => "用法:/unlockall [mission/tutorial/rogue]";
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public string UnlockedAll => "已解鎖/完成所有{0}!";
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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 AvatarTextCHT
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{
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public string Desc => "設定玩家已有角色的屬性\n設置行跡等級時,設置X級即設置所有行跡節點至X級,若大於此節點允許的最高等級,設置為最高等級\n註意:-1意為所有已擁有角色";
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public string Usage =>
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"用法:/avatar talent [角色ID/-1] [行跡等級]\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] [角色等級]";
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public string InvalidLevel => "{0}等級無效";
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public string AllAvatarsLevelSet => "已將全部角色 {0}等級設置為 {1}";
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public string AvatarLevelSet => "已將 {0} 角色 {1}等級設置為 {2}";
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public string AvatarNotFound => "角色不存在!";
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public string AvatarGet => "獲取到角色 {0}!";
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public string AvatarFailedGet => "獲取角色 {0} 失敗!";
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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 GiveTextCHT
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{
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public string Desc => "給予玩家物品,此處可輸入角色ID,但無法設置行跡、等級及星魂";
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public string Usage => "用法:/give <物品ID> l<等級> x<數量> r<疊影>";
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public string ItemNotFound => "未找到物品!";
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public string GiveItem => "給予 @{0} {1} 個物品 {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 GiveAllTextCHT
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{
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public string Desc => "給予玩家全部指定類型的物品\navatar意為角色,equipment意為光錐,relic意為遺器,unlock意為氣泡、手機壁紙、頭像";
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public string Usage =>
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"用法:/giveall avatar r<星魂> l<等級>\n\n用法:/giveall equipment r<疊影> l<等級> x<數量>\n\n用法:/giveall relic l<等級> x<數量>\n\n用法:/giveall unlock";
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public string GiveAllItems => "已給予所有 {0}, 各 {1} 個";
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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 LineupTextCHT
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{
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public string Desc => "管理玩家的隊伍\n秘技點一次性只能獲得兩個";
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public string Usage => "用法:/lineup mp [秘技點數量]\n\n用法:/lineup heal";
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public string PlayerGainedMp => "玩家已獲得 {0} 秘技點";
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public string HealedAllAvatars => "成功治愈當前隊伍中的所有角色";
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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 HelpTextCHT
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{
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public string Desc => "顯示幫助信息";
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public string Usage => "用法:/help\n\n用法:/help [命令]";
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public string Commands => "命令:";
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public string CommandPermission => "所需權限: ";
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public string CommandAlias => "命令別名:";
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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 KickTextCHT
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{
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public string Desc => "踢出玩家";
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public string Usage => "用法:/kick";
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public string PlayerKicked => "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 MissionTextCHT
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{
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public string Desc =>
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"管理玩家的任務\n" +
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"使用 pass 完成當前正在進行的所有任務,此命令易造成嚴重卡頓,請盡量使用 /mission finish 替代\n" +
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"使用 running 獲取正在進行的任務以及可能卡住的任務,使用後可能會出現較長任務列表,請註意甄別\n" +
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"使用 reaccept 可重新進行指定主任務,請瀏覽 handbook 來獲取主任務ID";
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public string Usage =>
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"用法:/mission pass\n\n用法:/mission finish [子任務ID]\n\n用法:/mission running\n\n用法:/mission reaccept [主任務ID]";
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public string AllMissionsFinished => "所有任務已完成!";
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public string AllRunningMissionsFinished => "共 {0} 個進行中的任務已完成!";
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public string MissionFinished => "任務 {0} 已完成!";
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public string InvalidMissionId => "無效的任務ID!";
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public string NoRunningMissions => "沒有正在進行的任務!";
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public string RunningMissions => "正在進行的任務:";
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public string PossibleStuckMissions => "可能卡住的任務:";
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public string MainMission => "主任務";
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public string MissionReAccepted => "重新接受任務 {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 RelicTextCHT
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{
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public string Desc => "管理玩家的遺器\n主詞條可選,副詞條可選,但至少存在其中之一\n等級限製:1≤等級≤9999";
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public string Usage =>
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"用法:/relic <遺器ID> <主詞條ID> <小詞條ID1:小詞條等級> <小詞條ID2:小詞條等級> <小詞條ID3:小詞條等級> <小詞條ID4:小詞條等級> l<等級> x<數量>";
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public string RelicNotFound => "遺器不存在!";
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public string InvalidMainAffixId => "主詞條ID無效";
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public string InvalidSubAffixId => "副詞條ID無效";
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public string RelicGiven => "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {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 ReloadTextCHT
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{
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public string Desc => "重新加載指定的配置\n配置名:banner - 卡池, activity - 活動";
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public string Usage => "用法:/reload <配置名>";
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public string ConfigReloaded => "配置 {0} 已重新加載!";
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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 RogueTextCHT
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{
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public string Desc => "管理玩家模擬宇宙中的數據\n-1意為所有祝福(已擁有祝福)\n使用 buff 來獲取祝福\n使用 enhance 來強化祝福";
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public string Usage =>
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"用法:/rogue money [宇宙碎片數量]\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 - 脫離事件";
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public string PlayerGainedMoney => "玩家已獲得 {0} 宇宙碎片";
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public string PlayerGainedAllItems => "玩家已獲得所有{0}";
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public string PlayerGainedItem => "玩家已獲得{0} {1}";
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public string PlayerEnhancedBuff => "玩家已強化祝福 {0}";
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public string PlayerEnhancedAllBuffs => "玩家已強化所有祝福";
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public string PlayerUnstuck => "玩家已脫離事件";
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public string NotFoundItem => "未找到 {0}!";
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public string PlayerNotInRogue => "玩家不在模擬宇宙中!";
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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 SceneTextCHT
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{
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public string Desc =>
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"管理玩家場景\n" +
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||
"提示:此組大多為調試使用,使用命令前,請確保你清楚你在做什麽!\n" +
|
||
"使用 prop 來設置道具狀態,在Common/Enums/Scene/PropStateEnum.cs獲取狀態列表\n" +
|
||
"使用 unlockall 來解鎖場景內所有道具(即將所有能設置為open狀態的道具設置為open狀態),此命令有較大可能會導致遊戲加載卡條約90%,使用 /scene reset <floorId> 來解決問題\n" +
|
||
"使用 change 來進入指定場景,要獲取EntryId,請訪問 Resources/MapEntrance.json\n" +
|
||
"使用 reload 來重新加載當前場景,並回到初始位置\n" +
|
||
"使用 reset 來重置指定場景所有道具狀態,要獲取當前FloorId,請使用 /scene cur";
|
||
|
||
public string Usage =>
|
||
"用法:/scene prop [組ID] [道具ID] [狀態]\n\n用法:/scene remove [實體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 => "已加載組: {0}";
|
||
public string PropStateChanged => "道具: {0} 的狀態已設置為 {1}";
|
||
public string PropNotFound => "未找到道具!";
|
||
public string EntityRemoved => "實體 {0} 已被移除";
|
||
public string EntityNotFound => "未找到實體!";
|
||
public string AllPropsUnlocked => "所有道具已解鎖!";
|
||
public string SceneChanged => "已進入場景 {0}";
|
||
public string SceneReloaded => "場景已重新加載!";
|
||
public string SceneReset => "已重置場景 {0} 中所有道具狀態!";
|
||
public string CurrentScene => "當前場景Entry Id: {0}, Plane Id: {1}, Floor Id: {2}";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mail
|
||
/// </summary>
|
||
public class MailTextCHT
|
||
{
|
||
public string Desc => "管理玩家的郵件";
|
||
public string Usage => "用法:/mail [發送名稱] [模板ID] [過期天數] _TITLE [標題] _CONTENT [內容]";
|
||
public string MailSent => "郵件已發送!";
|
||
public string MailSentWithAttachment => "帶附件的郵件已發送!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Raid
|
||
/// </summary>
|
||
public class RaidTextCHT
|
||
{
|
||
public string Desc => "管理玩家的任務臨時場景";
|
||
public string Usage => "用法:/raid leave - 離開臨時場景";
|
||
public string Leaved => "已離開臨時場景!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Account
|
||
/// </summary>
|
||
public class AccountTextCHT
|
||
{
|
||
public string Desc => "創建賬號\n註意:此命令未經測試,請謹慎使用!";
|
||
public string Usage => "用法:/account create <用戶名>";
|
||
public string InvalidUid => "無效UID參數!";
|
||
public string CreateError => "出現內部錯誤 {0} ";
|
||
public string CreateSuccess => "新賬號 {0} 創建成功!";
|
||
public string DuplicateAccount => "賬號 {0} 已存在!";
|
||
public string DuplicateUID => "UID {0} 已存在!";
|
||
public string DataError => "新賬號獲取失敗! {0}!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Unstuck
|
||
/// </summary>
|
||
public class UnstuckTextCHT
|
||
{
|
||
public string Desc => "將玩家傳送回默認場景";
|
||
public string Usage => "用法:/unstuck <UID>";
|
||
public string UnstuckSuccess => "已成功將該玩家傳送回默認場景";
|
||
public string UidNotExist => "該UID不存在!";
|
||
public string PlayerIsOnline => "該玩家目前在線上!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Setlevel
|
||
/// </summary>
|
||
public class SetlevelTextCHT
|
||
{
|
||
public string Desc => "設定玩家等級";
|
||
public string Usage => "用法:/setlevel <等級>";
|
||
public string SetlevelSuccess => "等級設定成功!";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion |