Files
DanhengServer-OpenSource/Common/Internationalization/Message/LanguageCHT.cs
2024-07-06 00:19:33 +08:00

301 lines
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EggLink.DanhengServer.Internationalization.Message
{
#region Root
public class LanguageCHT
{
public GameTextCHT Game { get; } = new();
public ServerTextCHT Server { get; } = new();
public WordTextCHT Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHT
{
public CommandTextCHT Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHT
{
public WebTextCHT Web { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHT
{
public string Rank { get; } = "星魂";
public string Avatar { get; } = "角色";
public string Material { get; } = "材料";
public string Relic { get; } = "遺器";
public string Equipment { get; } = "光錐";
public string Talent { get; } = "行跡";
public string Banner { get; } = "卡池";
public string Activity { get; } = "活動";
public string Buff { get; } = "祝福";
public string Miracle { get; } = "奇物";
public string Unlock { get; } = "奢侈品";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHT
{
public NoticeTextCHT Notice { get; } = new();
public HeroTextCHT Hero { get; } = new();
public AvatarTextCHT Avatar { get; } = new();
public GiveTextCHT Give { get; } = new();
public GiveAllTextCHT GiveAll { get; } = new();
public LineupTextCHT Lineup { get; } = new();
public HelpTextCHT Help { get; } = new();
public KickTextCHT Kick { get; } = new();
public MissionTextCHT Mission { get; } = new();
public RelicTextCHT Relic { get; } = new();
public ReloadTextCHT Reload { get; } = new();
public RogueTextCHT Rogue { get; } = new();
public SceneTextCHT Scene { get; } = new();
public UnlockAllTextCHT UnlockAll { get; } = new();
public MailTextCHT Mail { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHT
{
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHT
{
public string PlayerNotFound { get; } = "未找到玩家!";
public string InvalidArguments { get; } = "無效的參數!";
public string NoPermission { get; } = "你沒有權限執行此動作!";
public string CommandNotFound { get; } = "該指令不存在!輸入 '/help' 來取得幫助";
public string TargetOffline { get; } = "目標玩家 {0}({1}) 已離線!清除目前目標";
public string TargetFound { get; } = "找到目標玩家 {0}({1}),下次輸入指令時將預設對其執行";
public string TargetNotFound { get; } = "未找到目標玩家 {0}!";
public string InternalError { get; } = "處理指令時發生內部錯誤!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
public class HeroTextCHT
{
public string Desc { get; } = "切換主角的性別或型態";
public string Usage { get; } = "/hero <gender [1/2 - 1為男性,2為女性]>/<type [8001/8003/8005 - 分別為 毀滅 存護 同諧]>";
public string GenderNotSpecified { get; } = "該性別不存在!";
public string HeroTypeNotSpecified { get; } = "主角類型不存在!";
public string GenderChanged { get; } = "性別已變更!";
public string HeroTypeChanged { get; } = "主角類型已變更!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHT
{
public string Desc { get; } = "解鎖所有在類別內的對象";
public string Usage { get; } = "/unlockall <mission - mission為任務>";
public string AllMissionsUnlocked { get; } = "已解鎖所有任務!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHT
{
public string Desc { get; } = "設定玩家已有角色之屬性";
public string Usage { get; } = "/avatar <talent [角色ID/-1] [行跡等級] - 設定行跡等級 角色ID為「-1」將鎖定所有角色>/<get [角色ID] - 獲取角色>/<rank [角色ID/-1] [星魂]>/<level [角色ID/-1] [角色等級]>";
public string InvalidLevel { get; } = "無效之{0}等級";
public string AllAvatarsLevelSet { get; } = "已將所有角色之 {0} 等級設定為{1}";
public string AvatarLevelSet { get; } = "已將 {0} 角色之 {1} 等級設定為{2}";
public string AvatarNotFound { get; } = "該角色不存在!";
public string AvatarGet { get; } = "已成功取得角色 {0}";
public string AvatarFailedGet { get; } = "取得角色 {0} 失敗!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHT
{
public string Desc { get; } = "給予玩家物品";
public string Usage { get; } = "/give <物品ID> l<等級> x<數量> r<疊影>";
public string ItemNotFound { get; } = "該物品不存在!";
public string GiveItem { get; } = "已給予玩家 @{0} {1} 個物品 {2}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHT
{
public string Desc { get; } = "給予玩家全部指令類型之物品";
public string Usage { get; } = "/giveall <avatar - 角色/equipment - 光錐/relic - 遺器/unlock - 汽泡等奢侈品> r<疊影> l<等級> x<數量>";
public string GiveAllItems { get; } = "已給予所有 {0}, 各 {1} 個";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHT
{
public string Desc { get; } = "管理玩家之隊伍";
public string Usage { get; } = "/lineup <mp [密技點數量 - 最高為2]>/<heal - 治癒>";
public string PlayerGainedMp { get; } = "玩家已獲得 {0} 密技點";
public string HealedAllAvatars { get; } = "已成功治癒所有於目前隊伍中之角色";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHT
{
public string Desc { get; } = "顯示幫助訊息";
public string Usage { get; } = "/help";
public string Commands { get; } = "指令:";
public string CommandUsage { get; } = "|使用方法:";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHT
{
public string Desc { get; } = "踢出玩家";
public string Usage { get; } = "/kick";
public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHT
{
public string Desc { get; } = "管理玩家之任務";
public string Usage { get; } = "/mission <unlockall - 完成所有任務>/<pass - 完成所有進行中之任務>/<finish [副任務ID] - 完成指定任務>/<running - 取得正在進行以及可能存在問題之任務>/<reaccept [主任務ID] - 重新進行指定之主任務>";
public string AllMissionsFinished { get; } = "已完成所有任務!";
public string AllRunningMissionsFinished { get; } = "已完成共 {0} 個進行中之任務!";
public string MissionFinished { get; } = "任務 {0} 已完成!";
public string InvalidMissionId { get; } = "無效之任務ID";
public string NoRunningMissions { get; } = "目前沒有進行中之任務!";
public string RunningMissions { get; } = "正在進行的任務:";
public string PossibleStuckMissions { get; } = "可岑存在問題之任務:";
public string MainMission { get; } = "主任務";
public string MissionReAccepted { get; } = "已重新接受任務 {0}";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHT
{
public string Desc { get; } = "管理玩家之遺器";
public string Usage { get; } = "/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>";
public string RelicNotFound { get; } = "該遺器不存在!";
public string InvalidMainAffixId { get; } = "該主詞條ID不存在";
public string InvalidSubAffixId { get; } = "該副詞條ID不存在";
public string RelicGiven { get; } = "已給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHT
{
public string Desc { get; } = "重新載入指定的設定";
public string Usage { get; } = "/reload <設定名稱>(banner - 卡池, activity - 活動)";
public string ConfigReloaded { get; } = "設定 {0} 已重新載入完成!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHT
{
public string Desc { get; } = "管理玩家模擬宇宙中的資料";
public string Usage { get; } = "/rogue <money [宇宙碎片數量]>/<buff [祝福ID/-1 (-1 - 全部祝福)]>/<miracle [奇物ID]>/<enhance [祝福ID/-1]>/<unstuck - 脫離事件>";
public string PlayerGainedMoney { get; } = "玩家已獲得 {0} 宇宙碎片";
public string PlayerGainedAllItems { get; } = "玩家已獲得所有{0}";
public string PlayerGainedItem { get; } = "玩家已獲得{0} {1}";
public string PlayerEnhancedBuff { get; } = "玩家已強化祝福 {0}";
public string PlayerEnhancedAllBuffs { get; } = "玩家已強化所有祝福";
public string PlayerUnstuck { get; } = "玩家已脫離事件";
public string NotFoundItem { get; } = "{0} 不存在!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHT
{
public string Desc { get; } = "管理玩家之場景";
public string Usage { get; } = "/scene <prop [組ID] [道具ID] [狀態] - 設定道具狀態>/<remove [實體ID] - 移除實體>/<unlockall - 解鎖所有道具>/<change [場景entranceId] - 進入指定場景>/<reload - 重新載入場景>";
public string LoadedGroups { get; } = "已載入組: {0}";
public string PropStateChanged { get; } = "道具: {0} 的狀態已設定為 {1}";
public string PropNotFound { get; } = "該道具不存在!";
public string EntityRemoved { get; } = "實體 {0} 已被移除";
public string EntityNotFound { get; } = "該實體不存在!";
public string AllPropsUnlocked { get; } = "已解鎖全部道具!";
public string SceneChanged { get; } = "已進入場景 {0}";
public string SceneReloaded { get; } = "場景已重新讀取!";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHT
{
public string Desc { get; } = "管理員家的郵件";
public string Usage { get; } = "/mail <send [發送名稱] [標題] [內容] [模板ID] [過期天數] - 發送郵件>/<send [發送者] [標題] [內容] [模板ID] [過期天數] [附件] - 發送帶附件的郵件>";
public string MailSent { get; } = "郵件已發送!";
public string MailSentWithAttachment { get; } = "帶附件的郵件已發送!";
}
#endregion
#endregion
}