mirror of
https://github.com/MikuLeaks/KianaBH3.git
synced 2025-12-12 13:04:33 +01:00
527 lines
20 KiB
C#
527 lines
20 KiB
C#
namespace KianaBH.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 => "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 => "宠物";
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public string Relic => "遗器";
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public string Equipment => "光锥";
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public string Talent => "行迹";
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public string Banner => "卡池";
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public string Activity => "活动";
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public string CdKey => "兑换码";
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public string VideoKey => "过场动画密钥";
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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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public string TrainParty => "派对车厢";
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// server info
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public string Config => "配置文件";
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public string Language => "语言";
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public string Log => "日志";
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public string GameData => "游戏数据";
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public string Cache => "资源缓存";
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public string CustomData => "自定义数据";
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public string Database => "数据库";
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public string Command => "命令";
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public string SSL => "SSL";
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public string Ec2b => "Ec2b";
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public string SdkServer => "Web服务器";
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public string Handler => "包处理器";
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public string Dispatch => "全局分发";
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public string Game => "游戏";
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public string Handbook => "手册";
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public string NotFound => "未找到";
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public string Error => "错误";
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public string FloorInfo => "区域文件";
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public string FloorGroupInfo => "区域组文件";
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public string FloorMissingResult => "传送与世界生成";
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public string FloorGroupMissingResult => "传送、怪物战斗与世界生成";
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public string Mission => "任务";
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public string MissionInfo => "任务文件";
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public string SubMission => "子任务";
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public string SubMissionInfo => "子任务文件";
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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 => "模拟宇宙事件";
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public string DialogueInfo => "模拟宇宙事件文件";
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public string Performance => "剧情操作";
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public string PerformanceInfo => "剧情操作文件";
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public string RogueChestMap => "模拟宇宙地图";
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public string RogueChestMapInfo => "模拟宇宙地图文件";
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public string ChessRogueRoom => "模拟宇宙DLC";
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public string ChessRogueRoomInfo => "模拟宇宙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 => "差分宇宙房间文件";
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public string TypesOfRogue => "类型的模拟宇宙";
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public string RogueMagicRoom => "不可知域";
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public string RogueMagicRoomInfo => "不可知域房间文件";
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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 RogueMapGen => "RogueMapGen文件";
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public string RogueMiracleGroup => "RogueMiracleGroup文件";
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public string RogueMiracleEffectGen => "RogueMiracleEffectGen文件";
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public string DatabaseAccount => "数据库账号";
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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 CommandTextCHS
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{
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public NoticeTextCHS Notice { get; } = new();
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public GenderTextCHS Gender { get; } = new();
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public AvatarTextCHS Avatar { get; } = new();
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public AnnounceTextCHS Announce { get; } = new();
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public BanTextCHS Ban { 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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public UnstuckTextCHS Unstuck { get; } = new();
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public SetlevelTextCHS Setlevel { get; } = new();
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public PermissionTextCHS Permission { 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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public string Maintain => "服务器正在维修, 请稍后尝试。";
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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 => "关闭中…";
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public string CancelKeyPressed => "已按下取消键 (Ctrl + C), 服务器即将关闭…";
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public string StartingServer => "正在启动 KianaBH";
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public string CurrentVersion => "当前服务端支持的版本: {0}";
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public string InvalidVersion => "当前为不受支持的游戏版本 {0}\n请更新游戏到 {1}";
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public string LoadingItem => "正在加载 {0}…";
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public string GeneratingItem => "正在生成 {0}…";
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public string WaitingItem => "正在等待进程 {0} 完成…";
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public string RegisterItem => "注册了 {0} 个 {1}。";
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public string FailedToLoadItem => "加载 {0} 失败。";
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public string NewClientSecretKey => "客户端密钥不存在, 正在生成新的客户端密钥。";
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public string FailedToInitializeItem => "初始化 {0} 失败。";
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public string FailedToReadItem => "读取 {0} 失败, 文件{1}";
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public string GeneratedItem => "已生成 {0}。";
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public string LoadedItem => "已加载 {0}。";
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public string LoadedItems => "已加载 {0} 个 {1}。";
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public string ServerRunning => "{0} 服务器正在监听 {1}";
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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
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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。";
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public string KeyStoreError => "SSL证书不存在, 已关闭SSL功能。";
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public string CacheLoadSkip => "已跳过缓存加载。";
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public string ConfigMissing => "{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 => "卸载了所有 {0}。";
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public string SaveDatabase => "已保存数据库, 用时 {0}s";
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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";
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public string UnhandledException => "发生未经处理的异常: {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 NoticeTextCHS
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{
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public string PlayerNotFound => "未找到玩家!";
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public string InvalidArguments => "无效的参数!";
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public string NoPermission => "你没有权限这么做!";
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public string CommandNotFound => "未找到命令! 输入 '/help' 来获取帮助";
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public string TargetOffline => "目标 {0}({1}) 离线了!清除当前目标";
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public string TargetFound => "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 => "未找到目标 {0}!";
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public string InternalError => "在处理命令时发生了内部错误: {0}!";
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}
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/// <summary>
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/// path: Game.Command.Gender
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/// </summary>
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public class GenderTextCHS
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{
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public string Desc => "切换主角的性别";
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public string Usage => "用法: /gender [man/woman]";
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public string GenderNotSpecified => "性别不存在!";
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public string GenderChanged => "性别已更改!";
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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 =>
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"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\n" +
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"使用 /unlockall tutorial 以解锁所有教程, 使用后会被踢出, 用于部分界面卡住无法行动的情况\n" +
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"使用 /unlockall rogue 以解锁所有类型模拟宇宙, 使用后会被踢出, 建议与 /unlockall tutorial 搭配使用以获取更好效果";
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public string Usage => "用法: /unlockall [mission/tutorial/rogue]";
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public string UnlockedAll => "已解锁/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 AvatarTextCHS
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{
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public string Desc => "设定玩家已有角色的属性, -1为所有已拥有角色";
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public string Usage =>
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"用法: /avatar talent [角色ID/-1] [行迹等级]\n" +
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"用法: /avatar rank [角色ID/-1] [星魂]\n" +
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"用法: /avatar level [角色ID/-1] [角色等级]";
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public string InvalidLevel => "{0} 等级无效!";
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public string AllAvatarsLevelSet => "已将全部角色 {0} 等级设置为 {1}.";
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public string AvatarLevelSet => "已将 {0} 角色 {1} 等级设置为 {2}.";
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public string AvatarNotFound => "角色不存在!";
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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 => "给予玩家物品";
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public string Usage => "用法: /give [物品ID] l[等级] x[数量] r[叠影]";
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public string ItemNotFound => "未找到物品!";
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public string GiveItem => "已给予 {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 => "给予玩家全部指定类型的物品";
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public string Usage =>
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"用法: /giveall avatar r[星魂] l[等级]\n" +
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"用法: /giveall material x[数量]\n" +
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"用法: /giveall equipment r[叠影] l[等级] x[数量]\n" +
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"用法: /giveall relic x[数量]\n" +
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"用法: /giveall unlock\n" +
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"用法: /giveall train\n" +
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"用法: /giveall path";
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public string GiveAllItems => "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 => "管理玩家的队伍信息";
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public string Usage =>
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"用法: /lineup mp\n" +
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"用法: /lineup sp\n" +
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"用法: /lineup heal";
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public string GainedMp => "成功恢复秘技点!";
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public string GainedSp => "成功恢复能量!";
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public string HealedAllAvatars => "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 => "显示帮助信息";
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public string Usage =>
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"用法: /help\n" +
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"用法: /help [命令]";
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public string Commands => "命令: ";
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public string CommandPermission => "所需权限: ";
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public string CommandAlias => "命令别名: ";
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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 KickTextCHS
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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 MissionTextCHS
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{
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public string Desc =>
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"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 finish [子任务ID] 完成指定子任务, 请浏览 handbook 来获取子任务ID\n" +
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"使用 finishmain [主任务ID] 完成指定主任务, 请浏览 handbook 来获取主任务ID\n" +
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"使用 running [-all] 获取正在追踪的任务, 增加'-all'则显示所有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 [主任务ID] 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 =>
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"用法: /mission pass\n" +
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"用法: /mission finish [子任务ID]\n" +
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"用法: /mission running [-all]\n" +
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"用法: /mission reaccept [主任务ID]\n" +
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"用法: /mission finishmain [主任务ID]";
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public string AllMissionsFinished => "所有任务已完成!";
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public string AllRunningMissionsFinished => "共 {0} 个进行中的任务已完成!";
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public string MissionFinished => "任务 {0} 已完成!";
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public string InvalidMissionId => "无效的任务ID!";
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public string NoRunningMissions => "没有正在进行的任务!";
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public string RunningMissions => "正在进行的任务: ";
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public string PossibleStuckMissions => "可能卡住的任务: ";
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public string MainMission => "主任务";
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public string MissionReAccepted => "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 => "管理玩家的遗器, 等级限制: 1 ≤ 等级 ≤ 9999";
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public string Usage => "用法: /relic [遗器ID] [主词条ID] [ID1:等级] [ID2:等级] l[等级] x[数量]";
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public string RelicNotFound => "遗器不存在!";
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public string InvalidMainAffixId => "主词条ID无效!";
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public string InvalidSubAffixId => "副词条ID无效!";
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public string RelicGiven => "给予玩家 {0} {1} 个遗器 {2}.";
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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 => "重新加载指定的配置";
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public string Usage => "用法: /reload [banner/activity]";
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public string ConfigReloaded => "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 => "管理模拟宇宙数据, -1意为所有已拥有祝福, buff获取祝福, enhance强化祝福";
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public string Usage =>
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"用法: /rogue money [宇宙碎片数量]\n" +
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"用法: /rogue buff [祝福ID/-1]\n" +
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"用法: /rogue miracle [奇物ID]\n" +
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"用法: /rogue enhance [祝福ID/-1]\n" +
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"用法: /rogue unstuck - 脱离事件";
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public string PlayerGainedMoney => "已获得 {0} 宇宙碎片.";
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public string PlayerGainedAllItems => "已获得所有{0}.";
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public string PlayerGainedItem => "已获得{0} {1}.";
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public string PlayerEnhancedBuff => "已强化祝福 {0}.";
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public string PlayerEnhancedAllBuffs => "已强化所有祝福.";
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public string PlayerUnstuck => "已脱离事件.";
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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 =>
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"管理玩家场景\n" +
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"使用 PlaneId 默认进入指定场景\n" +
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"使用 group 来获取组, 使用 prop 来设置道具状态, 在 PropStateEnum 获取状态列表\n" +
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"使用 unlockall 来解锁场景内所有道具(open状态), 可能导致游戏加载卡条, 使用 /scene reset 解决\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";
|
||
public string Usage =>
|
||
"用法: /scene [PlaneId]\n" +
|
||
"用法: /scene cur\n" +
|
||
"用法: /scene reload\n" +
|
||
"用法: /scene group\n" +
|
||
"用法: /scene unlockall\n" +
|
||
"用法: /scene reset [PlaneId]" +
|
||
"用法: /scene prop [组ID] [道具ID] [状态]\n" +
|
||
"用法: /scene remove [实体ID]\n";
|
||
|
||
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 EntryId: {0}, PlaneId: {1}, FloorId: {2}.";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mail
|
||
/// </summary>
|
||
public class MailTextCHS
|
||
{
|
||
public string Desc => "发送邮件";
|
||
public string Usage => "用法: /mail [发送名称] [标题] [内容] [ID1:数量,ID2:数量]";
|
||
public string MailSent => "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";
|
||
public string Leaved => "已离开临时场景!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Account
|
||
/// </summary>
|
||
public class AccountTextCHS
|
||
{
|
||
public string Desc => "管理数据库账号";
|
||
public string Usage =>
|
||
"用法: /account create [用户名] [UID] [密码]\n" +
|
||
"用法: /account delete [UID]";
|
||
public string InvalidUid => "UID无效!";
|
||
public string InvalidAccount => "账号 {0} 无效!";
|
||
public string CreateSuccess => "账号 {0} 创建成功!";
|
||
public string DeleteSuccess => "账号 {0} 删除成功!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Announce
|
||
/// </summary>
|
||
public class AnnounceTextCHS
|
||
{
|
||
public string Desc => "发送弹窗公告";
|
||
public string Usage => "用法: /announce [Text] [Color]";
|
||
public string SendSuccess => "发送成功!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Ban
|
||
/// </summary>
|
||
public class BanTextCHS
|
||
{
|
||
public string Desc => "封禁或解封用户";
|
||
public string Usage => "用法: /ban [add/delete]";
|
||
public string BanSuccess => "账号已封禁!";
|
||
public string UnBanSuccess => "账号已解封!";
|
||
}
|
||
|
||
/// <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!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Permission
|
||
/// </summary>
|
||
public class PermissionTextCHS
|
||
{
|
||
public string Desc => "管理玩家权限";
|
||
public string Usage =>
|
||
"用法: /permission add [权限]\n" +
|
||
"用法: /permission remove [权限]\n" +
|
||
"用法: /permission clean [权限]";
|
||
public string InvalidPerm => "权限 {0} 不存在!";
|
||
public string Added => "已添加权限 {0} 到玩家 {1}!";
|
||
public string Removed => "已移除玩家 {0} 的权限 {1}!";
|
||
public string Cleaned => "已清除玩家 {0} 的所有权限!";
|
||
}
|
||
|
||
#endregion
|
||
|
||
#endregion |