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Made more text translateble. References #171.
This commit is contained in:
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6 changed files with 157 additions and 36 deletions
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@ -86,14 +86,44 @@ connect_settings_autostart = Start the game automatically
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## Game settings
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Enable-friendly-fire = Enable friendly fire
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Have-perk-pools-be-independent-of-each-other = Have perk pools be independent of each other
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Amount-of-chunks-host-has-loaded-at-once-synced-enemies-and-physics-objects-need-to-be-loaded-in-by-host-to-be-rendered-by-clients = Amount of chunks host has loaded at once, synced enemies and physics objects need to be loaded in by host to be rendered by clients
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local_health_desc_1 = Every player has their own health, run ends when all player are dead.
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local_health_desc_2 = There is a respawn mechanic.
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shared_health_desc_1 = Health is shared, but scales with player count.
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shared_health_desc_2 = Percentage-based damage and full heals are adjusted.
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shared_health_desc_3 = The original mode.
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Local-health = Local health
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Shared-health = Shared health
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Game-mode = Game mode
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world-sync-is-pixel-sync-note = Note: World sync refers to the part that syncs pixels(materials) of the world. Enemies and other entities aren't affected by this.
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Higher-values-result-in-less-performance-impact = Higher values result in less performance impact.
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World-will-be-synced-every-this-many-frames = World will be synced every this many frames.
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## Savestate
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New-game = New game
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Continue = Continue
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savestate_desc = Savestate from a previous run has been detected. Do you wish to continue that run, or to start a new game (and reset the savestate)?
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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## Player appearance
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Gem = Gem
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Amulet = Amulet
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Crown = Crown
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Cape-edge-color = Cape edge color
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Cape-color = Cape color
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Forearm-color = Forearm color
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Arm-color = Arm color
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Alt-color = Alt color
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Main-color = Main color
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Reset-colors-to-default = Reset colors to default
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Shift-hue = Shift hue
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## Connected
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Show-debug-info = Show debug info
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hint_spectate = Use [',' or d-pad-left] and ['.' or d-pad-right] keys to spectate over other players.
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hint_ping = [Middle mouse button or right thumb stick] spawns a ping
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@ -86,14 +86,44 @@ connect_settings_autostart = ゲームを自動的に開始する
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## Game settings
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Enable-friendly-fire = Enable friendly fire
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Have-perk-pools-be-independent-of-each-other = Have perk pools be independent of each other
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Amount-of-chunks-host-has-loaded-at-once-synced-enemies-and-physics-objects-need-to-be-loaded-in-by-host-to-be-rendered-by-clients = Amount of chunks host has loaded at once, synced enemies and physics objects need to be loaded in by host to be rendered by clients
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local_health_desc_2 = There is a respawn mechanic.
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local_health_desc_1 = Every player has their own health, run ends when all player are dead.
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shared_health_desc_3 = The original mode.
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shared_health_desc_2 = Percentage-based damage and full heals are adjusted.
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shared_health_desc_1 = Health is shared, but scales with player count.
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Local-health = Local health
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Shared-health = Shared health
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Game-mode = Game mode
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world-sync-is-pixel-sync-note = Note: World sync refers to the part that syncs pixels(materials) of the world. Enemies and other entities aren't affected by this.
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Higher-values-result-in-less-performance-impact = Higher values result in less performance impact.
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World-will-be-synced-every-this-many-frames = World will be synced every this many frames.
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## Savestate
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New-game = New game
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Continue = Continue
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savestate_desc = Savestate from a previous run has been detected. Do you wish to continue that run, or to start a new game (and reset the savestate)?
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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## Player appearance
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Gem = Gem
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Amulet = Amulet
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Crown = Crown
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Cape-edge-color = Cape edge color
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Cape-color = Cape color
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Forearm-color = Forearm color
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Arm-color = Arm color
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Alt-color = Alt color
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Main-color = Main color
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Reset-colors-to-default = Reset colors to default
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Shift-hue = Shift hue
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## Connected
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Show-debug-info = Show debug info
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hint_spectate = Use [',' or d-pad-left] and ['.' or d-pad-right] keys to spectate over other players.
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hint_ping = [Middle mouse button or right thumb stick] spawns a ping
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@ -69,12 +69,44 @@ error_lobby_does_not_exist = Лобби не существует.
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## Game settings
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Enable-friendly-fire = Enable friendly fire
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Have-perk-pools-be-independent-of-each-other = Have perk pools be independent of each other
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Amount-of-chunks-host-has-loaded-at-once-synced-enemies-and-physics-objects-need-to-be-loaded-in-by-host-to-be-rendered-by-clients = Amount of chunks host has loaded at once, synced enemies and physics objects need to be loaded in by host to be rendered by clients
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local_health_desc_2 = There is a respawn mechanic.
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local_health_desc_1 = Every player has their own health, run ends when all player are dead.
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shared_health_desc_3 = The original mode.
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shared_health_desc_2 = Percentage-based damage and full heals are adjusted.
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shared_health_desc_1 = Health is shared, but scales with player count.
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Local-health = Local health
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Shared-health = Shared health
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Game-mode = Game mode
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world-sync-is-pixel-sync-note = Note: World sync refers to the part that syncs pixels(materials) of the world. Enemies and other entities aren't affected by this.
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Higher-values-result-in-less-performance-impact = Higher values result in less performance impact
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World-will-be-synced-every-this-many-frames = World will be synced every this many frames
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## Savestate
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New-game = New game
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Continue = Continue
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savestate_desc = Savestate from a previous run has been detected. Do you wish to continue that run, or to start a new game (and reset the savestate)?
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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An-in-progress-run-has-been-detected = An in-progress run has been detected.
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## Player appearance
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Gem = Gem
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Amulet = Amulet
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Crown = Crown
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Cape-edge-color = Cape edge color
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Cape-color = Cape color
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Forearm-color = Forearm color
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Arm-color = Arm color
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Alt-color = Alt color
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Main-color = Main color
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Reset-colors-to-default = Reset colors to default
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Shift-hue = Shift hue
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## Connected
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Show-debug-info = Show debug info
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hint_spectate = Use [',' or d-pad-left] and ['.' or d-pad-right] keys to spectate over other players.
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hint_ping = [Middle mouse button or right thumb stick] spawns a ping
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@ -84,16 +84,46 @@ connect_settings_enemy_hp_scale = 敌人血量比例
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connect_settings_local = 本地设置
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connect_settings_autostart = 自动启动游戏
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## 游戏设置
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## Game settings
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Enable-friendly-fire = Enable friendly fire
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Have-perk-pools-be-independent-of-each-other = Have perk pools be independent of each other
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Amount-of-chunks-host-has-loaded-at-once-synced-enemies-and-physics-objects-need-to-be-loaded-in-by-host-to-be-rendered-by-clients = Amount of chunks host has loaded at once, synced enemies and physics objects need to be loaded in by host to be rendered by clients
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local_health_desc_2 = There is a respawn mechanic.
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local_health_desc_1 = Every player has their own health, run ends when all player are dead.
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shared_health_desc_3 = The original mode.
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shared_health_desc_2 = Percentage-based damage and full heals are adjusted.
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shared_health_desc_1 = Health is shared, but scales with player count.
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Local-health = Local health
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Shared-health = Shared health
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Game-mode = Game mode
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world-sync-is-pixel-sync-note = 注意:世界同步是指同步世界像素(材质)的部分。敌人和其他实体不受此影响。
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Higher-values-result-in-less-performance-impact = 该值越大,对性能影响越小。
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World-will-be-synced-every-this-many-frames = 该值将作为世界同步的间隔(帧)。
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## 存档状态
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## Savestate
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New-game = 新的游戏
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Continue = 继续游戏
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savestate_desc = 检测到上一次的存档。你想要继续启动该存档还是开启一局新游戏(并重置存档)?
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An-in-progress-run-has-been-detected = 检查到正在运行的存档。
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An-in-progress-run-has-been-detected = 检查到正在运行的存档。
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## Player appearance
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Gem = Gem
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Amulet = Amulet
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Crown = Crown
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Cape-edge-color = Cape edge color
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Cape-color = Cape color
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Forearm-color = Forearm color
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Arm-color = Arm color
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Alt-color = Alt color
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Main-color = Main color
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Reset-colors-to-default = Reset colors to default
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Shift-hue = Shift hue
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## Connected
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Show-debug-info = Show debug info
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hint_spectate = Use [',' or d-pad-left] and ['.' or d-pad-right] keys to spectate over other players.
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hint_ping = [Middle mouse button or right thumb stick] spawns a ping
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@ -589,16 +589,16 @@ impl App {
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fn show_game_settings(&mut self, ui: &mut Ui, show_local: bool) {
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heading_with_underline(ui, tr("connect_settings"));
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let game_settings = &mut self.app_saved_state.game_settings;
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ui.label("Game mode");
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ui.label(tr("Game-mode"));
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ui.radio_value(
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&mut game_settings.game_mode,
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GameMode::SharedHealth,
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"Shared health",
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tr("Shared-health"),
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);
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ui.radio_value(
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&mut game_settings.game_mode,
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GameMode::LocalHealth,
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"Local health",
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tr("Local-health"),
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);
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ui.scope(|ui| {
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@ -606,15 +606,13 @@ impl App {
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match game_settings.game_mode {
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GameMode::SharedHealth => {
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ui.label("Health is shared, but scales with player count.");
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ui.label("Percentage-based damage and full heals are adjusted.");
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ui.label("The original mode.");
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ui.label(tr("shared_health_desc_1"));
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ui.label(tr("shared_health_desc_2"));
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ui.label(tr("shared_health_desc_3"));
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}
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GameMode::LocalHealth => {
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ui.label(
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"Every player has their own health, run ends when all player are dead.",
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);
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ui.label("There is a respawn mechanic.");
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ui.label(tr("local_health_desc_1"));
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ui.label(tr("local_health_desc_2"));
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}
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}
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});
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@ -634,7 +632,7 @@ impl App {
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ui.add(DragValue::new(&mut game_settings.seed));
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});
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ui.add_space(10.0);
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ui.label("Amount of chunks host has loaded at once, synced enemies and physics objects need to be loaded in by host to be rendered by clients");
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ui.label(tr("Amount-of-chunks-host-has-loaded-at-once-synced-enemies-and-physics-objects-need-to-be-loaded-in-by-host-to-be-rendered-by-clients"));
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ui.add(Slider::new(&mut game_settings.chunk_target, 1..=64));
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/*if game_settings.world_sync_version == 2 {
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ui.add_space(10.0);
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@ -666,7 +664,7 @@ impl App {
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ui.add_space(20.0);
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ui.checkbox(
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&mut game_settings.randomize_perks,
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"have perk pools be independent of each other",
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tr("Have-perk-pools-be-independent-of-each-other"),
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);
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ui.add_space(20.0);
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ui.add(
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@ -675,7 +673,7 @@ impl App {
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.text(tr("connect_settings_enemy_hp_scale")),
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);
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ui.add_space(20.0);
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ui.checkbox(&mut game_settings.friendly_fire, "Friendly fire");
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ui.checkbox(&mut game_settings.friendly_fire, tr("Enable-friendly-fire"));
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if show_local {
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heading_with_underline(ui, tr("connect_settings_local"));
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ui.checkbox(
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@ -690,7 +688,7 @@ impl App {
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.into_rgba8();
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}
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let old_hue = self.appearance.hue;
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ui.add(Slider::new(&mut self.appearance.hue, 0.0..=360.0).text("Shift hue"));
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ui.add(Slider::new(&mut self.appearance.hue, 0.0..=360.0).text(tr("Shift-hue")));
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if old_hue != self.appearance.hue {
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let diff = self.appearance.hue - old_hue;
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shift_hue(diff, &mut self.appearance.player_color.player_main);
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@ -709,7 +707,7 @@ impl App {
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&self.appearance.player_picker,
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);
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});
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if ui.button("Reset colors to default").clicked() {
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if ui.button(tr("Reset-colors-to-default")).clicked() {
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self.appearance.player_color = PlayerColor::default();
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self.appearance.hue = 0.0
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}
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@ -925,10 +923,10 @@ impl eframe::App for App {
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}
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ui.add_space(15.0);
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ui.checkbox(&mut self.app_saved_state.show_extra_debug_stuff, "Show debug stuff");
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ui.checkbox(&mut self.app_saved_state.show_extra_debug_stuff, tr("Show-debug-info"));
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ui.add_space(15.0);
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ui.label("[Middle mouse button or right thumb stick] spawns a ping");
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ui.label("Use [',' or d-pad-left] and ['.' or d-pad-right] keys to spectate over other players.");
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ui.label(tr("hint_ping"));
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ui.label(tr("hint_spectate"));
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if self.app_saved_state.show_extra_debug_stuff {
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@ -1,3 +1,4 @@
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use crate::lang::tr;
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use crate::{App, PlayerColor, PlayerPicker};
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use eframe::egui;
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use eframe::egui::color_picker::{color_picker_color32, Alpha};
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@ -139,27 +140,27 @@ pub fn player_select_current_color_slot(ui: &mut Ui, app: &mut App) {
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ui.scope(|ui| {
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ui.set_max_width(100.0);
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ui.vertical_centered_justified(|ui| {
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if ui.button("Main color").clicked() {
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if ui.button(tr("Main-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerMain
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}
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if ui.button("Alt color").clicked() {
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if ui.button(tr("Alt-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerAlt
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}
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if ui.button("Arm color").clicked() {
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if ui.button(tr("Arm-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerArm
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}
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if ui.button("Forearm color").clicked() {
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if ui.button(tr("Forearm-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerForearm
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}
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if ui.button("Cape color").clicked() {
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if ui.button(tr("Cape-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerCape
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}
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if ui.button("Cape edge color").clicked() {
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if ui.button(tr("Cape-edge-color")).clicked() {
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clicked = true;
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app.appearance.player_picker = PlayerPicker::PlayerCapeEdge
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}
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@ -169,13 +170,13 @@ pub fn player_select_current_color_slot(ui: &mut Ui, app: &mut App) {
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let amulet = flags.join("secret_amulet").exists();
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let gem = flags.join("secret_amulet_gem").exists();
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if hat {
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ui.checkbox(&mut app.appearance.cosmetics.0, "Crown");
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ui.checkbox(&mut app.appearance.cosmetics.0, tr("Crown"));
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}
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if amulet {
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ui.checkbox(&mut app.appearance.cosmetics.1, "Amulet");
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ui.checkbox(&mut app.appearance.cosmetics.1, tr("Amulet"));
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}
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if gem {
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ui.checkbox(&mut app.appearance.cosmetics.2, "Gem");
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ui.checkbox(&mut app.appearance.cosmetics.2, tr("Gem"));
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}
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}
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});
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