using System; using System.Collections.Generic; using Logic.Action; using Logic.Multilingual; using UnityEngine; [Serializable] [CreateAssetMenu(fileName = "TextDataAssets", menuName = "TH1 Game Data/Text Data Asset")] public class TextDataAssets : ScriptableObject { [MultilingualField]public string WinUIWinText; [MultilingualField]public string WinUILoseText; [MultilingualField]public string BottomInfoUnitDesc; [MultilingualField]public string AIPlayingHint; [MultilingualField]public string HeroForceFinishHint; [MultilingualField]public string NoneText; //bottominfo使用的 - 无主领土 [MultilingualField]public string BottomInfoGridNoPlayerGridSubTitle1; [MultilingualField]public string HintUIDefaultText; public List GiantUpgradeTextList; [MultilingualField]public string OutsideMultiplayTitleAIPlayer; [MultilingualField]public string OutsideMultiplayTitleHost; [MultilingualField]public string OutsideMultiplayTitleGuest; //[MultilingualField]public string OutsideMultiplayNameBlank; [MultilingualField]public string OutsideMultiplayOnlineStatus; //-------- UI -------- [MultilingualField] public string HeroTaskFinishedDesc; public bool GetGiantUpgradeText(GiantType giant, out string ret) { ret = ""; foreach(var g in GiantUpgradeTextList) if (g.GiantType == giant) { ret = MultilingualManager.Instance.GetMultilingualText(uint.Parse(g.UpgradeText)); return true; } return false; } } [Serializable] public class GiantUpgradeText { public GiantType GiantType; [MultilingualField] public string UpgradeText; }