2025-09-19 03:51:31 +08:00

45 lines
1.3 KiB
C#

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;
//bottominfo使用的 - 无主领土
[MultilingualField]public string BottomInfoGridNoPlayerGridSubTitle1;
[MultilingualField]public string HintUIDefaultText;
public List<GiantUpgradeText> GiantUpgradeTextList;
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;
}