Эх сурвалжийг харах

转换文件格式为UTF8

guodong 1 жил өмнө
parent
commit
46715a2e3d
27 өөрчлөгдсөн 133 нэмэгдсэн , 133 устгасан
  1. 7 7
      GameClient/Assets/Game/HotUpdate/Data/StoryDialogDataManager.cs
  2. 15 15
      GameClient/Assets/Game/HotUpdate/DressUp/MyDressUpHelper.cs
  3. 7 7
      GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Login/LoginHelper.cs
  4. 1 1
      GameClient/Assets/Game/HotUpdate/ServerProxy/FieldSProxy.cs
  5. 5 5
      GameClient/Assets/Game/HotUpdate/Sound/MusicManager.cs
  6. 1 1
      GameClient/Assets/Game/HotUpdate/Views/ActivityThemeLuckyBox/ActivityThemeLuckyBoxView.cs
  7. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Card/CardView.cs
  8. 3 3
      GameClient/Assets/Game/HotUpdate/Views/Common/Controller/GetSuitItemController.cs
  9. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Common/Controller/LuckyBoxController.cs
  10. 4 4
      GameClient/Assets/Game/HotUpdate/Views/CreateRole/CreateRoleView.cs
  11. 1 1
      GameClient/Assets/Game/HotUpdate/Views/FieldGuide/FieldGuideView.cs
  12. 6 6
      GameClient/Assets/Game/HotUpdate/Views/League/LeagueTeaPartyRewardView.cs
  13. 3 3
      GameClient/Assets/Game/HotUpdate/Views/League/LeagueTeaPartyShowView.cs
  14. 1 1
      GameClient/Assets/Game/HotUpdate/Views/LuckyBox/LuckyBoxWishView.cs
  15. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/ArenaFightResultView.cs
  16. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLookBackView.cs
  17. 2 2
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StorySkillView.cs
  18. 8 8
      GameClient/Assets/Game/HotUpdate/Views/MainStory/TypingFadeEffect.cs
  19. 10 10
      GameClient/Assets/Game/HotUpdate/Views/MainStory/TypingFadeEffectPro.cs
  20. 6 6
      GameClient/Assets/Game/HotUpdate/Views/OpenServerActivity/OpenServerActivityView.cs
  21. 1 1
      GameClient/Assets/Game/HotUpdate/Views/OpenServerActivity/OpenServerFightView.cs
  22. 3 3
      GameClient/Assets/Game/HotUpdate/Views/RoleLvUp/RoleLvUpView.cs
  23. 36 36
      GameClient/Assets/Game/HotUpdate/Views/Store/StoreGiftBagAddRebateView.cs
  24. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Task/TaskAchieveDetailView.cs
  25. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Task/TaskAchieveView.cs
  26. 1 1
      GameClient/Assets/Game/Launcher/GameLauncher.cs
  27. 3 3
      GameClient/Assets/Game/Launcher/Views/FullScreenTextView.cs

+ 7 - 7
GameClient/Assets/Game/HotUpdate/Data/StoryDialogDataManager.cs

@@ -8,16 +8,16 @@ namespace GFGGame
     {
         public void Clear()
         {
-            _waitPicFade = false;          // 等待立绘加载
-            _waitBgChange = false;         // 等待背景更换
-            _dialogShowDelay = 0.0f;      // 对话延迟出现
+            _waitPicFade = false;          // 绛夊緟绔嬬粯鍔犺浇
+            _waitBgChange = false;         // 绛夊緟鑳屾櫙鏇存崲
+            _dialogShowDelay = 0.0f;      // 瀵硅瘽寤惰繜鍑虹幇
             _waiting = false;
         }
 
-        private bool _waitPicFade = false;          // 等待立绘加载
-        private bool _waitBgChange = false;         // 等待背景更换
-        private float _dialogShowDelay = 0.0f;      // 对话延迟出现
-        private bool _waiting = false;              // 全局等待,如等待对话框的播放动画结束,或者等待某些演出结束
+        private bool _waitPicFade = false;          // 绛夊緟绔嬬粯鍔犺浇
+        private bool _waitBgChange = false;         // 绛夊緟鑳屾櫙鏇存崲
+        private float _dialogShowDelay = 0.0f;      // 瀵硅瘽寤惰繜鍑虹幇
+        private bool _waiting = false;              // 鍏ㄥ眬绛夊緟锛屽�绛夊緟瀵硅瘽妗嗙殑鎾�斁鍔ㄧ敾缁撴潫锛屾垨鑰呯瓑寰呮煇浜涙紨鍑虹粨鏉�
 
         // Dialog wait pic's animation finished 
         public bool waitPicFade { get { return _waitPicFade; } set { _waitPicFade = value; } }

+ 15 - 15
GameClient/Assets/Game/HotUpdate/DressUp/MyDressUpHelper.cs

@@ -22,7 +22,7 @@ namespace GFGGame
         public static int stepIndex { get { return _stepIndex; } }
         private static List<DressUpData> _dressMemory = new List<DressUpData>();
         public static List<DressUpData> dressMemory { get { return _dressMemory; } }
-        public const int MAX_MEMORY_STEP = 20;//最大记录步数
+        public const int MAX_MEMORY_STEP = 20;//鏈€澶ц�褰曟�鏁�
 
         public static CustomSuitData GetCurSuitDataClone(int index)
         {
@@ -33,7 +33,7 @@ namespace GFGGame
 
 
         /// <summary>
-        /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
+        /// 妫€娴嬫槸鍚︾┛鎴村畬鏁达紙绌跨潃杩炶。瑁欐垨鍚屾椂绌跨潃涓婅�涓嬭�锛�
         /// </summary>
         /// <returns></returns>
         public static bool CheckPutOnFinish(List<int> itemList = null)
@@ -58,7 +58,7 @@ namespace GFGGame
                 ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
                 if (itemCfg == null)
                 {
-                    Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
+                    Log.Warning($"id涓� {itemId} 鐨勭墿鍝佹病鏈夐厤缃�紝璇锋煡鎵惧師鍥狅紒");
                     continue;
                 }
                 if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
@@ -102,7 +102,7 @@ namespace GFGGame
             dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
         }
 
-        //返回当前饰品穿戴数量
+        //杩斿洖褰撳墠楗板搧绌挎埓鏁伴噺
         public static int GetCurrentOrnamentCount()
         {
             int count = 0;
@@ -171,12 +171,12 @@ namespace GFGGame
             GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
             DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
             Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
-            for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
+            for (int i = 0; i < menuCfg1s.Length - 4; i++)//鏈€鍚庡洓涓�笉澶勭悊锛堝�瑁呫€佸姩浣溿€侀亾鍏枫€佽儗鏅�級
             {
                 DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
                 List<int> recommendItems = new List<int>();
                 itemsDic[menuCfg1.id] = recommendItems;
-                if (menuCfg1.subMenusArr.Length == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
+                if (menuCfg1.subMenusArr.Length == 0)//鏅�€氶儴浠舵湁蹇呴渶鍝佸氨鐢ㄥ繀闇€鍝侊紝娌℃湁蹇呴渶鍝佸氨鐢ㄦ帹鑽愬搧
                 {
                     if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
                     {
@@ -191,8 +191,8 @@ namespace GFGGame
                 }
                 else
                 {
-                    List<int> needOrnament = new List<int>();//饰品的必需品列表
-                    List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
+                    List<int> needOrnament = new List<int>();//楗板搧鐨勫繀闇€鍝佸垪琛�
+                    List<int> recommecdOrnament = new List<int>();//楗板搧鐨勬帹鑽愬搧鍒楄〃
                     for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
                     {
                         DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
@@ -219,7 +219,7 @@ namespace GFGGame
                             if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
                             {
                                 int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
-                                //特殊部件必需品不足三件,从推荐品里补足
+                                //鐗规畩閮ㄤ欢蹇呴渶鍝佷笉瓒充笁浠讹紝浠庢帹鑽愬搧閲岃ˉ瓒�
                                 recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
                                 recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
                             }
@@ -238,7 +238,7 @@ namespace GFGGame
             return itemsDic;
         }
 
-        //获取本关卡所有必需品Dictionary和每个类型的最高分推荐Dictionary,两个Dictionary内部件互斥(必需品不会出现在推荐品里)
+        //鑾峰彇鏈�叧鍗℃墍鏈夊繀闇€鍝丏ictionary鍜屾瘡涓�被鍨嬬殑鏈€楂樺垎鎺ㄨ崘Dictionary锛屼袱涓狣ictionary鍐呴儴浠朵簰鏂ワ紙蹇呴渶鍝佷笉浼氬嚭鐜板湪鎺ㄨ崘鍝侀噷锛�
         private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
         {
             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
@@ -264,7 +264,7 @@ namespace GFGGame
                     int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
                     for (int i = 0; i < suitParts.Length; i++)
                     {
-                        if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
+                        if (itemDatas.IndexOf(suitParts[i]) >= 0)//褰撳墠绫诲瀷閲屾槸鍚﹀寘鍚��閮ㄤ欢,
                         {
                             needListBySubType[subType].Add(suitParts[i]);
                         }
@@ -278,17 +278,17 @@ namespace GFGGame
                     }
                 }
                 DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
-                int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//特殊部件最多穿3个,其他部件只能穿一个;
+                int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//鐗规畩閮ㄤ欢鏈€澶氱┛3涓�紝鍏朵粬閮ㄤ欢鍙�兘绌夸竴涓�紱
                 needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
                 if (!recommendListBySubType.ContainsKey(subType))
                 {
                     recommendListBySubType.Add(subType, new List<int>());
                 }
                 int index = 0;
-                while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
+                while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//涓嶈冻3涓�粠鍒楄〃閲岃ˉ瓒�
                 {
                     int partId = itemDatas[index];
-                    if (needListBySubType[subType].IndexOf(partId) < 0)//必需品列表里还没有此部件才会被添加进去
+                    if (needListBySubType[subType].IndexOf(partId) < 0)//蹇呴渶鍝佸垪琛ㄩ噷杩樻病鏈夋�閮ㄤ欢鎵嶄細琚�坊鍔犺繘鍘�
                     {
                         recommendListBySubType[subType].Add(partId);
                     }
@@ -297,7 +297,7 @@ namespace GFGGame
                 DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
             }
         }
-        //获取一套套装战斗时可用部件(剔除超过5件的饰品)
+        //鑾峰彇涓€濂楀�瑁呮垬鏂楁椂鍙�敤閮ㄤ欢锛堝墧闄よ秴杩�5浠剁殑楗板搧锛�
         public static List<int> GetSuitFightItems(int suitId)
         {
             List<int> items = new List<int>();

+ 7 - 7
GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Login/LoginHelper.cs

@@ -46,7 +46,7 @@ namespace ET
             {
                 accountSession = zoneScene.GetComponent<NetKcpComponent>().Create(NetworkHelper.ToIPEndPoint(address));
                 var passwordMD5 = password;
-                //密码禁止明文传输
+                //瀵嗙爜绂佹�鏄庢枃浼犺緭
                 if (!isMD5)
                 {
                     passwordMD5 = MD5Helper.stringMD5(password);
@@ -99,7 +99,7 @@ namespace ET
             {
                 session = zoneScene.GetComponent<NetKcpComponent>().Create(NetworkHelper.ToIPEndPoint(address));
                 {
-                    //密码禁止明文传输
+                    //瀵嗙爜绂佹�鏄庢枃浼犺緭
                     var passwordMD5 = MD5Helper.stringMD5(password);
                     r2C_Register = (A2C_Register)await session.Call(new C2A_Register()
                     {
@@ -298,7 +298,7 @@ namespace ET
         public static async ETTask<int> EnterGame(Scene zoneScene)
         {
             string realmAddress = zoneScene.GetComponent<AccountInfoComponent>().RealmAddress;
-            //1.连接Realm,获取分配的Gate
+            //1.杩炴帴Realm锛岃幏鍙栧垎閰嶇殑Gate
             R2C_LoginRealm r2C_LoginRealm = null;
 
             Session session = zoneScene.GetComponent<NetKcpComponent>().Create(NetworkHelper.ToIPEndPoint(realmAddress));
@@ -330,7 +330,7 @@ namespace ET
             zoneScene.GetComponent<SessionComponent>().GateSession = gateSession;
             zoneScene.GetComponent<SessionComponent>().SessionState = SessionState.Gate;
 
-            //2.开始连接Gate
+            //2.寮€濮嬭繛鎺�ate
             long currentRoleId = zoneScene.GetComponent<RoleInfosComponent>().CurrentRoleId;
             G2C_LoginGate g2C_LoginGate = null;
             try
@@ -355,9 +355,9 @@ namespace ET
                 zoneScene.GetComponent<SessionComponent>().GateSession?.Dispose();
                 return g2C_LoginGate.Error;
             }
-            Log.Debug("登陆gate成功!");
+            Log.Debug("鐧婚檰gate鎴愬姛锛�");
 
-            //3.角色正式请求进入游戏逻辑服
+            //3.瑙掕壊姝e紡璇锋眰杩涘叆娓告垙閫昏緫鏈�
             G2C_EnterGame g2C_EnterGame = null;
             try
             {
@@ -376,7 +376,7 @@ namespace ET
                 return g2C_EnterGame.Error;
             }
 
-            Log.Debug("角色进入游戏成功!");
+            Log.Debug("瑙掕壊杩涘叆娓告垙鎴愬姛锛�");
             zoneScene.GetComponent<PlayerComponent>().MyId = g2C_EnterGame.MyId;
             await zoneScene.GetComponent<ObjectWait>().Wait<WaitType.Wait_SceneChangeFinish>();
 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/ServerProxy/FieldSProxy.cs

@@ -91,7 +91,7 @@ namespace GFGGame
             return false;
         }
 
-        //¼àÌýÌïÒ°µ÷²éÈÎÎñ״̬
+        //监�田野调查任务状�
         public class FieldTaskState : AMHandler<S2C_FieldTaskBonus>
         {
             protected override async ETTask Run(Session session, S2C_FieldTaskBonus message)

+ 5 - 5
GameClient/Assets/Game/HotUpdate/Sound/MusicManager.cs

@@ -11,9 +11,9 @@ namespace GFGGame
         private string currentName;
         private AssetOperationHandle handle;
         private Coroutine coroutine;
-        private float settingVolumn = 1f;       // 设置音量
-        private float tempVolume = 1f;          // 临时音量
-        private float changeBaseValue = 0.01f;  // 缓动单位改变基数
+        private float settingVolumn = 1f;       // 璁剧疆闊抽噺
+        private float tempVolume = 1f;          // 涓存椂闊抽噺
+        private float changeBaseValue = 0.01f;  // 缂撳姩鍗曚綅鏀瑰彉鍩烘暟
 
         private bool _isOn = true;
         public bool isOn
@@ -60,7 +60,7 @@ namespace GFGGame
                 return;
             }
 
-            // 播放语音时背景音乐变小
+            // 鎾�斁璇�煶鏃惰儗鏅�煶涔愬彉灏�
             if (VoiceManager.Instance.IsPlaying())
             {
                 tempVolume = 0.17f;
@@ -70,7 +70,7 @@ namespace GFGGame
                 tempVolume = settingVolumn;
             }
 
-            // 音量缓动变化
+            // 闊抽噺缂撳姩鍙樺寲
             if (player.volume != tempVolume)
             {
                 player.volume = Mathf.Lerp(player.volume, tempVolume, changeBaseValue);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/ActivityThemeLuckyBox/ActivityThemeLuckyBoxView.cs

@@ -57,7 +57,7 @@ namespace GFGGame
             }
             _activityId = ActivityDataManager.Instance.GetCurOpenActiveByType(ConstLimitTimeActivityType.ActLimitLuckyBox);
 
-            // 界面根据ID改变
+            // 鐣岄潰鏍规嵁ID鏀瑰彉
             _ui.m_c1.SetSelectedPage(_activityId.ToString());
             _ui.target.GetTransition("In_" + _activityId.ToString())?.Play();
             _activityCfg = ActivityOpenCfgArray.Instance.GetCfg(_activityId);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Card/CardView.cs

@@ -44,7 +44,7 @@ namespace GFGGame
             _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("gxhd_bjbj");
 
         }
-        /*******************************************************监听函数**************************************************/
+        /*******************************************************录脿脤媒潞炉脢媒**************************************************/
         private void OnClickBtnBack()
         {
             ViewManager.GoBackFrom(typeof(CardView).FullName);
@@ -53,7 +53,7 @@ namespace GFGGame
         }
         private void OnClickLoaStory(int roleId)
         {
-            PromptController.Instance.ShowFloatTextPrompt("暂未开放" + roleId);
+            PromptController.Instance.ShowFloatTextPrompt("脭脻脦麓驴陋路脜" + roleId);
         }
         private void OnClickLoaDetail()
         {

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/Common/Controller/GetSuitItemController.cs

@@ -5,9 +5,9 @@ namespace GFGGame
     public class GetSuitItemController
     {
         public static bool enable = true;
-        public static bool showSingle = false;  //是否是每次获得套装就需要显示一次
+        public static bool showSingle = false;  //鏄�惁鏄�瘡娆¤幏寰楀�瑁呭氨闇€瑕佹樉绀轰竴娆�
         private static List<int> _waitingToShowSuit = new List<int>();
-        //这个变量主要用于抽奖自动打开
+        //杩欎釜鍙橀噺涓昏�鐢ㄤ簬鎶藉�鑷�姩鎵撳紑
         public static bool isAuto = false;
 
         public static void Clear()
@@ -22,7 +22,7 @@ namespace GFGGame
                 return;
             }
             int suitId = SuitCfgArray.Instance.GetSuitIdOfItem(itemId);
-            //引导是合成套装不弹窗
+            //寮曞�鏄�悎鎴愬�瑁呬笉寮圭獥
             if (GuideDataManager.currentGuideId != 13 && _waitingToShowSuit.IndexOf(suitId) < 0 && !showSingle)
             {
                 _waitingToShowSuit.Add(suitId);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Common/Controller/LuckyBoxController.cs

@@ -140,7 +140,7 @@ namespace GFGGame
         {
             _dressUpObjUIs[_index].sceneObject.transform.localScale = Vector3.zero;
 
-            // 未加载到live2D之前,不做显示
+            // 鏈�姞杞藉埌live2D涔嬪墠锛屼笉鍋氭樉绀�
             while (!InitModel(_index))
             {
                 yield return new WaitForEndOfFrame();
@@ -163,7 +163,7 @@ namespace GFGGame
 
             InitModel(1);
             ChangeModelAlpha(1, 1);
-            // 隐藏另一个模型
+            // 闅愯棌鍙︿竴涓�ā鍨�
             if (_dressUpObjUIs[0].sceneObject != null)
             {
                 _dressUpObjUIs[0].sceneObject.transform.localScale = Vector3.zero;

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Views/CreateRole/CreateRoleView.cs

@@ -126,19 +126,19 @@ namespace GFGGame
             string roleName = _ui.m_envelopeModel.m_inputName.text;
             if (string.IsNullOrEmpty(roleName))
             {
-                PromptController.Instance.ShowFloatTextPrompt("角色名不能为空");
+                PromptController.Instance.ShowFloatTextPrompt("瑙掕壊鍚嶄笉鑳戒负绌�");
                 return;
             }
 
             if (roleName.Length > GFGGame.GlobalConst.MaxNameLen)
             {
-                PromptController.Instance.ShowFloatTextPrompt("角色名最多七个字");
+                PromptController.Instance.ShowFloatTextPrompt("瑙掕壊鍚嶆渶澶氫竷涓�瓧");
                 return;
             }
 
-            if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$"))//角色起名仅允许汉字、数字、底划线
+            if (!Regex.IsMatch(roleName, @"^[\u4e00-\u9fa5_0-9]+$"))//瑙掕壊璧峰悕浠呭厑璁告眽瀛椼€佹暟瀛椼€佸簳鍒掔嚎
             {
-                PromptController.Instance.ShowFloatTextPrompt("角色名仅允许汉字、数字、下划线");
+                PromptController.Instance.ShowFloatTextPrompt("瑙掕壊鍚嶄粎鍏佽�姹夊瓧銆佹暟瀛椼€佷笅鍒掔嚎");
                 return;
             }
             bool result = await RoleInfoSProxy.ReqModifyRoleName(roleName);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/FieldGuide/FieldGuideView.cs

@@ -154,7 +154,7 @@ namespace GFGGame
                     }
                     else
                     {
-                        PromptController.Instance.ShowFloatTextPrompt("此功能未开启~");
+                        PromptController.Instance.ShowFloatTextPrompt("姝ゅ姛鑳芥湭寮€鍚瘇");
                     }
                     break;
             }

+ 6 - 6
GameClient/Assets/Game/HotUpdate/Views/League/LeagueTeaPartyRewardView.cs

@@ -64,7 +64,7 @@ namespace GFGGame
             EventAgent.RemoveEventListener(ConstMessage.TEA_PARTY_REWARD, UpTeaPartyRewardData);
         }
 
-        //角色评选奖励
+        //瑙掕壊璇勯€夊�鍔�
         private void SetPersonScoreList()
         {
             var teapartyRewardRoleCfg = TeapartyRewardRoleCfgArray.Instance.dataArray;
@@ -75,7 +75,7 @@ namespace GFGGame
             var endX = _ui.m_EndIndex.position.x;
             _ui.m_barPerson.max = maxScore;
             _ui.m_barPerson.value = LeagueDataManager.Instance.RoleTeapartyInfo.PerScore;
-            //循环设置UI
+            //寰�幆璁剧疆UI
             foreach (var cfg in teapartyRewardRoleCfg)
             {
                 var cfgScore = cfg.targetScore;
@@ -83,7 +83,7 @@ namespace GFGGame
                 var target = item.target;
                 componentsPerson.Add(target);
                 _ui.target.AddChild(target);
-                 //根据 maxScore  cfgScore pos.y endY 设置target 位置 x,z不变,y根据比例设置 
+                 //鏍规嵁 maxScore  cfgScore pos.y endY 璁剧疆target 浣嶇疆 x锛寊涓嶅彉锛寉鏍规嵁姣斾緥璁剧疆 
                 var x = pos.x + (endX - pos.x) * cfgScore / maxScore;
                 target.SetPosition(x, pos.y, pos.z);
                 item.m_Score.text = cfgScore.ToString();
@@ -126,7 +126,7 @@ namespace GFGGame
             FreshGetStatus();
         }
 
-        //雅集评选奖励
+        //闆呴泦璇勯€夊�鍔�
         private void SetLeagueScoreList()
         {
             var teapartyRewardLeagueCfgs = TeapartyRewardLeagueCfgArray.Instance.GetCfgsByid(LeagueDataManager.Instance.TeaPartyId); 
@@ -137,7 +137,7 @@ namespace GFGGame
             var endX = _ui.m_EndLeagueIndex.position.x;
             _ui.m_barGroups.max = maxScore;
             _ui.m_barGroups.value = LeagueDataManager.Instance.RoleTeapartyInfo.LeagueScore;
-            //循环设置UI
+            //寰�幆璁剧疆UI
             foreach (var cfg in teapartyRewardLeagueCfgs)
             {
                 var cfgScore = cfg.targetScore;
@@ -145,7 +145,7 @@ namespace GFGGame
                 var target = item.target;
                 componentsLeague.Add(target);
                 _ui.target.AddChild(target);
-                //根据 maxScore  cfgScore pos.y endY 设置target 位置 x,z不变,y根据比例设置 
+                //鏍规嵁 maxScore  cfgScore pos.y endY 璁剧疆target 浣嶇疆 x锛寊涓嶅彉锛寉鏍规嵁姣斾緥璁剧疆 
                 var x = pos.x + (endX - pos.x) * cfgScore / maxScore;
                 target.SetPosition(x, pos.y, pos.z);
                 item.m_Score.text = cfgScore.ToString();

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/League/LeagueTeaPartyShowView.cs

@@ -12,7 +12,7 @@ namespace GFGGame
         private UI_LeagueTeaPartyShowUI _ui;
         private List<UI_comTeaPartyOverItem> teaPartyOverItemList = new List<UI_comTeaPartyOverItem>();
         private List<TeapartyRoleCfg> teapartyRoleCfg;
-        private int timeIndex = 3;  //定时器时间计算
+        private int timeIndex = 3;  //瀹氭椂鍣ㄦ椂闂磋�绠�
 
         public override void Dispose()
         {
@@ -56,7 +56,7 @@ namespace GFGGame
             base.OnShown();
 
             timeIndex = 3;
-            _ui.m_txtCountdown.text = string.Format("将在[color=#FF6600]{0}s[/color]后进入下一阶段", timeIndex);
+            _ui.m_txtCountdown.text = string.Format("灏嗗湪[color=#FF6600]{0}s[/color]鍚庤繘鍏ヤ笅涓€闃舵�", timeIndex);
             GetRoleContainerInfos();
             Timers.inst.Add(1, 3, UpdateTime);
         }
@@ -123,7 +123,7 @@ namespace GFGGame
         private void UpdateTime(object param)
         {
             timeIndex -= 1;
-            _ui.m_txtCountdown.text = string.Format("将在[color=#FF6600]{0}s[/color]后进入下一阶段", timeIndex);
+            _ui.m_txtCountdown.text = string.Format("灏嗗湪[color=#FF6600]{0}s[/color]鍚庤繘鍏ヤ笅涓€闃舵�", timeIndex);
             if (timeIndex <= 0) {
                 openNextView();
                 Timers.inst.Remove(UpdateTime);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/LuckyBox/LuckyBoxWishView.cs

@@ -84,7 +84,7 @@ namespace GFGGame
             ActivityOpenCfg activityOpenCfg = ActivityOpenCfgArray.Instance.GetCfg(activityId);
             var suitId = activityOpenCfg.params2Arr[index];
             var suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
-            AlertUI.Show(string.Format("是否将【{0}】设为许愿套装(许愿后将不可修改,请研究员谨慎选择)", suitCfg.name)).SetLeftButton(true).SetRightButton(true, "确定", (object data) => { onSuccess(index); });
+            AlertUI.Show(string.Format("鏄�惁灏嗐€恵0}銆戣�涓鸿�鎰垮�瑁咃紙璁告効鍚庡皢涓嶅彲淇�敼锛岃�鐮旂┒鍛樿皑鎱庨€夋嫨锛�", suitCfg.name)).SetLeftButton(true).SetRightButton(true, "纭�畾", (object data) => { onSuccess(index); });
         }
 
         private void OnClickBtnShow(EventContext context)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/ArenaFightResultView.cs

@@ -116,7 +116,7 @@ namespace GFGGame
                 PrefabManager.Instance.Restore(_sceneObject);
                 _sceneObject = null;
             }
-            //这里屏蔽是由于打开其他界面时,会调用这个方法
+            //杩欓噷灞忚斀鏄�敱浜庢墦寮€鍏朵粬鐣岄潰鏃讹紝浼氳皟鐢ㄨ繖涓�柟娉�
             //MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
 
             // _ui.m_comResult.target.height = 0;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLookBackView.cs

@@ -163,7 +163,7 @@ namespace GFGGame
             {
                 roleName = RoleDataManager.roleName;
             }
-            //»ŘąË
+            //»�¹Ë
             if (!string.IsNullOrEmpty(roleName))
             {
                 _dialogListLookBack.Add("[color=#FDA2B1]" + roleName + "[/color]");

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StorySkillView.cs

@@ -116,7 +116,7 @@ namespace GFGGame
                     }
                 });
 
-                //战斗卡牌特效处理
+                //鎴樻枟鍗$墝鐗规晥澶勭悊
                 Timers.inst.Add(0.5f, 1, SetEffVisible);
             }
             //else
@@ -163,7 +163,7 @@ namespace GFGGame
                 skillId = key;
                 break;
             }
-            //战斗卡牌特效处理
+            //鎴樻枟鍗$墝鐗规晥澶勭悊
             if (skillScoreDic[skillId] > 0)
             {
                 _ui.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f);

+ 8 - 8
GameClient/Assets/Game/HotUpdate/Views/MainStory/TypingFadeEffect.cs

@@ -31,7 +31,7 @@ namespace GFGGame
         public TypingFadeEffect(GTextField textField) : base(textField) { }
 
         /// <summary>
-        /// 开始打字效果。可以重复调用重复启动。
+        /// 寮€濮嬫墦瀛楁晥鏋溿€傚彲浠ラ噸澶嶈皟鐢ㄩ噸澶嶅惎鍔ㄣ€�
         /// </summary>
         public new void Start()
         {
@@ -69,7 +69,7 @@ namespace GFGGame
 
 
 
-            //隐藏所有混排的对象
+            //闅愯棌鎵€鏈夋贩鎺掔殑瀵硅薄
             if (_textField.richTextField != null)
             {
                 int ec = _textField.richTextField.htmlElementCount;
@@ -84,7 +84,7 @@ namespace GFGGame
                 _mainLayerVertCount += cp.vertCount;
             }
 
-            if (_mainLayerVertCount < vertCount) //说明有描边或者阴影
+            if (_mainLayerVertCount < vertCount) //璇存槑鏈夋弿杈规垨鑰呴槾褰�
             {
                 int repeat = vertCount / _mainLayerVertCount;
                 _stroke = repeat > 2;
@@ -106,12 +106,12 @@ namespace GFGGame
             List<TextField.CharPosition> charPositions = _textField.charPositions;
             int listCnt = charPositions.Count;
 
-            while (_printIndex < listCnt - 1) //最后一个是占位的,无效的,所以-1
+            while (_printIndex < listCnt - 1) //鏈€鍚庝竴涓�槸鍗犱綅鐨勶紝鏃犳晥鐨勶紝鎵€浠�-1
             {
                 cp = charPositions[_printIndex];
                 if (cp.vertCount > 0)
                     output(cp.vertCount, alpha);
-                if (cp.imgIndex > 0) //这是一个图片
+                if (cp.imgIndex > 0) //杩欐槸涓€涓�浘鐗�
                 {
                     _textField.richTextField.ShowHtmlObject(cp.imgIndex - 1, true);
                     return true;
@@ -185,12 +185,12 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 当打字过程中,文本可能会由于字体纹理更改而发生字体重建,要处理这种情况。
-        /// 图片对象不需要处理,因为HtmlElement.status里设定的隐藏标志不会因为Mesh更新而被冲掉。
+        /// 褰撴墦瀛楄繃绋嬩腑锛屾枃鏈�彲鑳戒細鐢变簬瀛椾綋绾圭悊鏇存敼鑰屽彂鐢熷瓧浣撻噸寤猴紝瑕佸�鐞嗚繖绉嶆儏鍐点€�
+        /// 鍥剧墖瀵硅薄涓嶉渶瑕佸�鐞嗭紝鍥犱负HtmlElement.status閲岃�瀹氱殑闅愯棌鏍囧織涓嶄細鍥犱负Mesh鏇存柊鑰岃�鍐叉帀銆�
         /// </summary>
         void OnMeshModified()
         {
-            if (_textField.graphics.mesh.vertexCount != _backupVerts.Length) //可能文字都改了
+            if (_textField.graphics.mesh.vertexCount != _backupVerts.Length) //鍙�兘鏂囧瓧閮芥敼浜�
             {
                 Cancel();
                 return;

+ 10 - 10
GameClient/Assets/Game/HotUpdate/Views/MainStory/TypingFadeEffectPro.cs

@@ -8,7 +8,7 @@ using System.Threading.Tasks;
 namespace GFGGame
 {
     /// <summary>
-    /// 使用异步函数实现多个字同时渐变
+    /// 浣跨敤寮傛�鍑芥暟瀹炵幇澶氫釜瀛楀悓鏃舵笎鍙�
     /// </summary>
     public class TypingFadeEffectPro: TypingEffect
     {
@@ -16,9 +16,9 @@ namespace GFGGame
         protected Color32[] _color32s;
 
         public Action typeFinishedAction;
-        // 出现下一个字符的间隔
+        // 鍑虹幇涓嬩竴涓�瓧绗︾殑闂撮殧
         public float showNextWordInternal = 0.06f;
-        // 字符渐变时间
+        // 瀛楃�娓愬彉鏃堕棿
         protected float charFadeDuration = 0.08f;
 
         /// <summary>
@@ -34,7 +34,7 @@ namespace GFGGame
         public TypingFadeEffectPro(GTextField textField) : base(textField) { }
 
         /// <summary>
-        /// 开始打字效果。可以重复调用重复启动。
+        /// 寮€濮嬫墦瀛楁晥鏋溿€傚彲浠ラ噸澶嶈皟鐢ㄩ噸澶嶅惎鍔ㄣ€�
         /// </summary>
         public new void Start()
         {
@@ -71,7 +71,7 @@ namespace GFGGame
 
 
 
-            //隐藏所有混排的对象
+            //闅愯棌鎵€鏈夋贩鎺掔殑瀵硅薄
             if (_textField.richTextField != null)
             {
                 int ec = _textField.richTextField.htmlElementCount;
@@ -86,7 +86,7 @@ namespace GFGGame
                 _mainLayerVertCount += cp.vertCount;
             }
 
-            if (_mainLayerVertCount < vertCount) //说明有描边或者阴影
+            if (_mainLayerVertCount < vertCount) //璇存槑鏈夋弿杈规垨鑰呴槾褰�
             {
                 int repeat = vertCount / _mainLayerVertCount;
                 _stroke = repeat > 2;
@@ -108,7 +108,7 @@ namespace GFGGame
             cp = charPositions[printIndex];
             if (cp.vertCount > 0)
                 output(cp.vertCount, alpha, vertIndex);
-            if (cp.imgIndex > 0) //这是一个图片
+            if (cp.imgIndex > 0) //杩欐槸涓€涓�浘鐗�
             {
                 _textField.richTextField.ShowHtmlObject(cp.imgIndex - 1, true);
                 return;
@@ -172,12 +172,12 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 当打字过程中,文本可能会由于字体纹理更改而发生字体重建,要处理这种情况。
-        /// 图片对象不需要处理,因为HtmlElement.status里设定的隐藏标志不会因为Mesh更新而被冲掉。
+        /// 褰撴墦瀛楄繃绋嬩腑锛屾枃鏈�彲鑳戒細鐢变簬瀛椾綋绾圭悊鏇存敼鑰屽彂鐢熷瓧浣撻噸寤猴紝瑕佸�鐞嗚繖绉嶆儏鍐点€�
+        /// 鍥剧墖瀵硅薄涓嶉渶瑕佸�鐞嗭紝鍥犱负HtmlElement.status閲岃�瀹氱殑闅愯棌鏍囧織涓嶄細鍥犱负Mesh鏇存柊鑰岃�鍐叉帀銆�
         /// </summary>
         void OnMeshModified()
         {
-            if (_textField.graphics.mesh.vertexCount != _backupVerts.Length) //可能文字都改了
+            if (_textField.graphics.mesh.vertexCount != _backupVerts.Length) //鍙�兘鏂囧瓧閮芥敼浜�
             {
                 Cancel();
                 return;

+ 6 - 6
GameClient/Assets/Game/HotUpdate/Views/OpenServerActivity/OpenServerActivityView.cs

@@ -88,21 +88,21 @@ namespace GFGGame
 
         private void OnClickBtnHeaven()
         {
-            //СÓÎÏ·Èë¿Ú
-            PromptController.Instance.ShowFloatTextPrompt("ÔÝ먦Æô");
+            //�游�入�
+            PromptController.Instance.ShowFloatTextPrompt("暂未开�");
             //ViewManager.Show<ActivityThemeLuckyBoxView>(null, true);
         }
 
         private void OnClickBtnMingTong()
         {
-            //¸±±¾Èë¿Ú
+            //副本入�
             ViewManager.Show<OpenServerFightView>(ConstLimitTimeActivityType.ActLimitStlyc);
         }
 
         private void OnClickBtnAnswerTianmen()
         {
-            //¾çÇéÈë¿Ú
-            PromptController.Instance.ShowFloatTextPrompt("ÔÝ먦Æô");
+            //剧情入�
+            PromptController.Instance.ShowFloatTextPrompt("暂未开�");
             //ViewManager.Show<OpenServerStoryView>(ConstLimitTimeActivityType.ActLimitStlyc);
         }
 
@@ -111,7 +111,7 @@ namespace GFGGame
             int actLimitId = ActivityDataManager.Instance.GetCurOpenActiveByType(ConstLimitTimeActivityType.ActLimitStlyc);
             if (actLimitId <= 0)
             {
-                PromptController.Instance.ShowFloatTextPrompt("»î¶¯Î´¿ªÆô");
+                PromptController.Instance.ShowFloatTextPrompt("活动未开�");
                 return;
             }
             ViewManager.Show<LuckyBoxActivityView>(ConstLimitTimeActivityType.ActLimitStlyc);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/OpenServerActivity/OpenServerFightView.cs

@@ -128,7 +128,7 @@ namespace GFGGame
             StoryLevelCfg storyLevelCfg = _storyLevelCfgs[index];
             if (index > 0 && !InstanceZonesDataManager.CheckLevelPass(_storyLevelCfgs[index - 1].id))
             {
-                PromptController.Instance.ShowFloatTextPrompt("需通关前置关卡");
+                PromptController.Instance.ShowFloatTextPrompt("闇€閫氬叧鍓嶇疆鍏冲崱");
                 return;
             }
             MainStoryDataManager.currentLevelCfgId = storyLevelCfg.id;

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/RoleLvUp/RoleLvUpView.cs

@@ -80,13 +80,13 @@ namespace GFGGame
 
         private void AddEffect()
         {
-            //升级成功特效
+            //鍗囩骇鎴愬姛鐗规晥
             _effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_holderTitle, "ui_sj", "SJ");
 
-            //升级成功特效上层
+            //鍗囩骇鎴愬姛鐗规晥涓婂眰
             _effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_holderTitleUp, "ui_sj", "SJ_top_number");
 
-            //等级特效
+            //绛夌骇鐗规晥
             _effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_holderNumber, "ui_sj", "SJ_Number");
         }
     }

+ 36 - 36
GameClient/Assets/Game/HotUpdate/Views/Store/StoreGiftBagAddRebateView.cs

@@ -12,7 +12,7 @@ namespace GFGGame
         private ValueBarController _valueBarController;
         private List<ShopCfg> _shopCfgs;
         private int menu2;
-        private int _itemId; //道具id,该页面目前只给:体力,金币使用
+        private int _itemId; //閬撳叿id,璇ラ〉闈㈢洰鍓嶅彧缁�:浣撳姏,閲戝竵浣跨敤
 
         public override void Dispose()
         {
@@ -74,7 +74,7 @@ namespace GFGGame
             EventAgent.RemoveEventListener(ConstMessage.CONTINUOUS_REBATE_GIFT, UpdateView);
         }
 
-        //购买连续礼包之后,更新数据+更新界面
+        //璐�拱杩炵画绀煎寘涔嬪悗锛屾洿鏂版暟鎹�+鏇存柊鐣岄潰
         // ReSharper disable Unity.PerformanceAnalysis
         private void UpDayRebateAndView(EventContext context)
         {
@@ -109,7 +109,7 @@ namespace GFGGame
 
             item.target.data = shopCfg;
 
-            //返利包
+            //杩斿埄鍖�
             item.m_txtTitle.text = itemCfg.name;
             item.m_txtWeekPrompt.visible = false;
             item.m_btnIcoWeekPromptTag.visible = false;
@@ -117,7 +117,7 @@ namespace GFGGame
             {
                 item.m_txtWeekPrompt.visible = true;
                 item.m_btnIcoWeekPromptTag.visible = true;
-                item.m_txtWeekPrompt.text = string.Format("连续{0}天每日获得", itemCfg.param2Arr[0]);
+                item.m_txtWeekPrompt.text = string.Format("杩炵画{0}澶╂瘡鏃ヨ幏寰�", itemCfg.param2Arr[0]);
             }
 
             int numItems;
@@ -130,20 +130,20 @@ namespace GFGGame
             string mTxtOldPrice = string.Empty;
             if (shopCfg.costType == CostType.ITEM)
             {
-                //货币  
+                //璐у竵  
                 ItemCfg costCfg = ItemCfgArray.Instance.GetCfg(shopCfg.costId);
                 item.m_btnBuy.m_loaIcon.visible = true;
                 item.m_btnBuy.m_loaIcon.url = ResPathUtil.GetIconPath(costCfg);
             }
             else if (shopCfg.costType == CostType.RMB)
             {
-                //人民币
-                mTxtOldPrice = "";
+                //浜烘皯甯�
+                mTxtOldPrice = "鍏�";
             }
             else
             {
-                //免费
-                mTxtOldPrice = $"免费";
+                //鍏嶈垂
+                mTxtOldPrice = $"鍏嶈垂";
                 item.m_btnBuy.m_txtOldPrice.text = "";
                 item.m_btnBuy.m_txtNewPrice.align = AlignType.Left;
                 item.m_btnBuy.m_txtNewPrice.x = 90;
@@ -157,26 +157,26 @@ namespace GFGGame
             {
                 var roundedNumStr = NumberUtil.CalculateDiscount(shopCfg.originalPrice, shopCfg.price);
                 item.m_comLeftGiftBox.m_comDiscount.target.visible = true;
-                item.m_comLeftGiftBox.m_comDiscount.m_txtDiscountNum.text = $"{roundedNumStr}折"; //之后再计算赋值
+                item.m_comLeftGiftBox.m_comDiscount.m_txtDiscountNum.text = $"{roundedNumStr}鎶�"; //涔嬪悗鍐嶈�绠楄祴鍊�
             }
             else
             {
                 item.m_comLeftGiftBox.m_comDiscount.target.visible = false;
             }
 
-            if (shopCfg.refreshType == RefreshType.DAY) //也可以换成人民币来做条件
+            if (shopCfg.refreshType == RefreshType.DAY) //涔熷彲浠ユ崲鎴愪汉姘戝竵鏉ュ仛鏉′欢
             {
-                //日刷
+                //鏃ュ埛
                 item.m_comLeftGiftBox.m_comGouMaiGetText.target.visible = false;
-                item.m_txtUrc.text = string.Format("今日剩余{0}/{1}", remainBuyNum, shopCfg.maxBuyNum);
-                item.m_txtLrc.text = string.Format("可获得{0}会员积分", shopCfg.price * 10);
+                item.m_txtUrc.text = string.Format("浠婃棩鍓╀綑{0}/{1}", remainBuyNum, shopCfg.maxBuyNum);
+                item.m_txtLrc.text = string.Format("鍙�幏寰梴0}浼氬憳绉�垎", shopCfg.price * 10);
                 item.m_txtWeekPrompt.visible = false;
                 item.m_btnIcoWeekPromptTag.visible = false;
                 numItems = childItemCfg.itemsArr.Length;
 
                 if (remainBuyNum == 0)
                 {
-                    //已售完
+                    //宸插敭瀹�
                     item.m_btnBuy.target.visible = true;
                     item.m_btnCurReceive.target.visible = false;
                     item.m_btnBuy.m_bagYellow.visible = false;
@@ -184,7 +184,7 @@ namespace GFGGame
                 }
                 else
                 {
-                    //未售完
+                    //鏈�敭瀹�
                     item.m_btnBuy.target.visible = true;
                     item.m_btnCurReceive.target.visible = false;
                     item.m_btnBuy.m_bagYellow.visible = true;
@@ -193,54 +193,54 @@ namespace GFGGame
             }
             else
             {
-                //周刷
+                //鍛ㄥ埛
                 var weekGiftBoxState = EnduringGiftBoxDataManager.Instance.DayIsRebateGiftBox(shopCfg.itemId);
                 item.m_comLeftGiftBox.m_comGouMaiGetText.target.visible = true;
                 var itemArr = itemCfg.itemsArr[0];
-                ItemCfg getItemCfg = ItemCfgArray.Instance.GetCfg(itemArr[0]); //及时获得的物品,读取第一个显示ICON
+                ItemCfg getItemCfg = ItemCfgArray.Instance.GetCfg(itemArr[0]); //鍙婃椂鑾峰緱鐨勭墿鍝�,璇诲彇绗�竴涓�樉绀篒CON
                 item.m_comLeftGiftBox.m_comGouMaiGetText.m_loaIcon.url = ResPathUtil.GetIconPath(getItemCfg);
                 item.m_comLeftGiftBox.m_comGouMaiGetText.m_txtGetGold.text = itemArr[1].ToString();
-                item.m_txtUrc.text = string.Format("每周限购{0}/{1}", remainBuyNum, shopCfg.maxBuyNum);
+                item.m_txtUrc.text = string.Format("姣忓懆闄愯喘{0}/{1}", remainBuyNum, shopCfg.maxBuyNum);
                 int rebateDay = EnduringGiftBoxDataManager.Instance.GetItemRebateDay(itemCfg.id);
                 string mTxtLrc = string.Empty;
                 if (rebateDay != 0)
                 {
-                    mTxtLrc = string.Format("剩余{0}天", rebateDay);
+                    mTxtLrc = string.Format("鍓╀綑{0}澶�", rebateDay);
                 }
 
                 item.m_txtLrc.text = mTxtLrc;
                 item.m_txtWeekPrompt.visible = true;
                 item.m_txtWeekPrompt.text =
-                    string.Format("连续{0}天每日获得",
+                    string.Format("杩炵画{0}澶╂瘡鏃ヨ幏寰�",
                         itemCfg.param2Arr[0] + 1); //NumberUtil.GetChiniseNumberText(itemCfg.param2Arr[0])
                 item.m_btnIcoWeekPromptTag.visible = true;
 
                 numItems = childItemCfg.param1Arr.Length;
 
-                //领取加红点
+                //棰嗗彇鍔犵孩鐐�
                 RedDotController.Instance.SetComRedDot(item.m_btnCurReceive.target, weekGiftBoxState);
-                //是否需要领取
+                //鏄�惁闇€瑕侀�鍙�
                 if (weekGiftBoxState)
                 {
                     item.m_btnBuy.target.visible = false;
                     item.m_btnCurReceive.target.visible = true;
                     item.m_btnCurReceive.m_receive.visible = true;
                     item.m_btnCurReceive.m_received.visible = false;
-                    item.m_btnCurReceive.m_txtRec.text = "领取";
+                    item.m_btnCurReceive.m_txtRec.text = "棰嗗彇";
                 }
                 else
                 {
-                    //是否能购买
+                    //鏄�惁鑳借喘涔�
                     if (remainBuyNum == 0)
                     {
-                        //已经领取
+                        //宸茬粡棰嗗彇
                         if (EnduringGiftBoxDataManager.Instance.DayRebateItemIds.Contains(shopCfg.itemId))
                         {
                             item.m_btnBuy.target.visible = false;
                             item.m_btnCurReceive.target.visible = true;
                             item.m_btnCurReceive.m_receive.visible = false;
                             item.m_btnCurReceive.m_received.visible = true;
-                            item.m_btnCurReceive.m_txtRec.text = "已领取";
+                            item.m_btnCurReceive.m_txtRec.text = "宸查�鍙�";
                         }
                         else
                         {
@@ -252,7 +252,7 @@ namespace GFGGame
                     }
                     else
                     {
-                        //未售完
+                        //鏈�敭瀹�
                         item.m_btnBuy.target.visible = true;
                         item.m_btnBuy.m_bagGrey.visible = false;
                         item.m_btnBuy.m_bagYellow.visible = true;
@@ -263,9 +263,9 @@ namespace GFGGame
 
             item.m_btnIcoWeekPromptTag.onClick.Add(RuleController.ShowRuleView);
             item.m_btnIcoWeekPromptTag.data = 300013;
-            //领取按钮点击事件
+            //棰嗗彇鎸夐挳鐐瑰嚮浜嬩欢
             item.m_btnCurReceive.target.onClick.Add(OnBtnCurReceiveClick);
-            //购买按钮点击事件
+            //璐�拱鎸夐挳鐐瑰嚮浜嬩欢
             item.m_btnBuy.target.onClick.Add(OnBtnBuyClick);
 
             item.m_list.data = shopCfg;
@@ -290,7 +290,7 @@ namespace GFGGame
             }
             else
             {
-                //周刷
+                //鍛ㄥ埛
                 result = itemCfg.param1Arr;
             }
            
@@ -305,7 +305,7 @@ namespace GFGGame
             UI_ComItem.ProxyEnd();
         }
 
-        //弹出物品详细描述框
+        //寮瑰嚭鐗╁搧璇︾粏鎻忚堪妗�
         private void OnListSelectorItemClick(EventContext context)
         {
             GObject item = context.sender as GObject;
@@ -313,7 +313,7 @@ namespace GFGGame
             GoodsItemTipsController.ShowItemTips(itemCfg.id);
         }
 
-        //领取按钮点击事件
+        //棰嗗彇鎸夐挳鐐瑰嚮浜嬩欢
         // ReSharper disable Unity.PerformanceAnalysis
         private void OnBtnCurReceiveClick(EventContext context)
         {
@@ -328,11 +328,11 @@ namespace GFGGame
             }
             else
             {
-                PromptController.Instance.ShowFloatTextPrompt("无法领取");
+                PromptController.Instance.ShowFloatTextPrompt("鏃犳硶棰嗗彇");
             }
         }
 
-        //购买按钮点击事件
+        //璐�拱鎸夐挳鐐瑰嚮浜嬩欢
         // ReSharper disable Unity.PerformanceAnalysis
         private void OnBtnBuyClick(EventContext context)
         {
@@ -350,7 +350,7 @@ namespace GFGGame
 
             if (isSellOut)
             {
-                PromptController.Instance.ShowFloatTextPrompt("已售罄");
+                PromptController.Instance.ShowFloatTextPrompt("宸插敭缃�");
                 return;
             }
 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Task/TaskAchieveDetailView.cs

@@ -99,7 +99,7 @@ namespace GFGGame
         private void RenderListAchieveTask(int index, GObject obj)
         {
             var item = UI_TaskListItem.Proxy(obj);
-            //Áìȡ״̬
+            //领�状�
             item.m_c1.selectedIndex = TaskDataManager.Instance.GetTaskStateById(_cfgs[index].id);
             item.m_c2.selectedIndex = _cfgs[index].jumpId == "" ? 1 : 0;
             item.m_c3.selectedIndex = 2;
@@ -155,7 +155,7 @@ namespace GFGGame
         private void OnBtnGoClick(EventContext context)
         {
             if (!(context.sender is GObject { data: TaskCfg taskCfg })) return;
-            //¹¦ÄÜ먦·Å
+            //功能未开放
             if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(taskCfg.jumpId)) return;
             var param = new object[taskCfg.jumpParamArr.Length];
             for (var i = 0; i < taskCfg.jumpParamArr.Length; i++)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Task/TaskAchieveView.cs

@@ -43,7 +43,7 @@ namespace GFGGame
         {
             int subIndex = (int)(context.sender as GObject).data;
             if (subIndex > 3)
-                PromptController.Instance.ShowFloatTextPrompt("ÔÝ먦Æô");
+                PromptController.Instance.ShowFloatTextPrompt("Ô�먦Æô");
             else
                 ViewManager.Show<TaskAchieveDetailView>(subIndex);
         }

+ 1 - 1
GameClient/Assets/Game/Launcher/GameLauncher.cs

@@ -8,7 +8,7 @@ public class GameLauncher : MonoBehaviour
 {
     public static GameLauncher Instance;
     /// <summary>
-    /// 资源系统运行模式
+    /// 璧勬簮绯荤粺杩愯�妯″紡
     /// </summary>
     public EPlayMode PlayMode = EPlayMode.EditorSimulateMode;
 

+ 3 - 3
GameClient/Assets/Game/Launcher/Views/FullScreenTextView.cs

@@ -9,7 +9,7 @@ namespace GFGGame
     {
         private static FullScreenTextView m_Instance = null;
         /// <summary>
-        /// µ¥Àý
+        /// �例
         /// </summary>
         public static FullScreenTextView Instance
         {
@@ -24,7 +24,7 @@ namespace GFGGame
         }
         private UI_FullScreenTextUI _ui;
         /// <summary>
-        /// FairyGUI°üÃû
+        /// FairyGUI包�
         /// </summary>
         private string _packageName;
 
@@ -52,7 +52,7 @@ namespace GFGGame
         public void Show(string eventName)
         {
             GRoot.inst.AddChild(_ui.target);
-            _ui.m_txtComp.m_txtContent.text = "¼ÓÔØÖÐ...";
+            _ui.m_txtComp.m_txtContent.text = "加载中...";
             _ui.m_txtComp.target.scrollPane.ScrollTop();
             LoadText(eventName);
             Timers.inst.AddUpdate(Update);