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Translate InputPassPriority.java
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@@ -395,7 +395,7 @@ public class MatchScreen extends FScreen {
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return getActivePrompt().getBtnCancel().trigger(); //trigger Cancel if can't trigger OK
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return getActivePrompt().getBtnCancel().trigger(); //trigger Cancel if can't trigger OK
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case Keys.ESCAPE:
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case Keys.ESCAPE:
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if (!FModel.getPreferences().getPrefBoolean(FPref.UI_ALLOW_ESC_TO_END_TURN)) {
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if (!FModel.getPreferences().getPrefBoolean(FPref.UI_ALLOW_ESC_TO_END_TURN)) {
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if (getActivePrompt().getBtnCancel().getText().equals("End Turn")) {
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if (getActivePrompt().getBtnCancel().getText().equals(Localizer.getInstance().getMessage("lblEndTurn"))) {
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return false;
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return false;
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}
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}
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}
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}
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@@ -1203,3 +1203,10 @@ lblPuzzleText2=To begin, press the Start button below, then select a puzzle from
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lblPuzzleText3=Your objective will be displayed in a pop-up window when the puzzle starts and also specified on a special effect card which will be placed in your command zone.
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lblPuzzleText3=Your objective will be displayed in a pop-up window when the puzzle starts and also specified on a special effect card which will be placed in your command zone.
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lblChooseAPuzzle=Choose a puzzle
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lblChooseAPuzzle=Choose a puzzle
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lblLoadingThePuzzle=Loading the puzzle...
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lblLoadingThePuzzle=Loading the puzzle...
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#InputPassPriority.java
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lblCastSpell=cast spell
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lblPlayLand=play land
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lblActivateAbility=activate ability
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lblYouHaveManaFloatingInYourManaPoolCouldBeLostIfPassPriority=You have mana floating in your mana pool that could be lost if you pass priority now.
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lblYouWillTakeManaBurnDamageEqualAmountFloatingManaLostThisWay=You will take mana burn damage equal to the amount of floating mana lost this way.
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lblManaFloating=Mana Floating
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@@ -1203,3 +1203,10 @@ lblPuzzleText2=To begin, press the Start button below, then select a puzzle from
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lblPuzzleText3=Your objective will be displayed in a pop-up window when the puzzle starts and also specified on a special effect card which will be placed in your command zone.
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lblPuzzleText3=Your objective will be displayed in a pop-up window when the puzzle starts and also specified on a special effect card which will be placed in your command zone.
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lblChooseAPuzzle=Choose a puzzle
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lblChooseAPuzzle=Choose a puzzle
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lblLoadingThePuzzle=Loading the puzzle...
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lblLoadingThePuzzle=Loading the puzzle...
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#InputPassPriority.java
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lblCastSpell=cast spell
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lblPlayLand=play land
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lblActivateAbility=activate ability
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lblYouHaveManaFloatingInYourManaPoolCouldBeLostIfPassPriority=You have mana floating in your mana pool that could be lost if you pass priority now.
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lblYouWillTakeManaBurnDamageEqualAmountFloatingManaLostThisWay=You will take mana burn damage equal to the amount of floating mana lost this way.
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lblManaFloating=Mana Floating
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@@ -1203,3 +1203,10 @@ lblPuzzleText2=Para comenzar, pulsa el botón Inicio y selecciona un puzzle de u
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lblPuzzleText3=Tu objetivo se mostrará en una ventana emergente cuando se inicie el puzzle y también se especificará en una carta de efectos especiales que se colocará en tu zona de comandos.
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lblPuzzleText3=Tu objetivo se mostrará en una ventana emergente cuando se inicie el puzzle y también se especificará en una carta de efectos especiales que se colocará en tu zona de comandos.
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lblChooseAPuzzle=Elige un puzzle
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lblChooseAPuzzle=Elige un puzzle
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lblLoadingThePuzzle=Cargando el puzzle...
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lblLoadingThePuzzle=Cargando el puzzle...
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#InputPassPriority.java
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lblCastSpell=lanzar hechizo
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lblPlayLand=jugar tierra
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lblActivateAbility=activar abilidad
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lblYouHaveManaFloatingInYourManaPoolCouldBeLostIfPassPriority=Tienes maná flotando en tu pool de maná que podría perderse si pasas la prioridad ahora.
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lblYouWillTakeManaBurnDamageEqualAmountFloatingManaLostThisWay=Recibirás un daño por quemadura de maná igual a la cantidad de maná flotante perdido de esta manera.
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lblManaFloating=Maná Flotante
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@@ -1203,3 +1203,10 @@ lblPuzzleText2=首先,按下面的开始按钮,然后从列表中选择一
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lblPuzzleText3=当解谜开始的时候,该谜题的要求将会显示在弹窗中,并且还会在指挥官区域放置一张特殊效应卡指示这个谜题的要求。
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lblPuzzleText3=当解谜开始的时候,该谜题的要求将会显示在弹窗中,并且还会在指挥官区域放置一张特殊效应卡指示这个谜题的要求。
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lblChooseAPuzzle=选择一个谜题
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lblChooseAPuzzle=选择一个谜题
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lblLoadingThePuzzle=加载新的谜题中
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lblLoadingThePuzzle=加载新的谜题中
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#InputPassPriority.java
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lblCastSpell=cast spell
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lblPlayLand=play land
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lblActivateAbility=activate ability
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lblYouHaveManaFloatingInYourManaPoolCouldBeLostIfPassPriority=You have mana floating in your mana pool that could be lost if you pass priority now.
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lblYouWillTakeManaBurnDamageEqualAmountFloatingManaLostThisWay=You will take mana burn damage equal to the amount of floating mana lost this way.
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lblManaFloating=Mana Floating
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@@ -30,6 +30,7 @@ import forge.player.GamePlayerUtil;
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import forge.player.PlayerControllerHuman;
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import forge.player.PlayerControllerHuman;
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import forge.properties.ForgePreferences.FPref;
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import forge.properties.ForgePreferences.FPref;
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import forge.util.ITriggerEvent;
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import forge.util.ITriggerEvent;
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import forge.util.Localizer;
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import forge.util.ThreadUtil;
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import forge.util.ThreadUtil;
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/**
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/**
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@@ -55,11 +56,12 @@ public class InputPassPriority extends InputSyncronizedBase {
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public final void showMessage() {
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public final void showMessage() {
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showMessage(getTurnPhasePriorityMessage(getController().getGame()));
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showMessage(getTurnPhasePriorityMessage(getController().getGame()));
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chosenSa = null;
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chosenSa = null;
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Localizer localizer = Localizer.getInstance();
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if (getController().canUndoLastAction()) { //allow undoing with cancel button if can undo last action
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if (getController().canUndoLastAction()) { //allow undoing with cancel button if can undo last action
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getController().getGui().updateButtons(getOwner(), "OK", "Undo", true, true, true);
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getController().getGui().updateButtons(getOwner(), localizer.getMessage("lblOK"), localizer.getMessage("lblUndo"), true, true, true);
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}
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}
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else { //otherwise allow ending turn with cancel button
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else { //otherwise allow ending turn with cancel button
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getController().getGui().updateButtons(getOwner(), "OK", "End Turn", true, true, true);
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getController().getGui().updateButtons(getOwner(), localizer.getMessage("lblOK"), localizer.getMessage("lblEndTurn"), true, true, true);
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}
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}
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getController().getGui().alertUser();
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getController().getGui().alertUser();
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@@ -106,11 +108,12 @@ public class InputPassPriority extends InputSyncronizedBase {
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ThreadUtil.invokeInGameThread(new Runnable() { //must invoke in game thread so dialog can be shown on mobile game
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ThreadUtil.invokeInGameThread(new Runnable() { //must invoke in game thread so dialog can be shown on mobile game
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@Override
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@Override
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public void run() {
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public void run() {
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String message = "You have mana floating in your mana pool that could be lost if you pass priority now.";
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Localizer localizer = Localizer.getInstance();
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String message = localizer.getMessage("lblYouHaveManaFloatingInYourManaPoolCouldBeLostIfPassPriority");
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if (FModel.getPreferences().getPrefBoolean(FPref.UI_MANABURN)) {
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if (FModel.getPreferences().getPrefBoolean(FPref.UI_MANABURN)) {
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message += " You will take mana burn damage equal to the amount of floating mana lost this way.";
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message += " " + localizer.getMessage("lblYouWillTakeManaBurnDamageEqualAmountFloatingManaLostThisWay");
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}
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}
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if (getController().getGui().showConfirmDialog(message, "Mana Floating", "Ok", "Cancel")) {
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if (getController().getGui().showConfirmDialog(message, localizer.getMessage("lblManaFloating"), localizer.getMessage("lblOk"), localizer.getMessage("lblCancel"))) {
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runnable.run();
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runnable.run();
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}
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}
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}
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}
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@@ -161,12 +164,12 @@ public class InputPassPriority extends InputSyncronizedBase {
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}
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}
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final SpellAbility sa = abilities.get(0);
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final SpellAbility sa = abilities.get(0);
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if (sa.isSpell()) {
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if (sa.isSpell()) {
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return "cast spell";
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return Localizer.getInstance().getMessage("lblCastSpell");
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}
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}
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if (sa instanceof LandAbility) {
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if (sa instanceof LandAbility) {
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return "play land";
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return Localizer.getInstance().getMessage("lblPlayLand");
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}
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}
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return "activate ability";
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return Localizer.getInstance().getMessage("lblActivateAbility");
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}
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}
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@Override
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@Override
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