Slight rework of translations system to add character name translations.

This commit is contained in:
firebingo 2018-05-13 17:51:31 -07:00
parent 4e69b2388f
commit d94dd77fb8
7 changed files with 275 additions and 40 deletions

View file

@ -443,13 +443,13 @@ class Player {
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: 0, time: 300, finalV: 1, initV: 0});
this.lerpTargets.push({type: 'alpha', object: sprite, curTime: -(this.waitTime+500), time: 300, finalV: 0, initV: 1, post: "destroy"});
} catch (error) { }
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
let text = cur.English ? (utage.translations[cur.English] || cur.Text) : cur.Text;
this.text.titleText(true, text);
break;
}
case "divaeffect": {
this.waitTime = Number(cur.Arg5) * 1000;
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
let text = cur.English ? (utage.translations[cur.English] || cur.Text) : cur.Text;
this.text.divaText(true, text);
break;
}
@ -933,10 +933,10 @@ class Player {
}
if(!cur.Command && cur.Arg1 && cur.Text) {
//If its chracter off screen text
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
let text = cur.English ? (utage.translations[cur.English] || cur.Text) : cur.Text;
text = commonFunctions.convertUtageTextTags(text);
if(cur.Arg2 && cur.Arg2.toLowerCase() === "<off>") {
this.text.characterName(true, cur.Arg1);
this.text.characterName(true, utage.charTranslations[cur.Arg1] || cur.Arg1);
this.text.dialogText(true, commonFunctions.convertUtageTextTags(text));
} else {
let charName = "";
@ -946,7 +946,7 @@ class Player {
for(let c of Object.keys(this.currentCharacters)) {
if(!this.currentCharacters[c]) { continue; }
if(this.currentCharacters[c].charName === cur.Arg1) {
this.text.characterName(true, this.currentCharacters[c].character.NameText);
this.text.characterName(true, utage.charTranslations[this.currentCharacters[c].character.NameText] || this.currentCharacters[c].character.NameText);
this.text.dialogText(true, text);
this.currentCharacters[c].sprite.tint = 0xFFFFFF;
found = true;
@ -959,14 +959,14 @@ class Player {
}
//If we didnt find the character just dump the text anyways with Arg1 as the name
if(!found) {
this.text.characterName(true, cur.Arg1);
this.text.characterName(true, utage.charTranslations[cur.Arg1] || cur.Arg1);
this.text.dialogText(true, text);
}
}
this.manualNext = true;
//Sometimes they don't give a Arg1 for the text.
} else if(!cur.Command && cur.Arg2.toLowerCase() === "<off>" && cur.Text) {
let text = cur.English ? (utage.currentTranslation[cur.English] || cur.Text) : cur.Text;
let text = cur.English ? (utage.translations[cur.English] || cur.Text) : cur.Text;
this.text.characterName(true, "");
this.text.dialogText(true, commonFunctions.convertUtageTextTags(text));
this.manualNext = true;