maint: hotreload updated to 1.13.7

This commit is contained in:
Chris
2026-01-06 22:42:15 -05:00
parent 796dbca5d8
commit 105da8850a
128 changed files with 3538 additions and 738 deletions

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Common {
public static string UnknownException;
public static string HotReloadIsRunning;
public static string HotReloadIsNotRunning;
public static string UnableToResolveMethod;
public static string UnableToResolveType;
public static string UnableToResolveField;
public static string HotReloadUnreachable;
public static string TryingToReconnect;
public static string Disconnected;
public static string Unknown;
public static void LoadEnglish() {
UnknownException = "unknown exception";
HotReloadIsRunning = "Hot Reload is running";
HotReloadIsNotRunning = "Hot Reload is not running";
UnableToResolveMethod = "Unable to resolve method";
UnableToResolveType = "Unable to resolve type";
UnableToResolveField = "Unable to resolve field";
HotReloadUnreachable = "Hot Reload was unreachable for 5 seconds, trying to reconnect...";
TryingToReconnect = "Trying to reconnect...";
Disconnected = "Disconnected";
Unknown = "unknown";
}
public static void LoadSimplifiedChinese() {
UnknownException = "未知异常";
HotReloadIsRunning = "Hot Reload 正在运行";
HotReloadIsNotRunning = "Hot Reload 未运行";
UnableToResolveMethod = "无法解析方法";
UnableToResolveType = "无法解析类型";
UnableToResolveField = "无法解析字段";
HotReloadUnreachable = "Hot Reload 5 秒内无法访问,正在尝试重新连接...";
TryingToReconnect = "正在尝试重新连接...";
Disconnected = "已断开连接";
Unknown = "未知";
}
}
}
}
#endif

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fileFormatVersion: 2
guid: 71c2ede153664ef48b2919d3c42da1a3
timeCreated: 1762538401

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Dialogs {
public static string Information;
public static string ContinueButtonText;
public static string CancelButtonText;
public static string DifferentProjectSummary;
public static string DifferentProjectSuggestion;
public static string DifferentCommitSummary;
public static string DifferentCommitSuggestion;
public static string ConnectionStateConnecting;
public static string ConnectionStateHandshaking;
public static string ConnectionStateDifferencesFound;
public static string ConnectionStateConnected;
public static string ConnectionStateCancelled;
public static string Patches;
public static string IsConnected;
public static string NoWiFiNetwork;
public static string WaitForCompiling;
public static string TargetNetworkIsReachable;
public static string AutoPairEncounteredIssue;
public static string ConnectionFailed;
public static string TryingToReconnect;
public static string Disconnected;
public static string PatchesStatus;
public static void LoadEnglish() {
Information = "Information";
ContinueButtonText = "Continue";
CancelButtonText = "Cancel";
DifferentProjectSummary = "Hot Reload was started from a different project";
DifferentProjectSuggestion = "Please run Hot Reload from the matching Unity project";
DifferentCommitSummary = "Editor and current build are on different commits";
DifferentCommitSuggestion = "This can cause errors when the build was made on an old commit.";
ConnectionStateConnecting = "Connecting ...";
ConnectionStateHandshaking = "Handshaking ...";
ConnectionStateDifferencesFound = "Differences found";
ConnectionStateConnected = "Connected!";
ConnectionStateCancelled = "Cancelled";
Patches = "Patches";
IsConnected = "Is this device connected to {0}?";
NoWiFiNetwork = "WiFi";
WaitForCompiling = "Wait for compiling to finish before trying again";
TargetNetworkIsReachable = "Make sure you're on the same {0} network. Also ensure Hot Reload is running";
AutoPairEncounteredIssue = "Auto-pair encountered an issue";
ConnectionFailed = "Connection failed";
TryingToReconnect = "Trying to reconnect ...";
Disconnected = "Disconnected";
PatchesStatus = "Patches: {0} pending, {1} applied";
}
public static void LoadSimplifiedChinese() {
Information = "信息";
ContinueButtonText = "继续";
CancelButtonText = "取消";
DifferentProjectSummary = "Hot Reload 从不同的项目启动";
DifferentProjectSuggestion = "请从匹配的 Unity 项目运行 Hot Reload";
DifferentCommitSummary = "编辑器和当前构建在不同的提交上";
DifferentCommitSuggestion = "当构建是在旧的提交上进行时,这可能会导致错误。";
ConnectionStateConnecting = "正在连接 ...";
ConnectionStateHandshaking = "正在握手 ...";
ConnectionStateDifferencesFound = "发现差异";
ConnectionStateConnected = "已连接!";
ConnectionStateCancelled = "已取消";
Patches = "补丁";
IsConnected = "此设备是否已连接到 {0}";
NoWiFiNetwork = "WiFi";
WaitForCompiling = "请等待编译完成后再试";
TargetNetworkIsReachable = "请确保您在同一个 {0} 网络中。还要确保 Hot Reload 正在运行";
AutoPairEncounteredIssue = "自动配对遇到问题";
ConnectionFailed = "连接失败";
TryingToReconnect = "正在尝试重新连接 ...";
Disconnected = "已断开连接";
PatchesStatus = "补丁:{0} 待处理,{1} 已应用";
}
}
}
}
#endif

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guid: 3970cf8b2b8a47dd9d16ce5051375690
timeCreated: 1762538420

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Errors {
public static string MethodNameMismatch;
public static string DeclaringTypeNameMismatch;
public static string IsGenericMethodDefinitionMismatch;
public static string MissingThisParameter;
public static string ThisParameterTypeMismatch;
public static string ParameterCountMismatch;
public static string ParameterTypeMismatch;
public static string ReturnTypeMismatch;
public static string GenericParameterNotGenericType;
public static string GenericParameterDidNotExist;
public static string IsPlayerWithHotReloadFalse;
public static string UnknownExceptionReadingBuildInfo;
public static string BuildInfoNotFound;
public static string FailedPromptsPrefab;
public static string HandshakeFailedInvalidBuildTarget;
public static string BuildTargetMismatch;
public static string UnableToResolveMethodInAssembly;
public static string UnableToResolveTypeInAssembly;
public static string UnableToResolveFieldInAssembly;
public static void LoadEnglish() {
MethodNameMismatch = "Method name mismatch";
DeclaringTypeNameMismatch = "Declaring type name mismatch";
IsGenericMethodDefinitionMismatch = "IsGenericMethodDefinition mismatch";
MissingThisParameter = "missing this parameter";
ThisParameterTypeMismatch = "this parameter type mismatch";
ParameterCountMismatch = "parameter count mismatch";
ParameterTypeMismatch = "parameter type mismatch";
ReturnTypeMismatch = "Return type mismatch";
GenericParameterNotGenericType = "Generic parameter did not resolve to generic type definition";
GenericParameterDidNotExist = "Generic parameter did not exist on the generic type definition";
IsPlayerWithHotReloadFalse = "IsPlayerWithHotReload() is false";
UnknownExceptionReadingBuildInfo = "Uknown exception happened when reading build info";
BuildInfoNotFound = "Uknown issue happened when reading build info.";
FailedPromptsPrefab = "Failed to find PromptsPrefab (are you using Hot Reload as a package?";
HandshakeFailedInvalidBuildTarget = "Server did not declare its current Unity activeBuildTarget in the handshake response. Will assume it is {0}.";
BuildTargetMismatch = "Your Unity project is running on {0}. You may need to switch it to {1} for Hot Reload to work.";
UnableToResolveMethodInAssembly = "Unable to resolve method {0} in assembly {1}";
UnableToResolveTypeInAssembly = "Unable to resolve type with name: {0} in assembly {1}";
UnableToResolveFieldInAssembly = "Unable to resolve field with name: {0} in assembly {1}";
}
public static void LoadSimplifiedChinese() {
MethodNameMismatch = "方法名称不匹配";
DeclaringTypeNameMismatch = "声明类型名称不匹配";
IsGenericMethodDefinitionMismatch = "IsGenericMethodDefinition 不匹配";
MissingThisParameter = "缺少 this 参数";
ThisParameterTypeMismatch = "this 参数类型不匹配";
ParameterCountMismatch = "参数数量不匹配";
ParameterTypeMismatch = "参数类型不匹配";
ReturnTypeMismatch = "返回类型不匹配";
GenericParameterNotGenericType = "泛型参数未解析为泛型类型定义";
GenericParameterDidNotExist = "泛型参数在泛型类型定义上不存在";
IsPlayerWithHotReloadFalse = "IsPlayerWithHotReload() 为 false";
UnknownExceptionReadingBuildInfo = "读取构建信息时发生未知异常";
BuildInfoNotFound = "读取构建信息时发生未知问题。";
FailedPromptsPrefab = "未能找到 PromptsPrefab您是否将 Hot Reload 作为软件包使用?";
HandshakeFailedInvalidBuildTarget = "服务器在握手响应中未声明其当前的 Unity activeBuildTarget。将假定为 {0}。";
BuildTargetMismatch = "您的 Unity 项目正在 {0} 上运行。您可能需要将其切换到 {1} 才能使 Hot Reload 工作。";
UnableToResolveMethodInAssembly = "无法在程序集 {1} 中解析方法 {0}";
UnableToResolveTypeInAssembly = "无法在程序集 {1} 中解析名称为 {0} 的类型";
UnableToResolveFieldInAssembly = "无法在程序集 {1} 中解析名称为 {0} 的字段";
}
}
}
}
#endif

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guid: c96d2f0898524320839b84cf22fcd820
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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Logging {
// Server and Connection
public static string HotReloadUnreachableDisconnecting;
public static string RequestHandshakeToServer;
public static string ServerHealthyAfterHandshake;
// Polling Errors
public static string PollMethodPatchesFailed;
public static string PollPatchStatusFailed;
public static string PollAssetChangesFailed;
// Request Errors
public static string DeserializingResponseFailed;
public static string RequestTimeout;
// Method Invocation
public static string InvokeOnHotReloadFailed;
public static string InvokeOnHotReloadLocalFailed;
// Build and Player
public static string HotReloadNotAvailableBuildSettings;
public static string BuildInfoNotFound;
// Method Compatibility
public static string UnknownIssue;
// Patch Loading/Saving
public static string LoadingPatchesFromDiskError;
public static string LoadingPatchesFromFile;
public static string LoadedPatchesFromDisk;
public static string SavingAppliedPatches;
// Patch Registration/Application
public static string RegisterPatches;
public static string ApplyPatchesPending;
public static string DetourMethod;
// Exceptions
public static string ExceptionHandlingMethodPatch;
public static string ExceptionApplyingPatch;
public static string ExceptionEnsureUnityEventMethod;
public static string ExceptionRemoveUnityEventMethod;
public static string InvalidPath;
// Field Operations
public static string FailedRegisteringInitializerInvalidMethod;
public static string FailedRegisteringInitializerException;
public static string FailedRegisteringNewFieldDefinitions;
public static string FailedRemovingInitializer;
public static string FailedRemovingFieldValue;
public static string FailedMovingFieldValue;
public static string FailedUpdatingFieldAttributes;
public static string FailedAddingFieldToInspector;
public static string FailedHidingFieldFromInspector;
// Method Patching
public static string DebuggerAttachedNotAllowed;
public static string MethodMismatch;
public static string FailedToApplyPatchForMethod;
public static string HotReloadApplyTook;
// Unity Events
public static string SceneLoadedWithNewUnityEventMethods;
public static void LoadEnglish() {
HotReloadUnreachableDisconnecting = "Hot Reload was unreachable for {0} seconds, disconnecting";
RequestHandshakeToServer = "Request handshake to Hot Reload server with hostname: {0}";
ServerHealthyAfterHandshake = "Server is healthy after first handshake? {0}";
PollMethodPatchesFailed = "PollMethodPatches failed with code {0} {1} {2}";
PollPatchStatusFailed = "PollPatchStatus failed with code {0} {1} {2}";
PollAssetChangesFailed = "PollAssetChanges failed with code {0} {1} {2}";
DeserializingResponseFailed = "Deserializing response failed with {0}: {1}";
RequestTimeout = "Request timeout";
InvokeOnHotReloadFailed = "[InvokeOnHotReload] {0} {1} failed. Exception:\n{2}";
InvokeOnHotReloadLocalFailed = "[InvokeOnHotReloadLocal] {0} {1} failed. Exception:\n{2}";
HotReloadNotAvailableBuildSettings = "Hot Reload is not available in this build because one or more build settings were not supported.";
BuildInfoNotFound = "Build info not found";
UnknownIssue = "unknown issue";
LoadingPatchesFromDiskError = "Encountered exception when loading patches from disk:";
LoadingPatchesFromFile = "Loading patches from file {0}";
LoadedPatchesFromDisk = "Loaded {0} patches from disk";
SavingAppliedPatches = "Saving {0} applied patches to {1}";
RegisterPatches = "Register patches.\nWarnings: {0} \nMethods:\n{1}";
ApplyPatchesPending = "ApplyPatches. {0} patches pending.";
DetourMethod = "Detour method {0:X8} {1}, offset: {2}";
ExceptionHandlingMethodPatch = "Exception occured when handling method patch. Exception:";
ExceptionApplyingPatch = "Edit requires full recompile to apply: Encountered exception when applying a patch.\nCommon causes: editing code that failed to patch previously, an unsupported change, or a real bug in Hot Reload.\nIf you think this is a bug, please report the issue on Discord and include a code-snippet before/after.";
ExceptionEnsureUnityEventMethod = "Encountered exception in EnsureUnityEventMethod: {0} {1}";
ExceptionRemoveUnityEventMethod = "Encountered exception in RemoveUnityEventMethod: {0} {1}";
InvalidPath = "Invalid path: {0}";
FailedRegisteringInitializerInvalidMethod = "Failed registering initializer for field {0} in {1}. Field value might not be initialized correctly. Invalid method.";
FailedRegisteringInitializerException = "Failed registering initializer for field {0} in {1}. Field value might not be initialized correctly. Exception: {2}";
FailedRegisteringNewFieldDefinitions = "Failed registering new field definitions for field {0} in {1}. Exception: {2}";
FailedRemovingInitializer = "Failed removing initializer for field {0} in {1}. Field value might not be initialized correctly. Exception: {2}";
FailedRemovingFieldValue = "Failed removing field value from {0} in {1}. Field value in code might not be up to date. Exception: {2}";
FailedMovingFieldValue = "Failed moving field value from {0} to {1} in {2}. Field value in code might not be up to date. Exception: {3}";
FailedUpdatingFieldAttributes = "Failed updating field attributes of {0} in {1}. Updates might not reflect in the inspector. Exception: {2}";
FailedAddingFieldToInspector = "Failed adding field {0}:{1} to the inspector. Field will not be displayed. Exception: {2}";
FailedHidingFieldFromInspector = "Failed hiding field {0}:{1} from the inspector. Exception: {2}";
DebuggerAttachedNotAllowed = "Patching methods is not allowed while the Debugger is attached. You can change this behavior in settings if Hot Reload is compatible with the debugger you're running.";
MethodMismatch = "Edit requires full recompile to apply: Method mismatch: {0}, patch: {1}. \nCommon causes: editing code that failed to patch previously, an unsupported change, or a real bug in Hot Reload.\nIf you think this is a bug, please report the issue on Discord and include a code-snippet before/after.";
FailedToApplyPatchForMethod = "Edit requires full recompile to apply: Failed to apply patch for method {0} in assembly {1}.\nCommon causes: editing code that failed to patch previously, an unsupported change, or a real bug in Hot Reload.\nIf you think this is a bug, please report the issue on Discord and include a code-snippet before/after.\nException: {2}";
HotReloadApplyTook = "Hot Reload apply took {0}";
SceneLoadedWithNewUnityEventMethods = "A new Scene was loaded while new unity event methods were added at runtime. MonoBehaviours in the Scene will not trigger these new events.";
}
public static void LoadSimplifiedChinese() {
HotReloadUnreachableDisconnecting = "Hot Reload {0} 秒内无法访问,正在断开连接";
RequestHandshakeToServer = "向 Hot Reload 服务器请求握手,主机名:{0}";
ServerHealthyAfterHandshake = "第一次握手后服务器是否健康?{0}";
PollMethodPatchesFailed = "PollMethodPatches 失败,代码 {0} {1} {2}";
PollPatchStatusFailed = "PollPatchStatus 失败,代码 {0} {1} {2}";
PollAssetChangesFailed = "PollAssetChanges 失败,代码 {0} {1} {2}";
DeserializingResponseFailed = "反序列化响应失败,{0}{1}";
RequestTimeout = "请求超时";
InvokeOnHotReloadFailed = "[InvokeOnHotReload] {0} {1} 失败。异常:\n{2}";
InvokeOnHotReloadLocalFailed = "[InvokeOnHotReloadLocal] {0} {1} 失败。异常:\n{2}";
HotReloadNotAvailableBuildSettings = "由于一个或多个构建设置不受支持Hot Reload 在此构建中不可用。";
BuildInfoNotFound = "未找到构建信息";
UnknownIssue = "未知问题";
LoadingPatchesFromDiskError = "从磁盘加载补丁时遇到异常:";
LoadingPatchesFromFile = "从文件 {0} 加载补丁";
LoadedPatchesFromDisk = "从磁盘加载了 {0} 个补丁";
SavingAppliedPatches = "将 {0} 个已应用的补丁保存到 {1}";
RegisterPatches = "注册补丁。\n警告{0} \n方法\n{1}";
ApplyPatchesPending = "ApplyPatches。{0} 个补丁待处理。";
DetourMethod = "Detour 方法 {0:X8} {1},偏移量:{2}";
ExceptionHandlingMethodPatch = "处理方法补丁时发生异常。异常:";
ExceptionApplyingPatch = "编辑需要完全重新编译才能应用:应用补丁时遇到异常。\n常见原因编辑之前修补失败的代码、不支持的更改或 Hot Reload 中的真正错误。\n如果您认为这是一个错误请在 Discord 上报告问题并附上之前/之后的代码片段。";
ExceptionEnsureUnityEventMethod = "在 EnsureUnityEventMethod 中遇到异常:{0} {1}";
ExceptionRemoveUnityEventMethod = "在 RemoveUnityEventMethod 中遇到异常:{0} {1}";
InvalidPath = "无效路径:{0}";
FailedRegisteringInitializerInvalidMethod = "在 {1} 中为字段 {0} 注册初始化程序失败。字段值可能未正确初始化。方法无效。";
FailedRegisteringInitializerException = "在 {1} 中为字段 {0} 注册初始化程序失败。字段值可能未正确初始化。异常:{2}";
FailedRegisteringNewFieldDefinitions = "在 {1} 中为字段 {0} 注册新字段定义失败。异常:{2}";
FailedRemovingInitializer = "在 {1} 中为字段 {0} 删除初始化程序失败。字段值可能未正确初始化。异常:{2}";
FailedRemovingFieldValue = "从 {1} 中的 {0} 删除字段值失败。代码中的字段值可能不是最新的。异常:{2}";
FailedMovingFieldValue = "在 {2} 中将字段值从 {0} 移动到 {1} 失败。代码中的字段值可能不是最新的。异常:{3}";
FailedUpdatingFieldAttributes = "在 {1} 中更新 {0} 的字段属性失败。更新可能不会反映在检查器中。异常:{2}";
FailedAddingFieldToInspector = "将字段 {0}:{1} 添加到检查器失败。字段将不会显示。异常:{2}";
FailedHidingFieldFromInspector = "从检查器中隐藏字段 {0}:{1} 失败。异常:{2}";
DebuggerAttachedNotAllowed = "附加调试器时不允许修补方法。如果 Hot Reload 与您正在运行的调试器兼容,您可以在设置中更改此行为。";
MethodMismatch = "编辑需要完全重新编译才能应用:方法不匹配:{0},补丁:{1}。\n常见原因编辑之前修补失败的代码、不支持的更改或 Hot Reload 中的真正错误。\n如果您认为这是一个错误请在 Discord 上报告问题并附上之前/之后的代码片段。";
FailedToApplyPatchForMethod = "编辑需要完全重新编译才能应用:为程序集 {1} 中的方法 {0} 应用补丁失败。\n常见原因编辑之前修补失败的代码、不支持的更改或 Hot Reload 中的真正错误。\n如果您认为这是一个错误请在 Discord 上报告问题并附上之前/之后的代码片段。\n异常{2}";
HotReloadApplyTook = "Hot Reload 应用耗时 {0}";
SceneLoadedWithNewUnityEventMethods = "在运行时添加新的 unity 事件方法时加载了新场景。场景中的 MonoBehaviours 不会触发这些新事件。";
}
}
}
}
#endif

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class MenuItems {
public const string UIControls = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "UI 控件" : "UI controls";
public const string Information = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "信息" : "Information";
public const string Other = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "其他" : "Other";
public const string FalllbackEventSystem = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "当项目未能及早创建 EventSystem 时使用" : "Used when project does not create an EventSystem early enough";
public const string BuildSettings = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "构建设置" : "Build Settings";
public const string IncludeInBuildTooltip = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "Hot Reload 运行时是否应包含在开发版本中HotReload 永远不会包含在发布版本中。" : "Should the Hot Reload runtime be included in development builds? HotReload is never included in release builds.";
public const string PlayerSettings = PackageConst.DefaultLocale == Locale.SimplifiedChinese ? "播放器设置" : "Player Settings";
}
}
}
#endif

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Settings {
public static string BuildSettings;
public static string IncludeInBuildTooltip;
public static string PlayerSettings;
public static string Other;
public static string FallbackEventSystemTooltip;
public static string NoEventSystemWarning;
public static void LoadEnglish() {
BuildSettings = "Build Settings";
IncludeInBuildTooltip = "Should the Hot Reload runtime be included in development builds? HotReload is never included in release builds.";
PlayerSettings = "Player Settings";
Other = "Other";
FallbackEventSystemTooltip = "Used when project does not create an EventSystem early enough";
NoEventSystemWarning = "No EventSystem is active, enabling an EventSystem inside Hot Reload {0} prefab. A Unity EventSystem and an Input module is required for tapping buttons on the Unity UI.";
}
public static void LoadSimplifiedChinese() {
BuildSettings = "构建设置";
IncludeInBuildTooltip = "Hot Reload 运行时是否应包含在开发版本中HotReload 永远不会包含在发布版本中。";
PlayerSettings = "播放器设置";
Other = "其他";
FallbackEventSystemTooltip = "当项目未能及早创建 EventSystem 时使用";
NoEventSystemWarning = "没有活动的 EventSystem正在 Hot Reload {0} 预制件内启用 EventSystem。点击 Unity UI 上的按钮需要 Unity EventSystem 和输入模块。";
}
}
}
}
#endif

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
public static class Locale {
public const string SimplifiedChinese = "zh";
public const string English = "en";
}
internal static partial class Translations {
static string loadedLocale;
static Translations() {
LoadDefaultLocalization();
}
public static void LoadDefaultLocalization() {
LoadLocalization(PackageConst.DefaultLocale);
}
static void LoadLocalization(string locale) {
if (loadedLocale == locale) {
return;
}
if (locale == Locale.SimplifiedChinese) {
LoadSimplifiedChinese();
} else {
LoadEnglish();
}
loadedLocale = locale;
}
public static void LoadEnglish() {
// Load strings from subclasses
Common.LoadEnglish();
Dialogs.LoadEnglish();
Errors.LoadEnglish();
Settings.LoadEnglish();
Logging.LoadEnglish();
Utility.LoadSimplifiedChinese();
}
static void LoadSimplifiedChinese() {
Common.LoadSimplifiedChinese();
Dialogs.LoadSimplifiedChinese();
Errors.LoadSimplifiedChinese();
Settings.LoadSimplifiedChinese();
Logging.LoadSimplifiedChinese();
Utility.LoadSimplifiedChinese();
}
}
}
#endif

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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
namespace SingularityGroup.HotReload.Localization {
internal static partial class Translations {
public static class Utility {
public static string BuildSettings;
public static string IncludeInBuildTooltip;
public static string PlayerSettings;
public static string Other;
public static string FallbackEventSystemTooltip;
public static string NoEventSystemWarning;
public static string OnHotReloadWarning;
public static string MethodCallWarning;
public static string OnHotReloadLocalCallWarning;
public static string OnHotReloadLocalWarning;
public static void LoadEnglish() {
BuildSettings = "Build Settings";
IncludeInBuildTooltip = "Should the Hot Reload runtime be included in development builds? HotReload is never included in release builds.";
PlayerSettings = "Player Settings";
Other = "Other";
FallbackEventSystemTooltip = "Used when project does not create an EventSystem early enough";
NoEventSystemWarning = "No EventSystem is active, enabling an EventSystem inside Hot Reload {0} prefab. A Unity EventSystem and an Input module is required for tapping buttons on the Unity UI.";
OnHotReloadWarning = "failed. Make sure it has 0 parameters, or 1 parameter with type List<MethodPatch>. Exception:";
MethodCallWarning = "failed. Make sure it's a method with 0 parameters either static or defined on MonoBehaviour.";
OnHotReloadLocalCallWarning = "failed. Make sure it has 0 parameters. Exception:";
OnHotReloadLocalWarning = "failed to find method {0}. Make sure it exists within the same class.";
}
public static void LoadSimplifiedChinese() {
BuildSettings = "构建设置";
IncludeInBuildTooltip = "Hot Reload 运行时是否应包含在开发版本中HotReload 永远不会包含在发布版本中。";
PlayerSettings = "播放器设置";
Other = "其他";
FallbackEventSystemTooltip = "当项目未能及早创建 EventSystem 时使用";
NoEventSystemWarning = "没有活动的 EventSystem正在 Hot Reload {0} 预制件内启用 EventSystem。点击 Unity UI 上的按钮需要 Unity EventSystem 和输入模块。";
OnHotReloadWarning = "失败。请确保它有 0 个参数,或 1 个类型为 List<MethodPatch> 的参数。异常:";
MethodCallWarning = "失败。请确保它是一个具有 0 个参数的方法,静态或在 MonoBehaviour 上定义。";
OnHotReloadLocalCallWarning = "失败。请确保它有 0 个参数。异常:";
OnHotReloadLocalWarning = "未能找到方法 {0}。请确保它存在于同一个类中。";
}
}
}
}
#endif

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