miwarnec / uMMORPG2D

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Localization difficulties #7

Open KVinS opened 3 years ago

KVinS commented 3 years ago

Hello. I really like the architecture of the engine and I try to change it as little as possible.

Unfortunately, I came across a lot of hardcoded English words in the code: UICrafting

133 resultText.text = "Success!";
138 resultText.text = "Failed :(";
148 recipe.probability < 1 ? "Try Craft" : "Craft";

UIPetStatus

38 "Health: " + pet.health.current
41 "Experience: " + pet.experience.current
44 "Lv." + pet.level.current

Combat

            else if (damageType == DamageType.Block)
                popup.GetComponentInChildren<TextMesh>().text = "<i>Block!</i>";
            else if (damageType == DamageType.Crit)
                popup.GetComponentInChildren<TextMesh>().text = amount + " Crit!";

NpcGuildManagement, NpcRevive, NpcTrading GetOfferName() =>

In addition, there is no way to override the methods for the validity of the nickname and login. It would be cool to make them virtual. NetworkManagerMMO IsAllowedCharacterName outdated version account name not allowed invalid account already logged in

NetworkAuthenticatorMMO IsAllowedAccountName

NpcGuildManagement GetOfferName() =>

GuildSystem IsValidGuildName (By the way, every kernel update drops prices. Perhaps it is worth making a singleton for the game constants in order to change the variables through the inspector?)

There is also an architectural problem with the game object name being used as a name in the game. Using non-Latin characters in GO names can cause unpredictable errors.

Finally, I would ask you to import the font for the labels instead of the Arial. Otherwise, the web build loses any characters other than the latin alphabet.

KVinS commented 2 years ago

Also need add localization for cast bar seconds are written differently in different languages