feat: stats localization

This commit is contained in:
GenZmeY 2020-09-01 11:07:53 +03:00
parent a4bd2fdec2
commit a7e39266cc
2 changed files with 76 additions and 26 deletions

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@ -64,7 +64,6 @@ struct FDefPerkStat
var int MaxValue,CostPerValue;
var float Progress;
var name StatType;
var string UIName;
var bool bHiddenConfig; // Hide this config by default.
};
var() array<FDefPerkStat> DefPerkStats;
@ -89,6 +88,57 @@ var() array<float> EnemyDistDraw;
var bool bOwnerNetClient,bClientAuthorized,bPerkNetReady,bHasNightVision,bCanBeGrabbed,bExplosiveWeld,bExplodeOnContact,bNapalmFire,bFireExplode,bToxicDart,bTacticalReload,bHeavyArmor,bHasSWATEnforcer;
var localized string StatSpeed;
var localized string StatDamage;
var localized string StatRecoil;
var localized string StatSpread;
var localized string StatRate;
var localized string StatReload;
var localized string StatHealth;
var localized string StatKnockDown;
var localized string StatWelder;
var localized string StatHeal;
var localized string StatMag;
var localized string StatSpare;
var localized string StatOffDamage;
var localized string StatSelfDamage;
var localized string StatArmor;
var localized string StatPoisonDmg;
var localized string StatSonicDmg;
var localized string StatFireDmg;
var localized string StatAllDmg;
var localized string StatHeadDamage;
var localized string StatHealRecharge;
function string UIName(FDefPerkStat DefPerkStat)
{
switch( DefPerkStat.StatType )
{
case name("Speed"): return StatSpeed;
case name("Damage"): return StatDamage;
case name("Recoil"): return StatRecoil;
case name("Spread"): return StatSpread;
case name("Rate"): return StatRate;
case name("Reload"): return StatReload;
case name("Health"): return StatHealth;
case name("KnockDown"): return StatKnockDown;
case name("Welder"): return StatWelder;
case name("Heal"): return StatHeal;
case name("Mag"): return StatMag;
case name("Spare"): return StatSpare;
case name("OffDamage"): return StatOffDamage;
case name("SelfDamage"): return StatSelfDamage;
case name("Armor"): return StatArmor;
case name("PoisonDmg"): return StatPoisonDmg;
case name("SonicDmg"): return StatSonicDmg;
case name("FireDmg"): return StatFireDmg;
case name("AllDmg"): return StatAllDmg;
case name("HeadDamage"): return StatHeadDamage;
case name("HealRecharge"): return StatHealRecharge;
}
return "";
}
replication
{
// Things the server should send to the client.
@ -152,13 +202,13 @@ simulated function PostBeginPlay()
{
i = DefPerkStats.Find('StatType',PerkStats[j].StatType);
if( i>=0 )
PerkStats[j].UIName = DefPerkStats[i].UIName;
PerkStats[j].UIName = UIName(DefPerkStats[i]);
else
{
// Fallback to parent perk for trying to find name.
i = Class'Ext_PerkBase'.Default.DefPerkStats.Find('StatType',PerkStats[j].StatType);
if( i>=0 )
PerkStats[j].UIName = Class'Ext_PerkBase'.Default.DefPerkStats[i].UIName;
PerkStats[j].UIName = UIName(Class'Ext_PerkBase'.Default.DefPerkStats[i]);
else PerkStats[j].UIName = string(PerkStats[j].StatType); // Fallback to stat name then...
}
}
@ -231,13 +281,13 @@ reliable client simulated function ClientReceiveStat( int Index, int MaxValue, i
}
i = DefPerkStats.Find('StatType',Type);
if( i>=0 )
PerkStats[Index].UIName = DefPerkStats[i].UIName;
PerkStats[Index].UIName = UIName(DefPerkStats[i]);
else
{
// Fallback to parent perk for trying to find name.
i = Class'Ext_PerkBase'.Default.DefPerkStats.Find('StatType',Type);
if( i>=0 )
PerkStats[Index].UIName = Class'Ext_PerkBase'.Default.DefPerkStats[i].UIName;
PerkStats[Index].UIName = UIName(Class'Ext_PerkBase'.Default.DefPerkStats[i]);
else PerkStats[Index].UIName = string(Type); // Fallback to stat name then...
}
}
@ -1448,27 +1498,27 @@ defaultproperties
// WebConfigs.Add((PropType=0,PropName="MinimalDataLevel",UIName="Minimal Real Level",UIDesc="Minimal level for new players or who loads from saves"))
// TODO: localize
DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",UIName="Movement Speed (+&%)",Progress=0.4)
DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",UIName="Perk Damage (+&%)",Progress=0.5)
DefPerkStats(2)=(MaxValue=90,CostPerValue=1,StatType="Recoil",UIName="Fire Recoil Reduce (+&%)",Progress=1)
DefPerkStats(3)=(MaxValue=80,CostPerValue=1,StatType="Spread",UIName="Fire Spread Reduce (+&%)",Progress=0.75)
DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",UIName="Perk Rate of Fire (+&%)",Progress=0.5)
DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",UIName="Perk Reload Time (-&%)",Progress=0.5)
DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",UIName="Health (+&HP)",Progress=1)
DefPerkStats(7)=(MaxValue=100,CostPerValue=1,StatType="KnockDown",UIName="Knockback (+&%)",Progress=1)
DefPerkStats(8)=(MaxValue=200,CostPerValue=1,StatType="Welder",UIName="Welding Rate (+&%)",bHiddenConfig=true,Progress=0.5)
DefPerkStats(9)=(MaxValue=400,CostPerValue=1,StatType="Heal",UIName="Heal Efficiency (+&%)",bHiddenConfig=true,Progress=0.5)
DefPerkStats(10)=(MaxValue=400,CostPerValue=1,StatType="Mag",UIName="Magazine Capacity (+&%)",Progress=1)
DefPerkStats(11)=(MaxValue=500,CostPerValue=1,StatType="Spare",UIName="Max Ammo (+&%)",Progress=1)
DefPerkStats(12)=(MaxValue=1000,CostPerValue=1,StatType="OffDamage",UIName="Off-Perk Damage (+&%)",Progress=0.25)
DefPerkStats(13)=(MaxValue=1000,CostPerValue=1,StatType="SelfDamage",UIName="Self Damage Reduction (+&%)",Progress=1,bHiddenConfig=true)
DefPerkStats(14)=(MaxValue=150,CostPerValue=1,StatType="Armor",UIName="Armor (+&)",Progress=1)
DefPerkStats(15)=(MaxValue=1000,CostPerValue=1,StatType="PoisonDmg",UIName="Toxic Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
DefPerkStats(16)=(MaxValue=1000,CostPerValue=1,StatType="SonicDmg",UIName="Sonic Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
DefPerkStats(17)=(MaxValue=1000,CostPerValue=1,StatType="FireDmg",UIName="Fire Resistance (+&%)",Progress=1.5,bHiddenConfig=true)
DefPerkStats(18)=(MaxValue=500,CostPerValue=1,StatType="AllDmg",UIName="Zed Damage Reduction (+&%)",Progress=0.25)
DefPerkStats(19)=(MaxValue=500,CostPerValue=1,StatType="HeadDamage",UIName="Perk Head Damage (+&%)",Progress=1,bHiddenConfig=true)
DefPerkStats(20)=(MaxValue=200,CostPerValue=1,StatType="HealRecharge",UIName="Syringe Recharge Rate (+&%)",Progress=0.5,bHiddenConfig=true)
DefPerkStats(0)=(MaxValue=50,CostPerValue=1,StatType="Speed",Progress=0.4)
DefPerkStats(1)=(MaxValue=1000,CostPerValue=1,StatType="Damage",Progress=0.5)
DefPerkStats(2)=(MaxValue=90,CostPerValue=1,StatType="Recoil",Progress=1)
DefPerkStats(3)=(MaxValue=80,CostPerValue=1,StatType="Spread",Progress=0.75)
DefPerkStats(4)=(MaxValue=1000,CostPerValue=1,StatType="Rate",Progress=0.5)
DefPerkStats(5)=(MaxValue=1000,CostPerValue=1,StatType="Reload",Progress=0.5)
DefPerkStats(6)=(MaxValue=150,CostPerValue=1,StatType="Health",Progress=1)
DefPerkStats(7)=(MaxValue=100,CostPerValue=1,StatType="KnockDown",Progress=1)
DefPerkStats(8)=(MaxValue=200,CostPerValue=1,StatType="Welder",bHiddenConfig=true,Progress=0.5)
DefPerkStats(9)=(MaxValue=400,CostPerValue=1,StatType="Heal",bHiddenConfig=true,Progress=0.5)
DefPerkStats(10)=(MaxValue=400,CostPerValue=1,StatType="Mag",Progress=1)
DefPerkStats(11)=(MaxValue=500,CostPerValue=1,StatType="Spare",Progress=1)
DefPerkStats(12)=(MaxValue=1000,CostPerValue=1,StatType="OffDamage",Progress=0.25)
DefPerkStats(13)=(MaxValue=1000,CostPerValue=1,StatType="SelfDamage",Progress=1,bHiddenConfig=true)
DefPerkStats(14)=(MaxValue=150,CostPerValue=1,StatType="Armor",Progress=1)
DefPerkStats(15)=(MaxValue=1000,CostPerValue=1,StatType="PoisonDmg",Progress=1.5,bHiddenConfig=true)
DefPerkStats(16)=(MaxValue=1000,CostPerValue=1,StatType="SonicDmg",Progress=1.5,bHiddenConfig=true)
DefPerkStats(17)=(MaxValue=1000,CostPerValue=1,StatType="FireDmg",Progress=1.5,bHiddenConfig=true)
DefPerkStats(18)=(MaxValue=500,CostPerValue=1,StatType="AllDmg",Progress=0.25)
DefPerkStats(19)=(MaxValue=500,CostPerValue=1,StatType="HeadDamage",Progress=1,bHiddenConfig=true)
DefPerkStats(20)=(MaxValue=200,CostPerValue=1,StatType="HealRecharge",Progress=0.5,bHiddenConfig=true)
Modifiers.Add(1.f)
Modifiers.Add(1.f)