Rename Fluent-related code to be more precise.
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@@ -91,7 +91,7 @@ namespace OpenRA
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public MiniYaml SequenceDefinitions;
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public MiniYaml ModelSequenceDefinitions;
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public Translation Translation { get; private set; }
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public FluentBundle FluentBundle { get; private set; }
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public ActorInfo WorldActorInfo { get; private set; }
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public ActorInfo PlayerActorInfo { get; private set; }
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@@ -122,8 +122,8 @@ namespace OpenRA
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SequenceDefinitions = LoadRuleSection(yaml, "Sequences");
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ModelSequenceDefinitions = LoadRuleSection(yaml, "ModelSequences");
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Translation = yaml.TryGetValue("Translations", out var node) && node != null
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? new Translation(Game.Settings.Player.Language, FieldLoader.GetValue<string[]>("value", node.Value), fileSystem)
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FluentBundle = yaml.TryGetValue("Translations", out var node) && node != null
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? new FluentBundle(Game.Settings.Player.Language, FieldLoader.GetValue<string[]>("value", node.Value), fileSystem)
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: null;
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try
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@@ -224,16 +224,16 @@ namespace OpenRA
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public int DownloadPercentage { get; private set; }
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/// <summary>
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/// Functionality mirrors <see cref="TranslationProvider.GetString"/>, except instead of using
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/// loaded <see cref="Map"/>'s translations as backup, we use this <see cref="MapPreview"/>'s.
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/// Functionality mirrors <see cref="FluentProvider.GetString"/>, except instead of using
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/// loaded <see cref="Map"/>'s fluent bundle as backup, we use this <see cref="MapPreview"/>'s.
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/// </summary>
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public string GetLocalisedString(string key, IDictionary<string, object> args = null)
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{
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// PERF: instead of loading mod level Translation per each MapPreview, reuse the already loaded one in TranslationProvider.
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if (TranslationProvider.TryGetModString(key, out var message, args))
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// PERF: instead of loading mod level strings per each MapPreview, reuse the already loaded one in FluentProvider.
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if (FluentProvider.TryGetModString(key, out var message, args))
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return message;
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return innerData.Translation?.GetString(key, args) ?? key;
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return innerData.FluentBundle?.GetString(key, args) ?? key;
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}
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Sprite minimap;
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