using HarmonyLib; using TMPro; using System.Collections.Generic; using PvZ_Fusion_Translator__BepInEx_.AssetStore; using Unity.VisualScripting; using UnityEngine; using System.Text.RegularExpressions; namespace PvZ_Fusion_Translator__BepInEx_.Patches.GameObjects { [HarmonyPatch(typeof(AbyssSettlementMenu))] public static class AbyssSettlementMenu_Patch { [HarmonyPatch(nameof(AbyssSettlementMenu.InitSettle))] [HarmonyPostfix] private static void InitSettle(AbyssSettlementMenu __instance) { TMP_FontAsset fontAsset = FontStore.LoadTMPFont(Utils.Language.ToString()); string[] regexStrList = [ "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n极限模式产出:(\\d+)\n非首胜无额外产出\n产出叶绿素总计:(\\d+)", "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n极限模式产出:(\\d+)\n首胜产出:(\\d+)\n剩余小推车数量:(\\d+),获得叶绿素:(\\d+)\n产出叶绿素总计:(\\d+)", "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n首胜产出:(\\d+)\n剩余小推车数量:(\\d+),获得叶绿素:(\\d+)\n产出叶绿素总计:(\\d+)", "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n困难模式产出:(\\d+)\n首胜产出:(\\d+)\n剩余小推车数量:(\\d+),获得叶绿素:(\\d+)\n产出叶绿素总计:(\\d+)", "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n非首胜无额外产出\n产出叶绿素总计:(\\d+)", "第(\\d+)关\n通关用时:(\\d+)分(\\d+)秒\n杀敌数量:(\\d+)\n关卡叶绿素产出:(\\d+)\n困难模式产出:(\\d+)\n非首胜无额外产出\n产出叶绿素总计:(\\d+)" ]; foreach(string regexStr in regexStrList) { Regex regex = new Regex(regexStr); if (regex.IsMatch(__instance.settleInfo.text)) { Match match = regex.Match(__instance.settleInfo.text); int groupCount = match.Groups.Count; List dynamicParts = []; for (int i = 1; i < groupCount; i++) { string groupValue = match.Groups[i].Value; string translatedValue = StringStore.translationString.ContainsKey(groupValue) ? StringStore.translationString[groupValue] : groupValue; dynamicParts.Add(translatedValue); } __instance.settleInfo.text = string.Format(StringStore.translationStringRegex[regexStr], [.. dynamicParts]); __instance.settleInfo.font = fontAsset; } } } } }