#if false using System.Text.RegularExpressions; using HarmonyLib; using PvZ_Fusion_Translator.AssetStore; namespace PvZ_Fusion_Translator.Patches.Modes.Abyss; [HarmonyPatch(typeof(AbyssSettlementMenu))] public static class AbyssSettlementMenu_Patch { [HarmonyPatch(nameof(AbyssSettlementMenu.InitSettle)), HarmonyPostfix] private static void InitSettle(AbyssSettlementMenu __instance) { var 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 (var regexStr in regexStrList) { var regex = new Regex(regexStr); if (!regex.IsMatch(__instance.settleInfo.text)) continue; var match = regex.Match(__instance.settleInfo.text); var groupCount = match.Groups.Count; List dynamicParts = []; for (var i = 1; i < groupCount; i++) { var groupValue = match.Groups[i].Value; var 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; } } } #endif