using HarmonyLib; using Il2Cpp; using Il2CppTMPro; using MelonLoader; using PvZ_Fusion_Translator.AssetStore; using Unity.VisualScripting; using UnityEngine; using System.Text.RegularExpressions; namespace PvZ_Fusion_Translator.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 regexStr1 = "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+)\n"; string regexStr2 = "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+)"; Regex regex1 = new Regex(regexStr1); Regex regex2 = new Regex(regexStr2); if (regex1.IsMatch(__instance.settleInfo.text)) { Match match = regex1.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[regexStr1], [.. dynamicParts]); __instance.settleInfo.font = fontAsset; } else if (regex2.IsMatch(__instance.settleInfo.text)) { Match match = regex2.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[regexStr2], [.. dynamicParts]); __instance.settleInfo.font = fontAsset; } } } }