osu/osu.Game/Localisation/EditorDialogsStrings.cs

60 lines
2.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Localisation
{
public static class EditorDialogsStrings
{
private const string prefix = @"osu.Game.Resources.Localisation.EditorDialogs";
/// <summary>
/// "Would you like to create a blank difficulty?"
/// </summary>
public static LocalisableString NewDifficultyDialogHeader => new TranslatableString(getKey(@"new_difficulty_dialog_header"), @"Would you like to create a blank difficulty?");
/// <summary>
/// "Yeah, let&#39;s start from scratch!"
/// </summary>
public static LocalisableString CreateNew => new TranslatableString(getKey(@"create_new"), @"Yeah, let's start from scratch!");
/// <summary>
/// "No, create an exact copy of this difficulty"
/// </summary>
public static LocalisableString CreateCopy => new TranslatableString(getKey(@"create_copy"), @"No, create an exact copy of this difficulty");
/// <summary>
/// "I changed my mind, I want to keep editing this difficulty"
/// </summary>
public static LocalisableString KeepEditing => new TranslatableString(getKey(@"keep_editing"), @"I changed my mind, I want to keep editing this difficulty");
/// <summary>
/// "Did you want to save your changes?"
/// </summary>
public static LocalisableString SaveDialogHeader => new TranslatableString(getKey(@"save_dialog_header"), @"Did you want to save your changes?");
/// <summary>
/// "Save my masterpiece!"
/// </summary>
public static LocalisableString Save => new TranslatableString(getKey(@"save"), @"Save my masterpiece!");
/// <summary>
/// "Forget all changes"
/// </summary>
public static LocalisableString ForgetAllChanges => new TranslatableString(getKey(@"forget_all_changes"), @"Forget all changes");
/// <summary>
/// "Oops, continue editing"
/// </summary>
public static LocalisableString ContinueEditing => new TranslatableString(getKey(@"continue_editing"), @"Oops, continue editing");
/// <summary>
/// "The editor must be reloaded to apply this change. The beatmap will be saved."
/// </summary>
public static LocalisableString EditorReloadDialogHeader => new TranslatableString(getKey(@"editor_reload_dialog_header"), @"The editor must be reloaded to apply this change. The beatmap will be saved.");
private static string getKey(string key) => $@"{prefix}:{key}";
}
}