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translated a few scripts

mbunch_kascope %!s(int64=2) %!d(string=hai) anos
pai
achega
4d4f259252
Modificáronse 2 ficheiros con 12 adicións e 10 borrados
  1. 1 1
      Assets/Editor/AttachCardData.cs
  2. 11 9
      Assets/Editor/GetAsset.cs

+ 1 - 1
Assets/Editor/AttachCardData.cs

@@ -52,7 +52,7 @@ public class AttachCardData : MonoBehaviour
                     EditorSceneManager.MarkSceneDirty(scene);
                 }
 
-                Debug.Log($"カード:{CCtrl.CardList.ToList().Map(cEntity_Base => cEntity_Base.CardID).Distinct().ToList().Count}種類");
+                Debug.Log($"card:{CCtrl.CardList.ToList().Map(cEntity_Base => cEntity_Base.CardID).Distinct().ToList().Count}kinds");
 
                 return;
             }

+ 11 - 9
Assets/Editor/GetAsset.cs

@@ -3,19 +3,21 @@ using UnityEngine;
 
 using System.IO;
 using System.Collections.Generic;
+using static UnityEditor.ShaderGraph.Internal.KeywordDependentCollection;
+using UnityEngine.Windows;
 
 /// <summary>
-/// Resourcesディレクトリ以外のオブジェクトにアクセスすることができる。実はResourcesディレクトリのオブジェクトにもアクセスできる
+/// Resources Objects other than directories can be accessed. In fact, you can also access objects in the Resources directory.
 /// </summary>
 public static class GetAsset
 {
 
     //=================================================================================
-    //単体ロード
+    //Single load
     //=================================================================================
 
     /// <summary>
-    /// ファイルのパス(Assetsから、拡張子も含める)と型を設定し、Objectを読み込む。存在しない場合はNullを返す
+    /// Set the file path (including the extension from Assets) and type, and load the Object. Returns Null if not present
     /// </summary>
     public static T Load<T>(string path) where T : Object
     {
@@ -23,7 +25,7 @@ public static class GetAsset
     }
 
     /// <summary>
-    /// ファイルのパス(Assetsから、拡張子も含める)を設定し、Objectを読み込む。存在しない場合はNullを返す
+    /// Set the file path (from Assets, including the extension) and load the Object. Returns Null if not present
     /// </summary>
     public static Object Load(string path)
     {
@@ -31,20 +33,20 @@ public static class GetAsset
     }
 
     //=================================================================================
-    //複数ロード
+    //multiple loads
     //=================================================================================
 
     /// <summary>
-    /// ディレクトリのパス(Assetsから)と型を設定し、Objectを読み込む。存在しない場合は空のListを返す
+    /// Set the directory path(from Assets) and type, and load the Object.Returns an empty List if it does not exist
     /// </summary>
     public static List<T> LoadAll<T>(string directoryPath) where T : Object
     {
         List<T> assetList = new List<T>();
 
-        //指定したディレクトリに入っている全ファイルを取得(子ディレクトリも含む)
+        //Get all files in the specified directory (including child directories)
         string[] filePathArray = Directory.GetFiles(directoryPath, "*", SearchOption.AllDirectories);
 
-        //取得したファイルの中からアセットだけリストに追加する
+        //Add only assets from the acquired files to the list
         foreach (string filePath in filePathArray)
         {
             T asset = Load<T>(filePath);
@@ -58,7 +60,7 @@ public static class GetAsset
     }
 
     /// <summary>
-    /// ディレクトリのパス(Assetsから)を設定し、Objectを読み込む。存在しない場合は空のListを返す
+    /// Set the directory path (from Assets) and read the Object. Returns an empty List if it does not exist
     /// </summary>
     public static List<Object> LoadAll(string directoryPath)
     {