NHSE/NHSE.WinForms/Properties/Resources.Designer.cs
CXM efbe190a61
Split & fix Chinese to Simplified / Traditional Chinese (#137)
* Split & fix Chinese to Simplified / Traditional Chinese

* Fix Traditional Chinese missing item
2020-04-29 12:04:19 -07:00

306 lines
12 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// 此代码由工具生成。
// 运行时版本:4.0.30319.42000
//
// 对此文件的更改可能会导致不正确的行为,并且如果
// 重新生成代码,这些更改将会丢失。
// </auto-generated>
//------------------------------------------------------------------------------
namespace NHSE.WinForms.Properties {
using System;
/// <summary>
/// 一个强类型的资源类,用于查找本地化的字符串等。
/// </summary>
// 此类是由 StronglyTypedResourceBuilder
// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
// (以 /str 作为命令选项),或重新生成 VS 项目。
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// 返回此类使用的缓存的 ResourceManager 实例。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("NHSE.WinForms.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// 重写当前线程的 CurrentUICulture 属性
/// 重写当前线程的 CurrentUICulture 属性。
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// 查找类似于 (图标) 的 System.Drawing.Icon 类型的本地化资源。
/// </summary>
internal static System.Drawing.Icon icon {
get {
object obj = ResourceManager.GetObject("icon", resourceCulture);
return ((System.Drawing.Icon)(obj));
}
}
/// <summary>
/// 查找类似 AcreEditor=Acre Editor
///ActivityEditor=Record Editor
///BuildingEditor=Building Editor
///FieldItemEditor=Field Item Editor
///FlagEditor=Flag Editor
///ItemReceivedEditor=Received Item List Editor
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=RAM Edit
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Terrain Editor
///VillagerHouseEditor=Villager House Editor
///AcreEditor.B_Cancel=Cancel
///AcreEditor.B_E [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_de {
get {
return ResourceManager.GetString("lang_de", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Acre Editor
///ActivityEditor=Record Editor
///BuildingEditor=Building Editor
///FieldItemEditor=Field Item Editor
///FlagEditor=Flag Editor
///ItemReceivedEditor=Received Item List Editor
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=RAM Edit
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Terrain Editor
///VillagerHouseEditor=Villager House Editor
///AcreEditor.B_Cancel=Cancel
///AcreEditor.B_E [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_en {
get {
return ResourceManager.GetString("lang_en", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Editor de Acres
///ActivityEditor=Editor de Actividad
///BuildingEditor=Editor de Edificios
///FieldItemEditor=Editor de Objetos (Terreno)
///FlagEditor=Editor de Flags
///ItemReceivedEditor=Editor de Objetos Recibidos
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=Editor de RAM
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Editor de Terreno
///VillagerHouseEditor=Editor de Casas (Ciudadanos [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_es {
get {
return ResourceManager.GetString("lang_es", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Acre Editor
///ActivityEditor=Record Editor
///BuildingEditor=Building Editor
///FieldItemEditor=Field Item Editor
///FlagEditor=Flag Editor
///ItemReceivedEditor=Received Item List Editor
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=RAM Edit
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Terrain Editor
///VillagerHouseEditor=Villager House Editor
///AcreEditor.B_Cancel=Cancel
///AcreEditor.B_E [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_fr {
get {
return ResourceManager.GetString("lang_fr", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Modifica Sezioni
///ActivityEditor=Modifica Record
///BuildingEditor=Modifica Edifici
///FieldItemEditor=Modifica oggetti sul terreno
///FlagEditor=Modifica Flag
///ItemReceivedEditor=Modifica catalogo
///PatternEditor=Modifica pattern
///PatternEditorPRO=Modifica pattern Pro
///PlayerItemEditor=Modifica inventario
///SimpleHexEditor=Modifica RAM
///SingleObjectEditor=Modifica proprietà
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Editor del terreno
///VillagerHouseEditor=Editor casa del villager
///Acre [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_it {
get {
return ResourceManager.GetString("lang_it", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Acre Editor
///ActivityEditor=Record Editor
///BuildingEditor=Building Editor
///FieldItemEditor=Field Item Editor
///FlagEditor=Flag Editor
///ItemReceivedEditor=Received Item List Editor
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=RAM Edit
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Terrain Editor
///VillagerHouseEditor=Villager House Editor
///AcreEditor.B_Cancel=Cancel
///AcreEditor.B_E [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_jp {
get {
return ResourceManager.GetString("lang_jp", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=Acre Editor
///ActivityEditor=Record Editor
///BuildingEditor=Building Editor
///FieldItemEditor=Field Item Editor
///FlagEditor=Flag Editor
///ItemReceivedEditor=Received Item List Editor
///PatternEditor=Pattern Editor
///PatternEditorPRO=Pro Design Editor
///PlayerItemEditor=Inventory Editor
///SimpleHexEditor=RAM Edit
///SingleObjectEditor=Property Editor
///SysBotRAMEdit=SysBotUI
///SysBotUI=SysBotUI
///TerrainEditor=Terrain Editor
///VillagerHouseEditor=Villager House Editor
///AcreEditor.B_Cancel=Cancel
///AcreEditor.B_E [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_ko {
get {
return ResourceManager.GetString("lang_ko", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=耕地编辑器
///ActivityEditor=成就编辑器
///BuildingEditor=建筑编辑器
///FieldItemEditor=地形编辑器
///FlagEditor=属性编辑器
///ItemReceivedEditor=收藏清单编辑器
///PatternEditor=设计编辑器
///PatternEditorPRO=专业设计编辑器
///PlayerItemEditor=道具编辑器
///SimpleHexEditor=十六进制编辑器
///SingleObjectEditor=属性编辑器
///SysBotRAMEdit=SysBot 界面
///SysBotUI=SysBot 界面
///TerrainEditor=地形编辑器
///VillagerHouseEditor=岛民房屋编辑器
///AcreEditor.B_Cancel=取消
///AcreEditor.B_Export=导出
///AcreEditor.B_Import=导入
///AcreEditor.B_Save=保存
///AcreEditor.L_AcreList=名称表:
///AcreEditor.L_Hovered=鼠标划上
///ActivityEditor. [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_zhs {
get {
return ResourceManager.GetString("lang_zhs", resourceCulture);
}
}
/// <summary>
/// 查找类似 AcreEditor=耕地編輯器
///ActivityEditor=成就編輯器
///BuildingEditor=建築編輯器
///FieldItemEditor=地皮編輯器
///FlagEditor=屬性編輯器
///ItemReceivedEditor=收藏清單編輯器
///PatternEditor=設計編輯器
///PatternEditorPRO=進階設計編輯器
///PlayerItemEditor=道具編輯器
///SimpleHexEditor=十六進位編輯器
///SingleObjectEditor=屬性編輯器
///SysBotRAMEdit=SysBot 介面
///SysBotUI=SysBot 介面
///TerrainEditor=地形編輯器
///VillagerHouseEditor=島民房屋編輯器
///AcreEditor.B_Cancel=取消
///AcreEditor.B_Export=匯出
///AcreEditor.B_Import=匯入
///AcreEditor.B_Save=儲存
///AcreEditor.L_AcreList=名稱表:
///AcreEditor.L_Hovered=鼠標劃上
///ActivityEditor. [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string lang_zht {
get {
return ResourceManager.GetString("lang_zht", resourceCulture);
}
}
}
}