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asciinevrdie/lib/l10n/app_localizations.dart
JiWoong Sul 1a8858a3b1 feat(l10n): 다국어 리소스 확장
- 아레나, 통계, 설정 등 신규 번역 키 추가
- 한국어, 영어, 일본어 리소스 업데이트
- 생성된 localizations 파일 반영
2026-02-23 15:49:28 +09:00

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import 'dart:async';
import 'package:flutter/foundation.dart';
import 'package:flutter/widgets.dart';
import 'package:flutter_localizations/flutter_localizations.dart';
import 'package:intl/intl.dart' as intl;
import 'app_localizations_en.dart';
import 'app_localizations_ja.dart';
import 'app_localizations_ko.dart';
// ignore_for_file: type=lint
/// Callers can lookup localized strings with an instance of L10n
/// returned by `L10n.of(context)`.
///
/// Applications need to include `L10n.delegate()` in their app's
/// `localizationDelegates` list, and the locales they support in the app's
/// `supportedLocales` list. For example:
///
/// ```dart
/// import 'l10n/app_localizations.dart';
///
/// return MaterialApp(
/// localizationsDelegates: L10n.localizationsDelegates,
/// supportedLocales: L10n.supportedLocales,
/// home: MyApplicationHome(),
/// );
/// ```
///
/// ## Update pubspec.yaml
///
/// Please make sure to update your pubspec.yaml to include the following
/// packages:
///
/// ```yaml
/// dependencies:
/// # Internationalization support.
/// flutter_localizations:
/// sdk: flutter
/// intl: any # Use the pinned version from flutter_localizations
///
/// # Rest of dependencies
/// ```
///
/// ## iOS Applications
///
/// iOS applications define key application metadata, including supported
/// locales, in an Info.plist file that is built into the application bundle.
/// To configure the locales supported by your app, youll need to edit this
/// file.
///
/// First, open your projects ios/Runner.xcworkspace Xcode workspace file.
/// Then, in the Project Navigator, open the Info.plist file under the Runner
/// projects Runner folder.
///
/// Next, select the Information Property List item, select Add Item from the
/// Editor menu, then select Localizations from the pop-up menu.
///
/// Select and expand the newly-created Localizations item then, for each
/// locale your application supports, add a new item and select the locale
/// you wish to add from the pop-up menu in the Value field. This list should
/// be consistent with the languages listed in the L10n.supportedLocales
/// property.
abstract class L10n {
L10n(String locale)
: localeName = intl.Intl.canonicalizedLocale(locale.toString());
final String localeName;
static L10n of(BuildContext context) {
return Localizations.of<L10n>(context, L10n)!;
}
static const LocalizationsDelegate<L10n> delegate = _L10nDelegate();
/// A list of this localizations delegate along with the default localizations
/// delegates.
///
/// Returns a list of localizations delegates containing this delegate along with
/// GlobalMaterialLocalizations.delegate, GlobalCupertinoLocalizations.delegate,
/// and GlobalWidgetsLocalizations.delegate.
///
/// Additional delegates can be added by appending to this list in
/// MaterialApp. This list does not have to be used at all if a custom list
/// of delegates is preferred or required.
static const List<LocalizationsDelegate<dynamic>> localizationsDelegates =
<LocalizationsDelegate<dynamic>>[
delegate,
GlobalMaterialLocalizations.delegate,
GlobalCupertinoLocalizations.delegate,
GlobalWidgetsLocalizations.delegate,
];
/// A list of this localizations delegate's supported locales.
static const List<Locale> supportedLocales = <Locale>[
Locale('en'),
Locale('ja'),
Locale('ko'),
];
/// Application title
///
/// In en, this message translates to:
/// **'ASCII NEVER DIE'**
String get appTitle;
/// Tag indicating offline mode
///
/// In en, this message translates to:
/// **'No network'**
String get tagNoNetwork;
/// Tag indicating idle RPG gameplay
///
/// In en, this message translates to:
/// **'Idle RPG loop'**
String get tagIdleRpg;
/// Tag indicating local save support
///
/// In en, this message translates to:
/// **'Local saves'**
String get tagLocalSaves;
/// New character button
///
/// In en, this message translates to:
/// **'New character'**
String get newCharacter;
/// Load save button
///
/// In en, this message translates to:
/// **'Load save'**
String get loadSave;
/// Load game dialog title
///
/// In en, this message translates to:
/// **'Load Game'**
String get loadGame;
/// View build plan button
///
/// In en, this message translates to:
/// **'View build plan'**
String get viewBuildPlan;
/// Build roadmap section title
///
/// In en, this message translates to:
/// **'Build roadmap'**
String get buildRoadmap;
/// Tech stack section title
///
/// In en, this message translates to:
/// **'Tech stack'**
String get techStack;
/// Cancel button
///
/// In en, this message translates to:
/// **'Cancel'**
String get cancel;
/// Exit game dialog title
///
/// In en, this message translates to:
/// **'Exit Game'**
String get exitGame;
/// Save progress confirmation message
///
/// In en, this message translates to:
/// **'Save your progress before leaving?'**
String get saveProgressQuestion;
/// Exit without saving button
///
/// In en, this message translates to:
/// **'Exit without saving'**
String get exitWithoutSaving;
/// Save and exit button
///
/// In en, this message translates to:
/// **'Save and Exit'**
String get saveAndExit;
/// Game screen title with character name
///
/// In en, this message translates to:
/// **'ASCII NEVER DIE - {name}'**
String progressQuestTitle(String name);
/// Level up tooltip
///
/// In en, this message translates to:
/// **'Level Up'**
String get levelUp;
/// Complete quest tooltip
///
/// In en, this message translates to:
/// **'Complete Quest'**
String get completeQuest;
/// Complete plot tooltip
///
/// In en, this message translates to:
/// **'Complete Plot'**
String get completePlot;
/// Character sheet panel title
///
/// In en, this message translates to:
/// **'Character Sheet'**
String get characterSheet;
/// Traits section title
///
/// In en, this message translates to:
/// **'Traits'**
String get traits;
/// Stats section title
///
/// In en, this message translates to:
/// **'Stats'**
String get stats;
/// Experience section title
///
/// In en, this message translates to:
/// **'Experience'**
String get experience;
/// XP needed tooltip
///
/// In en, this message translates to:
/// **'XP needed for next level'**
String get xpNeededForNextLevel;
/// Skills section title (unified spellbook + skills)
///
/// In en, this message translates to:
/// **'Skills'**
String get spellBook;
/// Empty skills message
///
/// In en, this message translates to:
/// **'No skills yet'**
String get noSpellsYet;
/// Equipment panel title
///
/// In en, this message translates to:
/// **'Equipment'**
String get equipment;
/// Inventory panel title
///
/// In en, this message translates to:
/// **'Inventory'**
String get inventory;
/// Encumbrance section title
///
/// In en, this message translates to:
/// **'Encumbrance'**
String get encumbrance;
/// Combat log panel title
///
/// In en, this message translates to:
/// **'Combat Log'**
String get combatLog;
/// Plot development panel title
///
/// In en, this message translates to:
/// **'Plot Development'**
String get plotDevelopment;
/// Quests panel title
///
/// In en, this message translates to:
/// **'Quests'**
String get quests;
/// Name trait label
///
/// In en, this message translates to:
/// **'Name'**
String get traitName;
/// Race trait label
///
/// In en, this message translates to:
/// **'Race'**
String get traitRace;
/// Class trait label
///
/// In en, this message translates to:
/// **'Class'**
String get traitClass;
/// Level trait label
///
/// In en, this message translates to:
/// **'Level'**
String get traitLevel;
/// Strength stat
///
/// In en, this message translates to:
/// **'STR'**
String get statStr;
/// Constitution stat
///
/// In en, this message translates to:
/// **'CON'**
String get statCon;
/// Dexterity stat
///
/// In en, this message translates to:
/// **'DEX'**
String get statDex;
/// Intelligence stat
///
/// In en, this message translates to:
/// **'INT'**
String get statInt;
/// Wisdom stat
///
/// In en, this message translates to:
/// **'WIS'**
String get statWis;
/// Charisma stat
///
/// In en, this message translates to:
/// **'CHA'**
String get statCha;
/// Max HP stat
///
/// In en, this message translates to:
/// **'HP Max'**
String get statHpMax;
/// Max MP stat
///
/// In en, this message translates to:
/// **'MP Max'**
String get statMpMax;
/// Weapon equipment slot
///
/// In en, this message translates to:
/// **'Weapon'**
String get equipWeapon;
/// Shield equipment slot
///
/// In en, this message translates to:
/// **'Shield'**
String get equipShield;
/// Helm equipment slot
///
/// In en, this message translates to:
/// **'Helm'**
String get equipHelm;
/// Hauberk equipment slot
///
/// In en, this message translates to:
/// **'Hauberk'**
String get equipHauberk;
/// Brassairts equipment slot
///
/// In en, this message translates to:
/// **'Brassairts'**
String get equipBrassairts;
/// Vambraces equipment slot
///
/// In en, this message translates to:
/// **'Vambraces'**
String get equipVambraces;
/// Gauntlets equipment slot
///
/// In en, this message translates to:
/// **'Gauntlets'**
String get equipGauntlets;
/// Gambeson equipment slot
///
/// In en, this message translates to:
/// **'Gambeson'**
String get equipGambeson;
/// Cuisses equipment slot
///
/// In en, this message translates to:
/// **'Cuisses'**
String get equipCuisses;
/// Greaves equipment slot
///
/// In en, this message translates to:
/// **'Greaves'**
String get equipGreaves;
/// Sollerets equipment slot
///
/// In en, this message translates to:
/// **'Sollerets'**
String get equipSollerets;
/// Coin label
///
/// In en, this message translates to:
/// **'Coin'**
String get gold;
/// Coin with amount
///
/// In en, this message translates to:
/// **'Coin: {amount}'**
String goldAmount(int amount);
/// Prologue plot stage
///
/// In en, this message translates to:
/// **'Prologue'**
String get prologue;
/// Act with roman numeral
///
/// In en, this message translates to:
/// **'Act {number}'**
String actNumber(String number);
/// Empty quests message
///
/// In en, this message translates to:
/// **'No active quests'**
String get noActiveQuests;
/// Quest with number
///
/// In en, this message translates to:
/// **'Quest #{number}'**
String questNumber(int number);
/// Welcome message in task progress panel
///
/// In en, this message translates to:
/// **'Welcome to ASCII NEVER DIE!'**
String get welcomeMessage;
/// No saved games message
///
/// In en, this message translates to:
/// **'No saved games found.'**
String get noSavedGames;
/// Load error message
///
/// In en, this message translates to:
/// **'Failed to load save file: {error}'**
String loadError(String error);
/// Name label in character creation
///
/// In en, this message translates to:
/// **'Name'**
String get name;
/// Generate name tooltip
///
/// In en, this message translates to:
/// **'Generate Name'**
String get generateName;
/// Total label for stats
///
/// In en, this message translates to:
/// **'Total'**
String get total;
/// Undo button for stat reroll
///
/// In en, this message translates to:
/// **'Undo'**
String get unroll;
/// Roll button
///
/// In en, this message translates to:
/// **'Roll'**
String get roll;
/// Race selection title
///
/// In en, this message translates to:
/// **'Race'**
String get race;
/// Class selection title
///
/// In en, this message translates to:
/// **'Class'**
String get classTitle;
/// Percentage complete
///
/// In en, this message translates to:
/// **'{percent}% complete'**
String percentComplete(int percent);
/// New character screen title
///
/// In en, this message translates to:
/// **'ASCII NEVER DIE - New Character'**
String get newCharacterTitle;
/// Confirm character creation button
///
/// In en, this message translates to:
/// **'Sold!'**
String get soldButton;
/// Victory overlay congratulations
///
/// In en, this message translates to:
/// **'★ CONGRATULATIONS ★'**
String get endingCongratulations;
/// Game completion message
///
/// In en, this message translates to:
/// **'You have completed the game!'**
String get endingGameComplete;
/// Hero section title
///
/// In en, this message translates to:
/// **'THE HERO'**
String get endingTheHero;
/// Level display format
///
/// In en, this message translates to:
/// **'Level {level}'**
String endingLevelFormat(int level);
/// Journey statistics section title
///
/// In en, this message translates to:
/// **'JOURNEY STATISTICS'**
String get endingJourneyStats;
/// Monsters killed stat label
///
/// In en, this message translates to:
/// **'Monsters Slain'**
String get endingMonstersSlain;
/// Quests completed stat label
///
/// In en, this message translates to:
/// **'Quests Completed'**
String get endingQuestsCompleted;
/// Play time stat label
///
/// In en, this message translates to:
/// **'Play Time'**
String get endingPlayTime;
/// Final stats section title
///
/// In en, this message translates to:
/// **'FINAL STATS'**
String get endingFinalStats;
/// Credits section title
///
/// In en, this message translates to:
/// **'CREDITS'**
String get endingCredits;
/// Thank you message
///
/// In en, this message translates to:
/// **'Thank you for playing!'**
String get endingThankYou;
/// Legend message
///
/// In en, this message translates to:
/// **'Your legend lives on...'**
String get endingLegendLivesOn;
/// Hall of fame message line 1
///
/// In en, this message translates to:
/// **'Your heroic deeds will be'**
String get endingHallOfFameLine1;
/// Hall of fame message line 2
///
/// In en, this message translates to:
/// **'remembered in the Hall of Fame'**
String get endingHallOfFameLine2;
/// Hall of fame button
///
/// In en, this message translates to:
/// **'HALL OF FAME'**
String get endingHallOfFameButton;
/// Skip button
///
/// In en, this message translates to:
/// **'SKIP'**
String get endingSkip;
/// Tap to skip hint
///
/// In en, this message translates to:
/// **'TAP TO SKIP'**
String get endingTapToSkip;
/// Hold to speed up scrolling hint
///
/// In en, this message translates to:
/// **'HOLD TO SPEED UP'**
String get endingHoldToSpeedUp;
/// Menu panel title
///
/// In en, this message translates to:
/// **'MENU'**
String get menuTitle;
/// Options menu title
///
/// In en, this message translates to:
/// **'OPTIONS'**
String get optionsTitle;
/// Sound dialog title
///
/// In en, this message translates to:
/// **'SOUND'**
String get soundTitle;
/// Control section title
///
/// In en, this message translates to:
/// **'CONTROL'**
String get controlSection;
/// Info section title
///
/// In en, this message translates to:
/// **'INFO'**
String get infoSection;
/// Settings section title
///
/// In en, this message translates to:
/// **'SETTINGS'**
String get settingsSection;
/// Save/Exit section title
///
/// In en, this message translates to:
/// **'SAVE / EXIT'**
String get saveExitSection;
/// OK button
///
/// In en, this message translates to:
/// **'OK'**
String get ok;
/// Recharge button
///
/// In en, this message translates to:
/// **'RECHARGE'**
String get rechargeButton;
/// Create button
///
/// In en, this message translates to:
/// **'CREATE'**
String get createButton;
/// Preview panel title
///
/// In en, this message translates to:
/// **'PREVIEW'**
String get previewTitle;
/// Name panel title
///
/// In en, this message translates to:
/// **'NAME'**
String get nameTitle;
/// Stats panel title
///
/// In en, this message translates to:
/// **'STATS'**
String get statsTitle;
/// Race panel title
///
/// In en, this message translates to:
/// **'RACE'**
String get raceTitle;
/// Class panel title
///
/// In en, this message translates to:
/// **'CLASS'**
String get classSection;
/// BGM volume label
///
/// In en, this message translates to:
/// **'BGM'**
String get bgmLabel;
/// SFX volume label
///
/// In en, this message translates to:
/// **'SFX'**
String get sfxLabel;
/// HP bar label
///
/// In en, this message translates to:
/// **'HP'**
String get hpLabel;
/// MP bar label
///
/// In en, this message translates to:
/// **'MP'**
String get mpLabel;
/// EXP bar label
///
/// In en, this message translates to:
/// **'EXP'**
String get expLabel;
/// Level up notification title
///
/// In en, this message translates to:
/// **'LEVEL UP!'**
String get notifyLevelUp;
/// Level notification subtitle
///
/// In en, this message translates to:
/// **'Level {level}'**
String notifyLevel(int level);
/// Quest complete notification title
///
/// In en, this message translates to:
/// **'QUEST COMPLETE!'**
String get notifyQuestComplete;
/// Prologue complete notification title
///
/// In en, this message translates to:
/// **'PROLOGUE COMPLETE!'**
String get notifyPrologueComplete;
/// Act complete notification title
///
/// In en, this message translates to:
/// **'ACT {number} COMPLETE!'**
String notifyActComplete(int number);
/// New spell notification title
///
/// In en, this message translates to:
/// **'NEW SPELL!'**
String get notifyNewSpell;
/// New equipment notification title
///
/// In en, this message translates to:
/// **'NEW EQUIPMENT!'**
String get notifyNewEquipment;
/// Boss defeated notification title
///
/// In en, this message translates to:
/// **'BOSS DEFEATED!'**
String get notifyBossDefeated;
/// Recharge rolls dialog title
///
/// In en, this message translates to:
/// **'RECHARGE ROLLS'**
String get rechargeRollsTitle;
/// Recharge rolls free user message
///
/// In en, this message translates to:
/// **'Recharge 5 rolls for free?'**
String get rechargeRollsFree;
/// Recharge rolls ad message
///
/// In en, this message translates to:
/// **'Watch an ad to recharge 5 rolls?'**
String get rechargeRollsAd;
/// Debug section title
///
/// In en, this message translates to:
/// **'DEBUG'**
String get debugTitle;
/// Debug cheats section title
///
/// In en, this message translates to:
/// **'DEBUG CHEATS'**
String get debugCheatsTitle;
/// Debug tools section title
///
/// In en, this message translates to:
/// **'DEBUG TOOLS'**
String get debugToolsTitle;
/// Developer tools header
///
/// In en, this message translates to:
/// **'DEVELOPER TOOLS'**
String get debugDeveloperTools;
/// Skip task cheat label
///
/// In en, this message translates to:
/// **'SKIP TASK (L+1)'**
String get debugSkipTask;
/// Skip task cheat description
///
/// In en, this message translates to:
/// **'Complete task instantly'**
String get debugSkipTaskDesc;
/// Skip quest cheat label
///
/// In en, this message translates to:
/// **'SKIP QUEST (Q!)'**
String get debugSkipQuest;
/// Skip quest cheat description
///
/// In en, this message translates to:
/// **'Complete quest instantly'**
String get debugSkipQuestDesc;
/// Skip act cheat label
///
/// In en, this message translates to:
/// **'SKIP ACT (P!)'**
String get debugSkipAct;
/// Skip act cheat description
///
/// In en, this message translates to:
/// **'Complete act instantly'**
String get debugSkipActDesc;
/// Create test character button
///
/// In en, this message translates to:
/// **'CREATE TEST CHARACTER'**
String get debugCreateTestCharacter;
/// Create test character description
///
/// In en, this message translates to:
/// **'Register Level 100 character to Hall of Fame'**
String get debugCreateTestCharacterDesc;
/// Create test character dialog title
///
/// In en, this message translates to:
/// **'CREATE TEST CHARACTER?'**
String get debugCreateTestCharacterTitle;
/// Create test character confirmation message
///
/// In en, this message translates to:
/// **'Current character will be converted to Level 100\nand registered to the Hall of Fame.\n\n⚠ Current save file will be deleted.\nThis action cannot be undone.'**
String get debugCreateTestCharacterMessage;
/// Debug turbo mode label
///
/// In en, this message translates to:
/// **'DEBUG: TURBO (20x)'**
String get debugTurbo;
/// IAP purchased debug toggle
///
/// In en, this message translates to:
/// **'IAP PURCHASED'**
String get debugIapPurchased;
/// IAP purchased debug description
///
/// In en, this message translates to:
/// **'ON: Behave as paid user (ads removed)'**
String get debugIapPurchasedDesc;
/// Offline hours debug label
///
/// In en, this message translates to:
/// **'OFFLINE HOURS'**
String get debugOfflineHours;
/// Offline hours debug description
///
/// In en, this message translates to:
/// **'Test return rewards (applies on restart)'**
String get debugOfflineHoursDesc;
/// Test character creation description
///
/// In en, this message translates to:
/// **'Modify current character to Level 100\nand register to the Hall of Fame.'**
String get debugTestCharacterDesc;
/// Arena main screen title
///
/// In en, this message translates to:
/// **'LOCAL ARENA'**
String get arenaTitle;
/// Arena character selection subtitle
///
/// In en, this message translates to:
/// **'SELECT YOUR FIGHTER'**
String get arenaSelectFighter;
/// Arena empty state title
///
/// In en, this message translates to:
/// **'Not enough heroes'**
String get arenaEmptyTitle;
/// Arena empty state hint
///
/// In en, this message translates to:
/// **'Clear the game with 2+ characters'**
String get arenaEmptyHint;
/// Arena setup screen title
///
/// In en, this message translates to:
/// **'ARENA SETUP'**
String get arenaSetupTitle;
/// Start battle button
///
/// In en, this message translates to:
/// **'START BATTLE'**
String get arenaStartBattle;
/// Arena battle screen title
///
/// In en, this message translates to:
/// **'ARENA BATTLE'**
String get arenaBattleTitle;
/// My equipment header
///
/// In en, this message translates to:
/// **'MY EQUIPMENT'**
String get arenaMyEquipment;
/// Enemy equipment header
///
/// In en, this message translates to:
/// **'ENEMY EQUIPMENT'**
String get arenaEnemyEquipment;
/// Selected slot label
///
/// In en, this message translates to:
/// **'SELECTED'**
String get arenaSelected;
/// Recommended slot label
///
/// In en, this message translates to:
/// **'BEST'**
String get arenaRecommended;
/// Weapon slot locked label
///
/// In en, this message translates to:
/// **'LOCKED'**
String get arenaWeaponLocked;
/// Arena victory title
///
/// In en, this message translates to:
/// **'VICTORY!'**
String get arenaVictory;
/// Arena defeat title
///
/// In en, this message translates to:
/// **'DEFEAT...'**
String get arenaDefeat;
/// Equipment exchange section title
///
/// In en, this message translates to:
/// **'EQUIPMENT EXCHANGE'**
String get arenaEquipmentExchange;
/// Turns label
///
/// In en, this message translates to:
/// **'TURNS'**
String get arenaTurns;
/// Winner label
///
/// In en, this message translates to:
/// **'WINNER'**
String get arenaWinner;
/// Loser label
///
/// In en, this message translates to:
/// **'LOSER'**
String get arenaLoser;
/// Battle summary text
///
/// In en, this message translates to:
/// **'{winner} defeated {loser} in {turns} TURNS'**
String arenaDefeatedIn(String winner, String loser, int turns);
/// Score gain prediction
///
/// In en, this message translates to:
/// **'You will GAIN +{score}'**
String arenaScoreGain(int score);
/// Score loss prediction
///
/// In en, this message translates to:
/// **'You will LOSE {score}'**
String arenaScoreLose(int score);
/// Even trade label
///
/// In en, this message translates to:
/// **'Even trade'**
String get arenaEvenTrade;
/// Score label
///
/// In en, this message translates to:
/// **'SCORE'**
String get arenaScore;
/// Statistics dialog title
///
/// In en, this message translates to:
/// **'Statistics'**
String get statsStatistics;
/// Session tab label
///
/// In en, this message translates to:
/// **'Session'**
String get statsSession;
/// Accumulated tab label
///
/// In en, this message translates to:
/// **'Total'**
String get statsAccumulated;
/// Combat section title
///
/// In en, this message translates to:
/// **'Combat'**
String get statsCombat;
/// Play time label
///
/// In en, this message translates to:
/// **'Play Time'**
String get statsPlayTime;
/// Monsters killed label
///
/// In en, this message translates to:
/// **'Monsters Killed'**
String get statsMonstersKilled;
/// Bosses defeated label
///
/// In en, this message translates to:
/// **'Bosses Defeated'**
String get statsBossesDefeated;
/// Deaths label
///
/// In en, this message translates to:
/// **'Deaths'**
String get statsDeaths;
/// Damage section title
///
/// In en, this message translates to:
/// **'Damage'**
String get statsDamage;
/// Damage dealt label
///
/// In en, this message translates to:
/// **'Damage Dealt'**
String get statsDamageDealt;
/// Damage taken label
///
/// In en, this message translates to:
/// **'Damage Taken'**
String get statsDamageTaken;
/// Average DPS label
///
/// In en, this message translates to:
/// **'Average DPS'**
String get statsAverageDps;
/// Skills section title
///
/// In en, this message translates to:
/// **'Skills'**
String get statsSkills;
/// Skills used label
///
/// In en, this message translates to:
/// **'Skills Used'**
String get statsSkillsUsed;
/// Critical hits label
///
/// In en, this message translates to:
/// **'Critical Hits'**
String get statsCriticalHits;
/// Max critical streak label
///
/// In en, this message translates to:
/// **'Max Critical Streak'**
String get statsMaxCriticalStreak;
/// Critical rate label
///
/// In en, this message translates to:
/// **'Critical Rate'**
String get statsCriticalRate;
/// Economy section title
///
/// In en, this message translates to:
/// **'Economy'**
String get statsEconomy;
/// Gold earned label
///
/// In en, this message translates to:
/// **'Gold Earned'**
String get statsGoldEarned;
/// Gold spent label
///
/// In en, this message translates to:
/// **'Gold Spent'**
String get statsGoldSpent;
/// Items sold label
///
/// In en, this message translates to:
/// **'Items Sold'**
String get statsItemsSold;
/// Potions used label
///
/// In en, this message translates to:
/// **'Potions Used'**
String get statsPotionsUsed;
/// Progress section title
///
/// In en, this message translates to:
/// **'Progress'**
String get statsProgress;
/// Level ups label
///
/// In en, this message translates to:
/// **'Level Ups'**
String get statsLevelUps;
/// Quests completed label
///
/// In en, this message translates to:
/// **'Quests Completed'**
String get statsQuestsCompleted;
/// Records section title
///
/// In en, this message translates to:
/// **'Records'**
String get statsRecords;
/// Highest level label
///
/// In en, this message translates to:
/// **'Highest Level'**
String get statsHighestLevel;
/// Highest gold held label
///
/// In en, this message translates to:
/// **'Highest Gold Held'**
String get statsHighestGoldHeld;
/// Best critical streak label
///
/// In en, this message translates to:
/// **'Best Critical Streak'**
String get statsBestCriticalStreak;
/// Total play section title
///
/// In en, this message translates to:
/// **'Total Play'**
String get statsTotalPlay;
/// Total play time label
///
/// In en, this message translates to:
/// **'Total Play Time'**
String get statsTotalPlayTime;
/// Games started label
///
/// In en, this message translates to:
/// **'Games Started'**
String get statsGamesStarted;
/// Games completed label
///
/// In en, this message translates to:
/// **'Games Completed'**
String get statsGamesCompleted;
/// Completion rate label
///
/// In en, this message translates to:
/// **'Completion Rate'**
String get statsCompletionRate;
/// Total combat section title
///
/// In en, this message translates to:
/// **'Total Combat'**
String get statsTotalCombat;
/// Total deaths label
///
/// In en, this message translates to:
/// **'Total Deaths'**
String get statsTotalDeaths;
/// Total level ups label
///
/// In en, this message translates to:
/// **'Total Level Ups'**
String get statsTotalLevelUps;
/// Total damage section title
///
/// In en, this message translates to:
/// **'Total Damage'**
String get statsTotalDamage;
/// Total skills section title
///
/// In en, this message translates to:
/// **'Total Skills'**
String get statsTotalSkills;
/// Total economy section title
///
/// In en, this message translates to:
/// **'Total Economy'**
String get statsTotalEconomy;
/// Level up notification type label
///
/// In en, this message translates to:
/// **'LEVEL UP'**
String get notifyLevelUpLabel;
/// Quest done notification type label
///
/// In en, this message translates to:
/// **'QUEST DONE'**
String get notifyQuestDoneLabel;
/// Act clear notification type label
///
/// In en, this message translates to:
/// **'ACT CLEAR'**
String get notifyActClearLabel;
/// New spell notification type label
///
/// In en, this message translates to:
/// **'NEW SPELL'**
String get notifyNewSpellLabel;
/// New item notification type label
///
/// In en, this message translates to:
/// **'NEW ITEM'**
String get notifyNewItemLabel;
/// Boss slain notification type label
///
/// In en, this message translates to:
/// **'BOSS SLAIN'**
String get notifyBossSlainLabel;
/// Game saved notification type label
///
/// In en, this message translates to:
/// **'SAVED'**
String get notifySavedLabel;
/// Info notification type label
///
/// In en, this message translates to:
/// **'INFO'**
String get notifyInfoLabel;
/// Warning notification type label
///
/// In en, this message translates to:
/// **'WARNING'**
String get notifyWarningLabel;
}
class _L10nDelegate extends LocalizationsDelegate<L10n> {
const _L10nDelegate();
@override
Future<L10n> load(Locale locale) {
return SynchronousFuture<L10n>(lookupL10n(locale));
}
@override
bool isSupported(Locale locale) =>
<String>['en', 'ja', 'ko'].contains(locale.languageCode);
@override
bool shouldReload(_L10nDelegate old) => false;
}
L10n lookupL10n(Locale locale) {
// Lookup logic when only language code is specified.
switch (locale.languageCode) {
case 'en':
return L10nEn();
case 'ja':
return L10nJa();
case 'ko':
return L10nKo();
}
throw FlutterError(
'L10n.delegate failed to load unsupported locale "$locale". This is likely '
'an issue with the localizations generation tool. Please file an issue '
'on GitHub with a reproducible sample app and the gen-l10n configuration '
'that was used.',
);
}