diff --git a/Assets/Script/Menu/DifficultySelect/DifficultySelectMenu.cs b/Assets/Script/Menu/DifficultySelect/DifficultySelectMenu.cs index 3008d408e..9623c25c6 100644 --- a/Assets/Script/Menu/DifficultySelect/DifficultySelectMenu.cs +++ b/Assets/Script/Menu/DifficultySelect/DifficultySelectMenu.cs @@ -172,7 +172,7 @@ private void CreateMainMenu() // Only show all these options if there are instruments available if (_possibleInstruments.Count > 0) { - CreateItem(CreateLocalizedHeader("Instrument"), + CreateItem(LocalizeHeader("Instrument"), player.Profile.CurrentInstrument.ToLocalizedName(), _lastMenuState == State.Instrument, () => { @@ -180,7 +180,7 @@ private void CreateMainMenu() UpdateForPlayer(); }); - CreateItem(CreateLocalizedHeader("Difficulty"), + CreateItem(LocalizeHeader("Difficulty"), player.Profile.CurrentDifficulty.ToLocalizedName(), _lastMenuState == State.Difficulty, () => { @@ -191,7 +191,7 @@ private void CreateMainMenu() // Harmony players must pick their harmony index if (player.Profile.CurrentInstrument == Instrument.Harmony) { - CreateItem(CreateLocalizedHeader("Harmony"), + CreateItem(LocalizeHeader("Harmony"), (player.Profile.HarmonyIndex + 1).ToString(), _lastMenuState == State.Harmony, () => { @@ -225,7 +225,7 @@ private void CreateMainMenu() modifierText = modifierText.Trim(); } - CreateItem(CreateLocalizedHeader("Modifiers"), + CreateItem(LocalizeHeader("Modifiers"), modifierText, _lastMenuState == State.Modifiers, () => { _menuState = State.Modifiers; @@ -234,7 +234,7 @@ private void CreateMainMenu() } // Ready button - CreateItem(CreateLocalizedAction("Ready"), _lastMenuState == State.Main, _difficultyGreenPrefab, () => + CreateItem(LocalizeHeader("Ready"), _lastMenuState == State.Main, _difficultyGreenPrefab, () => { // If the player just selected vocal modifiers, don't show them again if (player.Profile.CurrentInstrument.ToGameMode() == GameMode.Vocals && @@ -251,7 +251,7 @@ private void CreateMainMenu() if (_possibleInstruments.Count <= 0 || PlayerContainer.Players.Count != 1) { // Sit out button - CreateItem(CreateLocalizedAction("SitOut"), _possibleInstruments.Count <= 0, _difficultyRedPrefab, () => + CreateItem(LocalizeHeader("SitOut"), _possibleInstruments.Count <= 0, _difficultyRedPrefab, () => { // If the user went back to sit out, and the vocal modifiers were selected, // deselect them. @@ -327,7 +327,7 @@ private void CreateModifierMenu() } // Create done button - CreateItem(CreateLocalizedAction("Done"), _difficultyGreenPrefab, () => + CreateItem(LocalizeHeader("Done"), _difficultyGreenPrefab, () => { _menuState = State.Main; UpdateForPlayer(); @@ -555,14 +555,9 @@ private void CreateItem(string body, bool selected, UnityAction a) CreateItem(null, body, selected, a); } - private string CreateLocalizedHeader(string headerLocalizeKey) + private string LocalizeHeader(string key) { - return Localize.Key("Menu.DifficultySelect.Header", headerLocalizeKey); - } - - private string CreateLocalizedAction(string bodyLocalizeKey) - { - return Localize.Key("Menu.DifficultySelect.Action", bodyLocalizeKey); + return Localize.Key("Menu.DifficultySelect", key); } private bool HasPlayableInstrument(SongEntry entry, in Instrument instrument) diff --git a/Assets/StreamingAssets/lang/en-US.json b/Assets/StreamingAssets/lang/en-US.json index a24dc82c0..5cfd45742 100644 --- a/Assets/StreamingAssets/lang/en-US.json +++ b/Assets/StreamingAssets/lang/en-US.json @@ -183,17 +183,13 @@ "DontShowAgain": "Don't Show Again" }, "DifficultySelect": { - "Header": { - "Instrument": "Instrument", - "Difficulty": "Difficulty", - "Harmony": "Harmony", - "Modifiers": "Modifiers" - }, - "Action": { - "Ready": "Ready", - "SitOut": "Sit Out", - "Done": "Done" - } + "Instrument": "Instrument", + "Difficulty": "Difficulty", + "Harmony": "Harmony", + "Modifiers": "Modifiers", + "Ready": "Ready", + "SitOut": "Sit Out", + "Done": "Done" }, "History": { "Name": "History",