13 KiB
13 KiB
C++ to C# Unity String Format Conversion Guide
Overview
This guide explains how to convert the C++ string formatting pattern used in Perfect World Online to C# Unity.
The Original C++ Code
From DlgSkillSubListItem.cpp, line 290:
int needMoney = CECHostSkillModel::Instance().GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel::Instance().GetSkillSp(m_skillID, m_curLevel + 1);
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
What This Code Does:
- Gets skill upgrade costs: Retrieves the money and skill points needed for the next level
- Formats localized string: Uses
GetStringFromTable(11326)to get a template string, then formats it with the cost values - Shows confirmation dialog: Displays a message box with OK/Cancel buttons
- Attaches data: Associates the skill ID with the dialog
The C# Unity Conversion
From CDlgSkillSubListItem.cs:
// Get the required money and skill points for the next level
int needMoney = CECHostSkillModel.Instance.GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel.Instance.GetSkillSp(m_skillID, m_curLevel + 1);
// Format the confirmation message string
// C++ equivalent: str.Format(GetStringFromTable(11326), needMoney, needSp);
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
// Show confirmation dialog with OK/Cancel buttons
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// Player confirmed - learn the skill
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: null,
skillData: m_skillID
);
Key Conversion Patterns
1. String Formatting
C++ (ACString):
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
C# (string):
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
Notes:
- C++'s
ACString::Format()is a member function - C#'s
string.Format()is a static function - Both use the same placeholder syntax:
%d(C++) or{0},{1}(C#) - If your string table uses C++ format specifiers, you may need to convert them:
%d→{0},{1}for integers%s→{0},{1}for strings%f→{0},{1}for floats
2. Message Box with Callbacks
C++ (Pointer-based):
PAUIDIALOG pMsgBox;
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL,
A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
// Later, in message handler:
void OnMessageBox_OK(const char* szName) {
if (strcmp(szName, "Game_LearnSkill") == 0) {
PAUIDIALOG pMsgBox = GetGameUIMan()->GetDialog(szName);
int skillID = pMsgBox->GetData();
// Learn skill...
}
}
C# (Callback-based):
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// This code runs when player clicks OK
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: () => {
// This code runs when player clicks Cancel (optional)
},
skillData: m_skillID
);
Key Differences:
- C++ uses pointers and manual dialog lookup
- C# uses lambda callbacks (closures) that capture variables
- C# is more straightforward - no need to check dialog names or retrieve data manually
3. Localized String Table
Both versions use the same approach:
// Get localized string template from string table
// String ID 11326 might contain: "学习此技能需要 {0} 金钱和 {1} 技能点,确定学习吗?"
// English: "Learning this skill requires {0} money and {1} skill points, confirm?"
string template = GetStringFromTable(11326);
// Format with actual values
string message = string.Format(template, needMoney, needSp);
// Result: "Learning this skill requires 2480 money and 34200 skill points, confirm?"
Complete Example Comparison
C++ Version (Original)
void CDlgSkillSubListItem::OnCommand_Upgrade(const char* szCommand) {
CECHostPlayer* player = GetHostPlayer();
PAUIDIALOG pMsgBox;
// Check player state...
if (player->IsDead() || player->IsSitting() || /* ... */) {
GetGameUIMan()->MessageBox("", GetGameUIMan()->GetStringFromTable(11327),
MB_OK, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
return;
}
// Check learning conditions...
int nCondition = CECHostSkillModel::Instance().CheckLearnCondition(m_skillID);
int nCheckCode = 0;
if (1 == nCondition) {
nCheckCode = 270;
} else if (6 == nCondition) {
nCheckCode = 527;
}
// ... more conditions ...
if (nCheckCode == 0) {
// Show confirmation dialog
int needMoney = CECHostSkillModel::Instance().GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel::Instance().GetSkillSp(m_skillID, m_curLevel + 1);
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL,
A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
if (!GetGameUIMan()->m_pDlgSkillAction->IsReceivedNPCGreeting()) {
CECHostSkillModel::Instance().SendHelloToSkillLearnNPC();
}
} else {
// Show error message
GetGameUIMan()->MessageBox("", GetGameUIMan()->GetStringFromTable(nCheckCode),
MB_OK, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetLife(3);
}
}
// Separate message handler
void CDlgSkillSubListItem::OnMessageBox_OK(const char* szName) {
if (strcmp(szName, "Game_LearnSkill") == 0) {
PAUIDIALOG pMsgBox = GetGameUIMan()->GetDialog(szName);
int skillID = pMsgBox->GetData();
// Send learn skill command to server
CECHostSkillModel::Instance().LearnSkill(skillID);
}
}
C# Unity Version (Converted)
private void OnCommand_Upgrade()
{
CECHostPlayer player = GetHostPlayer();
if (player == null)
{
return;
}
var uiManager = CECUIManager.Instance;
var gameUIMan = uiManager.GetInGameUIMan();
// Check player state...
if (player.IsDead() ||
player.IsSitting() ||
player.IsChangingFace() ||
player.IsTrading() ||
player.GetBoothState() != 0 ||
player.IsRooting() ||
player.IsHangerOn() ||
player.GetCurSkill() != null ||
player.IsFighting())
{
uiManager.ShowMessageBox("MessageBox", gameUIMan.GetStringFromTable(11327));
return;
}
// Check learning conditions...
int nCondition = CECHostSkillModel.Instance.CheckLearnCondition(m_skillID);
int nCheckCode = 0;
if (1 == nCondition)
{
nCheckCode = 270;
}
else if (6 == nCondition)
{
nCheckCode = 527;
}
// ... more conditions ...
if (nCheckCode == 0)
{
// Get the required costs
int needMoney = CECHostSkillModel.Instance.GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel.Instance.GetSkillSp(m_skillID, m_curLevel + 1);
// Format the confirmation message
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
// Show confirmation dialog with inline callback
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// This runs when player clicks OK
// No need to look up dialog or retrieve data - it's captured in closure
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: null,
skillData: m_skillID
);
// 如果打开对话框时NPC发送的Hello消息没有收到回复,再次发送
// If the NPC Hello message hasn't been received when opening dialog, send again
if (!gameUIMan.IsReceivedNPCGreeting())
{
CECHostSkillModel.Instance.SendHelloToSkillLearnNPC();
}
}
else
{
// Show error message with auto-close after 3 seconds
uiManager.ShowMessageBox("", gameUIMan.GetStringFromTable(nCheckCode), autoCloseTime: 3f);
}
}
String Format Examples
Example 1: Simple Integer Formatting
C++ String Table Entry (ID 11326):
"学习此技能需要 %d 金钱和 %d 技能点,确定学习吗?"
C# String Table Entry (ID 11326) (if you convert to C# format):
"学习此技能需要 {0} 金钱和 {1} 技能点,确定学习吗?"
Usage:
string message = string.Format(GetStringFromTable(11326), 2480, 34200);
// Result: "学习此技能需要 2480 金钱和 34200 技能点,确定学习吗?"
// English: "Learning this skill requires 2480 money and 34200 skill points, confirm?"
Example 2: Mixed Types
String Table:
"Skill: {0}, Level: {1}, Cost: {2:N0} gold"
Usage:
string skillName = "Fireball";
int level = 5;
int cost = 10000;
string message = string.Format(GetStringFromTable(123), skillName, level, cost);
// Result: "Skill: Fireball, Level: 5, Cost: 10,000 gold"
Example 3: With Colors (Unity TextMeshPro)
C++:
ACString strSp;
strSp.Format(GetStringFromTable(11402), needSp);
if (spOK) {
strSp = l_colorWhite + strSp; // l_colorWhite = "^ffffff"
} else {
strSp = l_colorRed + strSp; // l_colorRed = "^ff0000"
}
C# (Unity TextMeshPro):
const string l_colorWhite = "<color=#ffffff>";
const string l_colorRed = "<color=#ff0000>";
const string l_colorClose = "</color>";
string strSp = string.Format(GetStringFromTable(11402), needSp);
if (spOK) {
strSp = l_colorWhite + strSp + l_colorClose;
} else {
strSp = l_colorRed + strSp + l_colorClose;
}
Common Pitfalls
❌ Wrong: Using C++ format specifiers in C#
// This won't work if the string uses C++ format specifiers
string template = "Cost: %d gold"; // C++ style
string message = string.Format(template, 1000); // Error!
✅ Correct: Convert to C# format
string template = "Cost: {0} gold"; // C# style
string message = string.Format(template, 1000); // "Cost: 1000 gold"
❌ Wrong: Forgetting to capture variables in lambda
void ShowDialog(int skillID) {
int needMoney = GetMoney(skillID);
// Wrong: using skillID parameter instead of captured value
ShowConfirmDialog("Learn", "Confirm?",
onConfirm: () => {
LearnSkill(skillID); // This captures the parameter, which is fine
}
);
}
This is actually correct, but be careful with loop variables:
// Dangerous in loops!
for (int i = 0; i < skills.Length; i++) {
int skillID = skills[i];
ShowButton(skillID, () => {
LearnSkill(skillID); // Captures skillID, which changes each iteration
});
}
✅ Correct: Capture loop variable properly
for (int i = 0; i < skills.Length; i++) {
int currentSkillID = skills[i]; // Create a copy for this iteration
ShowButton(currentSkillID, () => {
LearnSkill(currentSkillID); // Captures the copy, safe!
});
}
Implementation Checklist
When converting C++ string formatting to C# Unity:
- Replace
ACStringwithstring - Replace
str.Format(...)withstring.Format(...) - Convert format specifiers if needed (
%d→{0}) - Replace pointer-based message boxes with callback-based dialogs
- Use lambda expressions to capture context
- Update color codes for Unity (TextMeshPro uses
<color=#RRGGBB>) - Replace
pMsgBox->SetLife(seconds)withautoCloseTimeparameter - Remove manual dialog lookup code
- Keep Chinese comments and add English translations side by side
Summary
The key difference between C++ and C# Unity for string formatting:
| Aspect | C++ | C# Unity |
|---|---|---|
| String type | ACString |
string |
| Format method | str.Format(template, args) |
string.Format(template, args) |
| Format specifiers | %d, %s, %f |
{0}, {1}, {2} |
| Message box | Pointer + callback lookup | Lambda callbacks |
| Data passing | pMsgBox->SetData(data) |
Closure captures |
| Colors | ^ffffff |
<color=#ffffff>...</color> |
| Auto-close | pMsgBox->SetLife(seconds) |
autoCloseTime: seconds |
The C# version is generally more concise and type-safe thanks to lambda expressions and closure capture!