ProjectDDD/Assets/_DDD/_Scripts/GameFramework/Localization/LocalizationManager.cs

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using System.Collections.Generic;
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using UnityEngine.Localization.Settings;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace DDD
{
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public enum TableName
{
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None = 0,
Item_Name,
Item_Description,
Global_Message,
}
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public class LocalizationManager : Singleton<LocalizationManager>, IManager
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{
private readonly Dictionary<string, string> _localizedCache = new();
private string _currentLocaleCode;
private bool _isInitialized;
public void PreInit()
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{
_localizedCache.Clear();
_currentLocaleCode = GetCurrentLocaleCode();
foreach (TableName table in System.Enum.GetValues(typeof(TableName)))
{
if (table == TableName.None) continue;
var tableName = table.ToString();
var stringTable = LocalizationSettings.StringDatabase.GetTable(tableName);
if (stringTable == null)
{
Debug.LogWarning($"[Localization] Table not found: {tableName}");
continue;
}
foreach (var entry in stringTable.Values)
{
if (entry == null || string.IsNullOrEmpty(entry.KeyId.ToString())) continue;
if (!_localizedCache.ContainsKey(entry.Key))
{
_localizedCache.Add(entry.Key, entry.GetLocalizedString());
}
}
}
_isInitialized = true;
}
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public Task Init()
{
return Task.CompletedTask;
}
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public void PostInit()
{
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}
/// <summary>
/// 현재 선택된 로케일 기준으로 로컬라이징 텍스트를 가져옵니다.
/// </summary>
public string GetString(string key)
{
if (!_isInitialized)
{
Debug.LogWarning("[LocalizationManager] 호출 전에 초기화되지 않았습니다.");
return $"[Uninitialized:{key}]";
}
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if (_localizedCache.TryGetValue(key, out var value)) return value;
Debug.LogError("[LocalizationManager] key값이 존재하지 않습니다.");
return null;
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}
/// <summary>
/// 현재 사용 중인 로케일 코드 반환 (예: "ko", "en", "ja")
/// </summary>
public static string GetCurrentLocaleCode()
{
return LocalizationSettings.SelectedLocale.Identifier.Code;
}
/// <summary>
/// 로케일 코드로 현재 언어를 설정합니다. (예: "ko", "en", "ja")
/// </summary>
public void SetLocale(string code)
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{
var locale = LocalizationSettings.AvailableLocales.Locales.FirstOrDefault(l => l.Identifier.Code == code);
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if (locale != null)
{
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LocalizationSettings.SelectedLocale = locale;
}
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}
}
}