ProjectDDD/Assets/_DDD/_Scripts/GameFramework/Localization/LocalizationManager.cs
2025-07-23 15:14:35 +09:00

114 lines
3.5 KiB
C#

using System.Collections.Generic;
using UnityEngine.Localization.Settings;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Localization;
namespace DDD
{
public enum TableName
{
None = 0,
Item_Name,
Item_Description,
Global_Message,
}
public class LocalizationManager : Singleton<LocalizationManager>, IManager
{
private readonly Dictionary<string, LocalizedString> _localizedCache = new();
private string _currentLocaleCode;
private bool _isInitialized;
public void PreInit()
{
_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.Key)) continue;
if (!_localizedCache.ContainsKey(entry.Key))
{
var localizedString = new LocalizedString
{
TableReference = tableName,
TableEntryReference = entry.Key
};
_localizedCache.Add(entry.Key, localizedString);
}
}
}
_isInitialized = true;
}
public Task Init()
{
return Task.CompletedTask;
}
public void PostInit()
{
}
/// <summary>
/// 현재 선택된 로케일 기준으로 로컬라이징 텍스트를 가져옵니다.
/// </summary>
public LocalizedString GetLocalizedString(string key)
{
if (!_isInitialized)
{
Debug.LogWarning("[LocalizationManager] 호출 전에 초기화되지 않았습니다.");
return null;
}
if (_localizedCache.TryGetValue(key, out var value)) return value;
Debug.LogError("[LocalizationManager] key값이 존재하지 않습니다.");
return null;
}
public string GetString(string key)
{
var localizedString = GetLocalizedString(key);
return LocalizationSettings.StringDatabase.GetLocalizedString(localizedString.TableReference, key, LocalizationSettings.SelectedLocale);
}
/// <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)
{
var locale = LocalizationSettings.AvailableLocales.Locales.FirstOrDefault(l => l.Identifier.Code == code);
if (locale != null)
{
LocalizationSettings.SelectedLocale = locale;
}
}
}
}