Translate Codebase Comments and Log Messages to English

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copecone committed 2026-08-21 23:35:02 +09:00
1 parent 111f5cf792
commit 25c38707c3
23 files changed
+915 -921

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+18 -18
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@@ -15,14 +15,14 @@ internal class DebugMonitorUI : MonoBehaviour
private const float BarHeight = 28f;
private const float BarPosX = 0f;
private const float BarPosY = -420f; // Y position relative to screen center (Reference: 1920x1080)
private const int BarTextFontSize = 16; // 눈에 띄게 증가된 텍스트 크기
private const int BarTextFontSize = 16; // Increased font size for visibility
private static readonly Color BarBackgroundColor = new(0.08f, 0.08f, 0.1f, 1.0f);
private static readonly Color BarFillColor = new(0.0f, 0.8f, 1.0f, 1.0f); // Sleek cyan/blue
private static readonly Color BarTextColor = new(1.0f, 1.0f, 1.0f, 1.0f);
// --- Progress Bar Outline Configuration Constants ---
private static readonly Color BarOutlineColor = Color.white; // 대비되는 흰색 윤곽선
private static readonly Vector2 BarOutlineDistance = new(3.0f, -3.0f); // 3px의 굵고 직관적인 윤곽선 두께
private static readonly Color BarOutlineColor = Color.white; // Contrasting white outline
private static readonly Vector2 BarOutlineDistance = new(3.0f, -3.0f); // Outline thickness
private TextMeshProUGUI _text = null!;
private GameObject _progressBarObj = null!;
@@ -41,11 +41,11 @@ internal class DebugMonitorUI : MonoBehaviour
}
catch
{
// 로딩 실패
// Loading failed
}
}
// 폴백 처리: 에셋 번들에서 실패 시 게임 자체 NanumSquareNeo 또는 내장 TMP SDF 폰트 사용
// Fallback: Use game's own font or built-in TMP SDF font if AssetBundle loading fails
if (font == null)
{
font = RDString.fontData.fontTMP;
@@ -65,15 +65,15 @@ internal class DebugMonitorUI : MonoBehaviour
private void Start()
{
// UI 레이어(5) 설정
// Set UI layer (5)
gameObject.layer = 5;
// Canvas 설정
// Canvas setup
var canvas = gameObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 9999;
// 해상도 다이내믹 스케일링 설정 (Reference: 1920x1080)
// Dynamic resolution scaling setup (Reference: 1920x1080)
var scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
@@ -82,13 +82,13 @@ internal class DebugMonitorUI : MonoBehaviour
gameObject.AddComponent<GraphicRaycaster>();
// 배경 패널 생성
// Create background panel
var panelObj = new GameObject("BackgroundPanel");
panelObj.transform.SetParent(transform, false);
panelObj.layer = 5;
var image = panelObj.AddComponent<Image>();
image.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // 약간 더 고급스러운 다크톤 아크릴 감성
image.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // Dark tone acrylic style
var panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(1, 1);
@@ -97,28 +97,28 @@ internal class DebugMonitorUI : MonoBehaviour
panelRect.anchoredPosition = new Vector2(-30, -30);
panelRect.sizeDelta = new Vector2(360, 220);
// 텍스트 생성
// Create text
var textObj = new GameObject("MonitorText");
textObj.transform.SetParent(panelObj.transform, false);
textObj.layer = 5;
_text = textObj.AddComponent<TextMeshProUGUI>();
_text.richText = true;
_text.fontSize = 16; // 13에서 16으로 증가
_text.fontSize = 16;
_text.alignment = TextAlignmentOptions.TopLeft;
// TMPro 텍스트 잘림 현상 예방
// Prevent TMPro text clipping
_text.textWrappingMode = TextWrappingModes.Normal;
_text.overflowMode = TextOverflowModes.Overflow;
// NanumSquareNeo-Bd SDF 폰트 로드 및 적용
// Load and apply font
var font = GetNanumSquareNeoBdFontAsset();
_text.font = font;
var textRect = textObj.GetComponent<RectTransform>();
textRect.anchorMin = Vector2.zero;
textRect.anchorMax = Vector2.one;
textRect.offsetMin = new Vector2(20, 20); // 좀 더 넉넉하고 패딩 여백
textRect.offsetMin = new Vector2(20, 20); // Padding margin
textRect.offsetMax = new Vector2(-20, -20);
// --- Progress Bar UI Setup ---
@@ -130,7 +130,7 @@ internal class DebugMonitorUI : MonoBehaviour
var bgImage = _progressBarObj.AddComponent<Image>();
bgImage.color = BarBackgroundColor;
// 프로그레스 바 흰색 윤곽선 컴포넌트 추가
// Add progress bar outline component
var bgOutline = _progressBarObj.AddComponent<Outline>();
bgOutline.effectColor = BarOutlineColor;
bgOutline.effectDistance = BarOutlineDistance;
@@ -164,12 +164,12 @@ internal class DebugMonitorUI : MonoBehaviour
_progressText = progressTextObj.AddComponent<TextMeshProUGUI>();
_progressText.richText = true;
_progressText.fontSize = BarTextFontSize; // 14에서 18로 증가
_progressText.fontSize = BarTextFontSize;
_progressText.alignment = TextAlignmentOptions.Center;
_progressText.font = font;
_progressText.color = BarTextColor;
// 프로그레스 바 내부 텍스트 아웃라인 추가 (진행율 가독성 확보)
// Add progress bar text outline for readability
var textOutline = progressTextObj.AddComponent<Outline>();
textOutline.effectColor = new Color(0f, 0f, 0f, 0.9f);
textOutline.effectDistance = new Vector2(1.5f, -1.5f);