Translate Codebase Comments and Log Messages to English

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

No files matched your search

+17 -18
View File
@@ -14,15 +14,15 @@ internal class EscapeHandlerUI : 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 = 10000; // 디버그 모니터보다 위에 오도록 설정
canvas.sortingOrder = 10000; // Placed above debug monitor
// 해상도 대응 캔버스 스케일러 설정
// Responsive Canvas Scaler setup
var scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
@@ -31,23 +31,22 @@ internal class EscapeHandlerUI : MonoBehaviour
gameObject.AddComponent<GraphicRaycaster>();
// 1. 컨테이너 및 배경 패널 오브젝트 생성
// 1. Create container and background panel object
_containerObj = new GameObject("EscapeContainer");
_containerObj.transform.SetParent(transform, false);
_containerObj.layer = 5;
var bgImage = _containerObj.AddComponent<Image>();
// 고급스러운 다크톤 아크릴 감성
bgImage.color = new Color(0.05f, 0.05f, 0.07f, 0.85f);
bgImage.color = new Color(0.05f, 0.05f, 0.07f, 0.85f); // Dark tone acrylic style
var containerRect = _containerObj.GetComponent<RectTransform>();
containerRect.anchorMin = new Vector2(0.5f, 0.5f);
containerRect.anchorMax = new Vector2(0.5f, 0.5f);
containerRect.pivot = new Vector2(0.5f, 0.5f);
containerRect.anchoredPosition = Vector2.zero; // 화면 중앙
containerRect.anchoredPosition = Vector2.zero; // Screen center
containerRect.sizeDelta = new Vector2(460, 160);
// 2. 텍스트 오브젝트 생성
// 2. Create text object
var textObj = new GameObject("EscapeText");
textObj.transform.SetParent(_containerObj.transform, false);
textObj.layer = 5;
@@ -58,7 +57,7 @@ internal class EscapeHandlerUI : MonoBehaviour
_textComponent.textWrappingMode = TextWrappingModes.NoWrap;
_textComponent.richText = true;
// 게임의 기본 폰트 적용 (RDString.fontData.fontTMP)
// Apply game's default font (RDString.fontData.fontTMP)
if (RDString.fontData.fontTMP != null)
_textComponent.font = RDString.fontData.fontTMP;
@@ -68,13 +67,13 @@ internal class EscapeHandlerUI : MonoBehaviour
textRect.offsetMin = new Vector2(10, 10);
textRect.offsetMax = new Vector2(-10, -10);
// 초기 상태는 비활성화
// Initial state disabled
_containerObj.SetActive(false);
}
private void Update()
{
// 렌더링이 더 이상 활성화되어 있지 않으면 자가 파괴
// Destroy self if rendering is no longer active
if (!RenderManager.IsActive)
{
Destroy(gameObject);
@@ -93,10 +92,10 @@ internal class EscapeHandlerUI : MonoBehaviour
var elapsed = (float)_escapeStopwatch.Elapsed.TotalSeconds;
var remaining = Mathf.Max(0f, 3f - elapsed);
// 남은 시간 텍스트 업데이트
_textComponent.text = $"<color=#FF5252>탈출까지 {remaining:F1}초..</color>\n<size=40><color=#DDDDDD>Esc 키를 계속 누르고 계세요</color></size>";
// Update remaining time text
_textComponent.text = $"<color=#FF5252>Cancelling in {remaining:F1}s..</color>\n<size=40><color=#DDDDDD>Hold Esc to cancel render</color></size>";
// 마이크로 펄스 애니메이션 적용 (누르는 동안 컨테이너 전체 크기가 부드럽게 커짐)
// Micro pulse animation (container smoothly scales up while holding)
var scale = 1.0f + elapsed / 3.0f * 0.15f;
_containerObj.transform.localScale = new Vector3(scale, scale, 1f);
@@ -104,10 +103,10 @@ internal class EscapeHandlerUI : MonoBehaviour
_escapeStopwatch.Stop();
_escapeStopwatch = null;
_containerObj.transform.localScale = Vector3.one; // 스케일 초기화
_containerObj.transform.localScale = Vector3.one; // Reset scale
_containerObj.SetActive(false);
// 렌더링 취소 및 씬 이탈
// Cancel rendering and exit scene
if (RenderManager.Instance)
RenderManager.Instance.CancelRender();
}
@@ -116,7 +115,7 @@ internal class EscapeHandlerUI : MonoBehaviour
if (_escapeStopwatch == null) return;
_escapeStopwatch.Stop();
_escapeStopwatch = null;
_containerObj.transform.localScale = Vector3.one; // 스케일 초기화
_containerObj.transform.localScale = Vector3.one; // Reset scale
_containerObj.SetActive(false);
}
}