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
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@@ -96,11 +96,11 @@ internal class FFmpegDownloadUI : MonoBehaviour
}
catch
{
// 로딩 실패
// Loading failed
}
}
// 폴백 처리
// Fallback processing
if (font == null)
{
try
@@ -127,15 +127,15 @@ internal class FFmpegDownloadUI : 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 = 32767; // 최상위
canvas.sortingOrder = 32767; // Topmost
// 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);
@@ -144,13 +144,13 @@ internal class FFmpegDownloadUI : MonoBehaviour
gameObject.AddComponent<GraphicRaycaster>();
// 1. 전체 화면 오버레이 배경 생성
// 1. Create full screen overlay background
var bgPanelObj = new GameObject("BackgroundPanel");
bgPanelObj.transform.SetParent(transform, false);
bgPanelObj.layer = 5;
var bgImage = bgPanelObj.AddComponent<Image>();
bgImage.color = new Color(0f, 0f, 0f, 0.65f); // 어두운 투명 오버레이
bgImage.color = new Color(0f, 0f, 0f, 0.65f); // Dark transparent overlay
bgImage.raycastTarget = true;
var bgRect = bgPanelObj.GetComponent<RectTransform>();
@@ -161,16 +161,16 @@ internal class FFmpegDownloadUI : MonoBehaviour
var font = GetNanumSquareNeoBdFontAsset();
// 2. 모달 컨테이너 생성 (다른 UI들과 디자인 일관성을 위해 동일한 아크릴 다크톤과 흰색 굵은 외곽선 적용)
// 2. Create modal container
var modalContainerObj = new GameObject("ModalContainer");
modalContainerObj.transform.SetParent(bgPanelObj.transform, false);
modalContainerObj.layer = 5;
var modalImage = modalContainerObj.AddComponent<Image>();
modalImage.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // 다른 UI의 배경 톤과 동일
modalImage.color = new Color(0.08f, 0.08f, 0.1f, 0.88f);
var modalOutline = modalContainerObj.AddComponent<Outline>();
modalOutline.effectColor = Color.white; // DebugMonitorUI와 일치하는 흰색 외곽선
modalOutline.effectColor = Color.white;
modalOutline.effectDistance = new Vector2(3.0f, -3.0f);
var modalRect = modalContainerObj.GetComponent<RectTransform>();
@@ -179,13 +179,13 @@ internal class FFmpegDownloadUI : MonoBehaviour
modalRect.pivot = new Vector2(0.5f, 0.5f);
modalRect.sizeDelta = new Vector2(600, 320);
// 4. 타이틀 텍스트 생성
// 4. Create title text
var titleObj = new GameObject("TitleText");
titleObj.transform.SetParent(modalContainerObj.transform, false);
titleObj.layer = 5;
var titleText = titleObj.AddComponent<TextMeshProUGUI>();
titleText.text = "FFmpeg 라이브러리 설치 필요";
titleText.text = "FFmpeg Library Installation Required";
titleText.fontSize = 26;
titleText.font = font;
titleText.color = Color.white;
@@ -198,23 +198,23 @@ internal class FFmpegDownloadUI : MonoBehaviour
titleRect.anchoredPosition = new Vector2(0, -35);
titleRect.sizeDelta = new Vector2(0, 40);
// 5. 본문 설명 텍스트 생성
// 5. Create description text
var descObj = new GameObject("DescriptionText");
descObj.transform.SetParent(modalContainerObj.transform, false);
descObj.layer = 5;
var descText = descObj.AddComponent<TextMeshProUGUI>();
var descStrBuilder = new StringBuilder();
descStrBuilder.AppendLine("동영상을 렌더링하려면 FFmpeg 공유 라이브러리가 필요합니다.");
descStrBuilder.AppendLine("FFmpeg shared libraries are required to render video.");
if (Application.platform == RuntimePlatform.OSXPlayer)
{
descStrBuilder.AppendLine("OSX 플랫폼의 경우 신뢰 가능한 공개 빌드가 없어 수동으로 FFmpeg 8.1을 빌드하여야 합니다.");
descStrBuilder.AppendLine("아래 버튼을 눌러 ffmpeg 공식 웹사이트를 열 수 있습니다.");
descStrBuilder.AppendLine("For macOS, reliable public builds are unavailable, so FFmpeg 8.1 must be built manually.");
descStrBuilder.AppendLine("Click the button below to open the official FFmpeg website.");
}
else
{
descStrBuilder.AppendLine("아래 버튼을 눌러 인터넷에서 자동으로 다운로드하여 설치합니다.");
descStrBuilder.AppendLine("<color=#aaaaaa><size=13>(다운로드 크기: 약 70MB, UserLibs 폴더에 압축 해제됨)</size></color>");
descStrBuilder.AppendLine("Click the button below to automatically download and install from the internet.");
descStrBuilder.AppendLine("<color=#aaaaaa><size=13>(Download size: ~70MB, extracted to UserLibs folder)</size></color>");
}
descText.text = descStrBuilder.ToString();
@@ -231,7 +231,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
descRect.anchoredPosition = new Vector2(0, -60);
descRect.sizeDelta = new Vector2(-40, 100);
// 6. 버튼 컨테이너 생성
// 6. Create button container
_buttonContainerObj = new GameObject("ButtonContainer", typeof(RectTransform));
_buttonContainerObj.transform.SetParent(modalContainerObj.transform, false);
_buttonContainerObj.layer = 5;
@@ -243,7 +243,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
btnContainerRect.anchoredPosition = new Vector2(0, 35);
btnContainerRect.sizeDelta = new Vector2(0, 50);
// 7. 다운로드 버튼 생성
// 7. Create download button
var downloadBtnObj = new GameObject("DownloadButton");
downloadBtnObj.transform.SetParent(_buttonContainerObj.transform, false);
downloadBtnObj.layer = 5;
@@ -273,7 +273,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
downloadTextObj.layer = 5;
var downloadText = downloadTextObj.AddComponent<TextMeshProUGUI>();
downloadText.text = Application.platform != RuntimePlatform.OSXPlayer ? "다운로드 및 설치" : "사이트 열기";
downloadText.text = Application.platform != RuntimePlatform.OSXPlayer ? "Download & Install" : "Open Website";
downloadText.fontSize = 20;
downloadText.font = font;
downloadText.color = Color.white;
@@ -285,7 +285,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
downloadTextRect.offsetMin = Vector2.zero;
downloadTextRect.offsetMax = Vector2.zero;
// 8. 취소 버튼 생성
// 8. Create cancel button
var cancelBtnObj = new GameObject("CancelButton");
cancelBtnObj.transform.SetParent(_buttonContainerObj.transform, false);
cancelBtnObj.layer = 5;
@@ -310,7 +310,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
cancelTextObj.layer = 5;
var cancelText = cancelTextObj.AddComponent<TextMeshProUGUI>();
cancelText.text = "취소";
cancelText.text = "Cancel";
cancelText.fontSize = 20;
cancelText.font = font;
cancelText.color = new Color(0.9f, 0.9f, 0.9f, 1f);
@@ -322,18 +322,18 @@ internal class FFmpegDownloadUI : MonoBehaviour
cancelTextRect.offsetMin = Vector2.zero;
cancelTextRect.offsetMax = Vector2.zero;
// 9. 프로그레스 바 컨테이너 생성
// 9. Create progress bar container
_progressBarObj = new GameObject("ProgressBarContainer");
_progressBarObj.transform.SetParent(modalContainerObj.transform, false);
_progressBarObj.layer = 5;
_progressBarObj.SetActive(false);
var barBgImg = _progressBarObj.AddComponent<Image>();
barBgImg.color = new Color(0.08f, 0.08f, 0.1f, 1.0f); // DebugMonitorUI의 BarBackgroundColor와 동일
barBgImg.color = new Color(0.08f, 0.08f, 0.1f, 1.0f);
var barBgOutline = _progressBarObj.AddComponent<Outline>();
barBgOutline.effectColor = Color.white; // DebugMonitorUI의 BarOutlineColor와 동일
barBgOutline.effectDistance = new Vector2(3.0f, -3.0f); // DebugMonitorUI의 BarOutlineDistance와 동일
barBgOutline.effectColor = Color.white;
barBgOutline.effectDistance = new Vector2(3.0f, -3.0f);
var barRect = _progressBarObj.GetComponent<RectTransform>();
barRect.anchorMin = new Vector2(0.5f, 0);
@@ -342,28 +342,28 @@ internal class FFmpegDownloadUI : MonoBehaviour
barRect.anchoredPosition = new Vector2(0, 75);
barRect.sizeDelta = new Vector2(480, 24);
// 10. 프로그레스 바 채우기 이미지 생성
// 10. Create progress bar fill image
_progressBarFillObj = new GameObject("ProgressBarFill");
_progressBarFillObj.transform.SetParent(_progressBarObj.transform, false);
_progressBarFillObj.layer = 5;
var fillImg = _progressBarFillObj.AddComponent<Image>();
fillImg.color = new Color(0.0f, 0.8f, 1.0f, 1.0f); // DebugMonitorUI의 BarFillColor와 동일
fillImg.color = new Color(0.0f, 0.8f, 1.0f, 1.0f);
_fillRect = _progressBarFillObj.GetComponent<RectTransform>();
_fillRect.anchorMin = new Vector2(0, 0);
_fillRect.anchorMax = new Vector2(0, 1); // anchorMax.x가 동적으로 변경됨
_fillRect.anchorMax = new Vector2(0, 1);
_fillRect.pivot = new Vector2(0, 0.5f);
_fillRect.anchoredPosition = Vector2.zero;
_fillRect.sizeDelta = Vector2.zero;
// 11. 프로그레스 텍스트 생성 (진행률 표시)
// 11. Create progress text
var progressTextObj = new GameObject("ProgressBarText");
progressTextObj.transform.SetParent(_progressBarObj.transform, false);
progressTextObj.layer = 5;
_progressText = progressTextObj.AddComponent<TextMeshProUGUI>();
_progressText.fontSize = 16; // DebugMonitorUI의 BarTextFontSize와 일치
_progressText.fontSize = 16;
_progressText.font = font;
_progressText.color = Color.white;
_progressText.alignment = TextAlignmentOptions.Center;
@@ -378,14 +378,14 @@ internal class FFmpegDownloadUI : MonoBehaviour
progressTextRect.offsetMin = Vector2.zero;
progressTextRect.offsetMax = Vector2.zero;
// 12. 상태 텍스트 생성
// 12. Create status text
_statusTextObj = new GameObject("StatusText");
_statusTextObj.transform.SetParent(modalContainerObj.transform, false);
_statusTextObj.layer = 5;
_statusTextObj.SetActive(false);
_statusText = _statusTextObj.AddComponent<TextMeshProUGUI>();
_statusText.fontSize = 16; // DebugMonitorUI의 텍스트 크기와 일치
_statusText.fontSize = 16;
_statusText.font = font;
_statusText.color = new Color(0.8f, 0.8f, 0.8f, 1f);
_statusText.alignment = TextAlignmentOptions.Center;
@@ -411,7 +411,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
private void Update()
{
// 백그라운드 스레드에서 메인 스레드로 넘겨진 작업 순차 실행
// Execute queued actions on main thread
while (_mainThreadQueue.TryDequeue(out var action))
{
action?.Invoke();
@@ -428,20 +428,20 @@ internal class FFmpegDownloadUI : MonoBehaviour
if (_isDownloading) return;
_isDownloading = true;
// 버튼 숨기고 프로그레스 바 및 상태 텍스트 표시
// Hide buttons and show progress bar & status text
_buttonContainerObj.SetActive(false);
_progressBarObj.SetActive(true);
_statusTextObj.SetActive(true);
_cts = new System.Threading.CancellationTokenSource();
// 백그라운드 스레드에서 다운로드 시작
// Start download in background thread
Task.Run(async () =>
{
string tempZipPath = "";
try
{
UpdateStatus("다운로드 시작하는 중...", new Color(0.8f, 0.8f, 0.8f));
UpdateStatus("Starting download...", new Color(0.8f, 0.8f, 0.8f));
UpdateProgress(0f, "0%");
var userLibsDir = MelonEnvironment.UserLibsDirectory;
@@ -461,24 +461,24 @@ internal class FFmpegDownloadUI : MonoBehaviour
var progressReporter = new Progress<float>(percent =>
{
UpdateProgress(percent, $"{percent * 100f:F1}%");
UpdateStatus($"다운로드 중... ({(percent * 100f):F1}%)", new Color(0f, 0.8f, 1f));
UpdateStatus($"Downloading... ({(percent * 100f):F1}%)", new Color(0f, 0.8f, 1f));
});
await DownloadFileAsync(DownloadUrl, tempZipPath, progressReporter, _cts.Token);
// 다운로드 완료 후 압축 해제
UpdateStatus("압축 해제 및 DLL 파일 복사 중...", new Color(0.9f, 0.9f, 0.2f));
UpdateProgress(0.99f, "압축 해제 중...");
// Extract after download complete
UpdateStatus("Extracting and copying library files...", new Color(0.9f, 0.9f, 0.2f));
UpdateProgress(0.99f, "Extracting...");
await ExtractDllsAsync(tempZipPath, userLibsDir);
// 완료 상태 업데이트
UpdateStatus("FFmpeg 설치 완료!", new Color(0.2f, 0.9f, 0.2f));
// Update completion status
UpdateStatus("FFmpeg installation complete!", new Color(0.2f, 0.9f, 0.2f));
UpdateProgress(1f, "100%");
await Task.Delay(1000);
// 메인 스레드에서 UI를 삭제
// Destroy UI on main thread
ExecuteOnMainThread(() =>
{
Destroy(gameObject);
@@ -486,7 +486,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
}
catch (OperationCanceledException)
{
// 취소 시 임시 파일 정리
// Clean up temporary file on cancellation
if (!string.IsNullOrEmpty(tempZipPath) && File.Exists(tempZipPath))
{
try { File.Delete(tempZipPath); }
@@ -495,14 +495,14 @@ internal class FFmpegDownloadUI : MonoBehaviour
// ignored
}
}
UpdateStatus("다운로드가 취소되었습니다.", new Color(0.9f, 0.5f, 0.2f));
UpdateStatus("Download was cancelled.", new Color(0.9f, 0.5f, 0.2f));
}
catch (Exception ex)
{
Melon<RenderMod>.Logger.Error($"FFmpeg 다운로드/설치 중 에러 발생: {ex}");
UpdateStatus($"설치 실패: {ex.Message}", new Color(1f, 0.3f, 0.3f));
Melon<RenderMod>.Logger.Error($"Error during FFmpeg download/installation: {ex}");
UpdateStatus($"Installation failed: {ex.Message}", new Color(1f, 0.3f, 0.3f));
// 실패 시 버튼 재설정
// Reset buttons on failure
ExecuteOnMainThread(() =>
{
_isDownloading = false;
@@ -510,7 +510,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
var downloadBtnText = _buttonContainerObj.transform.Find("DownloadButton/DownloadText")?.GetComponent<TextMeshProUGUI>();
if (downloadBtnText)
{
downloadBtnText.text = "재시도 (Retry)";
downloadBtnText.text = "Retry";
}
});
}
@@ -556,7 +556,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
private async Task DownloadFileAsync(string url, string destinationPath, IProgress<float> progress, System.Threading.CancellationToken cancellationToken)
{
using var client = new HttpClient();
// User-Agent 헤더 추가하여 차단 방지
// Add User-Agent header to prevent blocking
client.DefaultRequestHeaders.Add("User-Agent", "Mozilla/5.0 (Windows NT 10.0; Win64; x64) ADOFAIRenderer/1.0");
using var response = await client.GetAsync(url, HttpCompletionOption.ResponseHeadersRead, cancellationToken);
@@ -611,7 +611,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
}
else
{
// 리눅스 (또는 기타 플랫폼) - tar.xz 해제
// Linux (or other platforms) - extract tar.xz
await Task.Run(() =>
{
var tempExtractDir = Path.Combine(outputDirectory, "ffmpeg_temp_extracted");
@@ -640,11 +640,11 @@ internal class FFmpegDownloadUI : MonoBehaviour
if (process.ExitCode != 0)
{
var error = process.StandardError.ReadToEnd();
throw new Exception($"tar 압축 해제 실패 (ExitCode: {process.ExitCode}): {error}");
throw new Exception($"tar extraction failed (ExitCode: {process.ExitCode}): {error}");
}
}
// 압축이 풀린 파일 중에서 .so 파일들을 찾아서 outputDirectory로 이동
// Find .so files and copy to outputDirectory
var soFiles = Directory.GetFiles(tempExtractDir, "*.so*", SearchOption.AllDirectories);
foreach (var soFile in soFiles)
{
@@ -653,7 +653,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
File.Copy(soFile, targetPath, true);
}
// 임시 디렉토리 정리
// Clean up temporary directory
try
{
Directory.Delete(tempExtractDir, true);
@@ -675,7 +675,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
}
catch (Exception ex)
{
Melon<RenderMod>.Logger.Warning($"임시 ZIP 파일 삭제 실패: {ex.Message}");
Melon<RenderMod>.Logger.Warning($"Failed to delete temporary zip file: {ex.Message}");
}
}
}