modal 개발 중

This commit is contained in:
logonkhi
2025-06-12 19:25:33 +09:00
parent 466dbdbcad
commit e8d52b3e90
434 changed files with 822421 additions and 451 deletions

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using UVC.Locale;
using UVC.Log;
namespace UVC.UI.Commands
{
// 언어 변경 커맨드
public class ChangeLanguageCommand : ICommand
{
private readonly string _languageCode;
public ChangeLanguageCommand(string languageCode)
{
_languageCode = languageCode;
}
public void Execute()
{
LocalizationManager _localizationManager = LocalizationManager.Instance;
if (_localizationManager != null)
{
_localizationManager.SetCurrentLanguage(_languageCode);
ULog.Debug($"언어가 {_languageCode}(으)로 변경되었습니다. (Command)");
}
else
{
ULog.Error("LocalizationManager가 ChangeLanguageCommand에 전달되지 않았습니다.");
}
}
}
}

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using UVC.Log;
namespace UVC.UI.Commands
{
// 간단한 디버그 로그 출력 커맨드
public class DebugLogCommand : ICommand
{
private readonly string _message;
public DebugLogCommand(string message)
{
_message = message;
}
public void Execute()
{
ULog.Debug(_message);
}
}
}

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using System;
using UnityEngine;
using UVC.Locale;
using UVC.Log;
namespace UVC.UI.Commands
{
// 간단한 디버그 로그 출력 커맨드
public class DebugLogCommand : ICommand
{
private readonly string _message;
public DebugLogCommand(string message)
{
_message = message;
}
public void Execute()
{
ULog.Debug(_message);
}
}
// 애플리케이션 종료 커맨드
public class QuitApplicationCommand : ICommand
{
public void Execute()
{
ULog.Debug("애플리케이션을 종료합니다.");
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // 에디터에서 실행 중일 경우 플레이 모드 종료
#endif
}
}
// 언어 변경 커맨드
public class ChangeLanguageCommand : ICommand
{
private readonly string _languageCode;
private readonly LocalizationManager _localizationManager;
public ChangeLanguageCommand(string languageCode, LocalizationManager localizationManager)
{
_languageCode = languageCode;
_localizationManager = localizationManager;
}
public void Execute()
{
if (_localizationManager != null)
{
_localizationManager.SetCurrentLanguage(_languageCode);
ULog.Debug($"언어가 {_languageCode}(으)로 변경되었습니다. (Command)");
}
else
{
ULog.Error("LocalizationManager가 ChangeLanguageCommand에 전달되지 않았습니다.");
}
}
}
}

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DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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using System.Collections.Generic;
using UVC.Locale;
using UVC.Log;
namespace UVC.UI.Commands.Mono
{
public class ChangeLanguageCommandMono : MonoBehaviourCommand
{
public override void Execute()
{
//언어가 2개 인경우 switch 시킴
LocalizationManager _localizationManager = LocalizationManager.Instance;
if (_localizationManager != null)
{
string _languageCode = _localizationManager.CurrentLanguage;
List<string> allLan = _localizationManager.AvailableLanguages;
if (allLan.Count == 0)
{
ULog.Error("사용 가능한 언어가 없습니다.");
return;
}
foreach (string lang in allLan)
{
if(_languageCode != lang)
{
_languageCode = lang;
break;
}
}
_localizationManager.SetCurrentLanguage(_languageCode);
ULog.Debug($"언어가 {_languageCode}(으)로 변경되었습니다. (Command)");
}
else
{
ULog.Error("LocalizationManager가 ChangeLanguageCommand에 전달되지 않았습니다.");
}
}
}
}

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fileFormatVersion: 2
guid: ebbb0027d30b4fc499f841193050cb79

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using UnityEngine;
namespace UVC.UI.Commands.Mono
{
public class MonoBehaviourCommand : MonoBehaviour, ICommand
{
// MonoCommand는 MonoBehaviour를 상속받아 Unity의 생명주기를 활용할 수 있습니다.
// ICommand 인터페이스를 구현하여 명령 패턴을 따릅니다.
public virtual void Execute()
{
// 기본 실행 로직 (필요시 override 가능)
Debug.Log("MonoCommand executed.");
} }
}

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fileFormatVersion: 2
guid: d397ba1578c376943a1e6b9c25deafe3

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using UnityEngine;
using UVC.Log;
namespace UVC.UI.Commands.Mono
{
public class QuitApplicationCommandMono : MonoBehaviourCommand
{
public override void Execute()
{
new QuitApplicationCommand().Execute();
}
}
}

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fileFormatVersion: 2
guid: 2480dc463c63bf945a9488183ffe66d0

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using UnityEngine;
using UVC.Log;
namespace UVC.UI.Commands
{
// 애플리케이션 종료 커맨드
public class QuitApplicationCommand : ICommand
{
public void Execute()
{
ULog.Debug("애플리케이션을 종료합니다.");
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // 에디터에서 실행 중일 경우 플레이 모드 종료
#endif
}
}
}

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fileFormatVersion: 2
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