feat(l10n): 게임 텍스트 다국어 지원 확장
- game_text_l10n.dart: 스탯/UI 텍스트 추가 (+61 라인) - 한국어/일본어 번역 업데이트 - game_data_l10n.dart: 텍스트 접근자 추가 - equipment_stats_panel: l10n 적용 및 레이아웃 개선 - active_buff_panel, potion_inventory_panel: 코드 정리 - new_character_screen: 코드 정리 - progress_service: 마이너 개선
This commit is contained in:
@@ -174,6 +174,10 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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/// 전투 이벤트를 메시지와 타입으로 변환
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(String, CombatLogType) _formatCombatEvent(CombatEvent event) {
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final target = event.targetName ?? '';
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// 스킬/포션 이름 번역 (전역 로케일 사용)
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final skillName = event.skillName != null
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? game_l10n.translateSpell(event.skillName!)
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: '';
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return switch (event.type) {
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CombatEventType.playerAttack =>
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event.isCritical
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@@ -208,41 +212,34 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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CombatEventType.playerSkill =>
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event.isCritical
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? (
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game_l10n.combatSkillCritical(
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event.skillName ?? '',
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event.damage,
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),
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game_l10n.combatSkillCritical(skillName, event.damage),
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CombatLogType.critical,
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)
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: (
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game_l10n.combatSkillDamage(event.skillName ?? '', event.damage),
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game_l10n.combatSkillDamage(skillName, event.damage),
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CombatLogType.spell,
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),
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CombatEventType.playerHeal => (
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game_l10n.combatSkillHeal(
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event.skillName ?? game_l10n.uiHeal,
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skillName.isNotEmpty ? skillName : game_l10n.uiHeal,
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event.healAmount,
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),
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CombatLogType.heal,
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),
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CombatEventType.playerBuff => (
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game_l10n.combatBuffActivated(event.skillName ?? ''),
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game_l10n.combatBuffActivated(skillName),
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CombatLogType.buff,
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),
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CombatEventType.dotTick => (
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game_l10n.combatDotTick(event.skillName ?? '', event.damage),
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game_l10n.combatDotTick(skillName, event.damage),
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CombatLogType.dotTick,
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),
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CombatEventType.playerPotion => (
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game_l10n.combatPotionUsed(
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event.skillName ?? '',
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event.healAmount,
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target,
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),
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game_l10n.combatPotionUsed(skillName, event.healAmount, target),
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CombatLogType.potion,
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),
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CombatEventType.potionDrop => (
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game_l10n.combatPotionDrop(event.skillName ?? ''),
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game_l10n.combatPotionDrop(skillName),
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CombatLogType.potionDrop,
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),
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};
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@@ -127,7 +127,7 @@ class _BuffRow extends StatelessWidget {
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if (effect.atkModifier != 0) {
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modifiers.add(
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_ModifierChip(
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label: 'ATK',
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label: l10n.statAtk,
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value: effect.atkModifier,
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isPositive: effect.atkModifier > 0,
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),
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@@ -137,7 +137,7 @@ class _BuffRow extends StatelessWidget {
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if (effect.defModifier != 0) {
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modifiers.add(
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_ModifierChip(
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label: 'DEF',
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label: l10n.statDef,
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value: effect.defModifier,
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isPositive: effect.defModifier > 0,
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),
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@@ -147,7 +147,7 @@ class _BuffRow extends StatelessWidget {
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if (effect.criRateModifier != 0) {
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modifiers.add(
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_ModifierChip(
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label: 'CRI',
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label: l10n.statCri,
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value: effect.criRateModifier,
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isPositive: effect.criRateModifier > 0,
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),
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@@ -157,7 +157,7 @@ class _BuffRow extends StatelessWidget {
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if (effect.evasionModifier != 0) {
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modifiers.add(
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_ModifierChip(
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label: 'EVA',
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label: l10n.statEva,
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value: effect.evasionModifier,
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isPositive: effect.evasionModifier > 0,
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),
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@@ -2,6 +2,7 @@ import 'package:flutter/material.dart';
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import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
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import 'package:askiineverdie/src/core/engine/item_service.dart';
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import 'package:askiineverdie/src/core/l10n/game_data_l10n.dart';
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import 'package:askiineverdie/src/core/model/equipment_item.dart';
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import 'package:askiineverdie/src/core/model/equipment_slot.dart';
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import 'package:askiineverdie/src/core/model/game_state.dart';
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@@ -80,6 +81,12 @@ class _EquipmentSlotTile extends StatelessWidget {
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final score = ItemService.calculateEquipmentScore(item);
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final rarityColor = _getRarityColor(item.rarity);
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// 슬롯 인덱스로 아이템 이름 번역 (0: weapon, 1: shield, 2+: armor)
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final translatedName = GameDataL10n.translateEquipString(
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context,
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item.name,
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item.slot.index,
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);
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return ExpansionTile(
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initiallyExpanded: initiallyExpanded,
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@@ -92,7 +99,7 @@ class _EquipmentSlotTile extends StatelessWidget {
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const SizedBox(width: 4),
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Expanded(
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child: Text(
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item.name,
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translatedName,
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style: TextStyle(
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fontSize: 11,
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color: rarityColor,
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@@ -426,7 +433,7 @@ class _ItemMetaRow extends StatelessWidget {
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@override
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Widget build(BuildContext context) {
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final rarityName = item.rarity.name.toUpperCase();
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final rarityName = _getTranslatedRarity(item.rarity);
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return Row(
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children: [
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@@ -479,3 +486,14 @@ String _getSlotName(EquipmentSlot slot) {
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EquipmentSlot.sollerets => l10n.slotSollerets,
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};
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}
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/// 희귀도 번역 반환
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String _getTranslatedRarity(ItemRarity rarity) {
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return switch (rarity) {
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ItemRarity.common => l10n.rarityCommon,
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ItemRarity.uncommon => l10n.rarityUncommon,
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ItemRarity.rare => l10n.rarityRare,
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ItemRarity.epic => l10n.rarityEpic,
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ItemRarity.legendary => l10n.rarityLegendary,
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};
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}
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@@ -110,10 +110,10 @@ class _PotionRow extends StatelessWidget {
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_PotionIcon(type: potion.type, tier: potion.tier),
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const SizedBox(width: 4),
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// 물약 이름
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// 물약 이름 (번역 적용)
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Expanded(
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child: Text(
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potion.name,
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l10n.translateSpell(potion.name),
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style: TextStyle(
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fontSize: 11,
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color: color,
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@@ -145,7 +145,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
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if (name.isEmpty) {
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ScaffoldMessenger.of(
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context,
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).showSnackBar(const SnackBar(content: Text('이름을 입력해주세요.')));
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).showSnackBar(SnackBar(content: Text(game_l10n.uiEnterName)));
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return;
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}
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@@ -359,7 +359,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
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Padding(
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padding: const EdgeInsets.only(top: 8),
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child: Text(
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'${_rollHistory.length} roll(s) in history',
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game_l10n.uiRollHistory(_rollHistory.length),
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style: Theme.of(context).textTheme.bodySmall,
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textAlign: TextAlign.center,
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),
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