feat(game): 게임 시스템 전면 개편 및 다국어 지원 확장
## 스킬 시스템 개선 - skill_data.dart: 스킬 데이터 구조 전면 개편 (+1176 라인) - skill_service.dart: 스킬 발동 로직 확장 및 버프 시스템 연동 - skill.dart: 스킬 모델 개선, 쿨다운/효과 타입 추가 ## Canvas 애니메이션 리팩토링 - battle_composer.dart 삭제 (레거시 위젯 기반 렌더러) - monster_colors.dart 삭제 (AsciiCell 색상 시스템으로 통합) - canvas_battle_composer.dart: z-index 정렬 (몬스터 z=1, 캐릭터 z=2, 이펙트 z=3) - ascii_cell.dart, ascii_layer.dart: 코드 정리 ## UI/UX 개선 - hp_mp_bar.dart: l10n 적용, 몬스터 HP 바 컴팩트화 - death_overlay.dart: 사망 화면 개선 - equipment_stats_panel.dart: 장비 스탯 표시 확장 - active_buff_panel.dart: 버프 패널 개선 - notification_overlay.dart: 알림 시스템 개선 ## 다국어 지원 확장 - game_text_l10n.dart: 게임 텍스트 통합 (+758 라인) - 한국어/일본어/영어/중국어 번역 업데이트 - ARB 파일 동기화 ## 게임 로직 개선 - progress_service.dart: 진행 로직 리팩토링 - combat_calculator.dart: 전투 계산 로직 개선 - stat_calculator.dart: 스탯 계산 시스템 개선 - story_service.dart: 스토리 진행 로직 개선 ## 기타 - theme_preferences.dart 삭제 (미사용) - 테스트 파일 업데이트 - class_data.dart: 클래스 데이터 정리
This commit is contained in:
@@ -1,5 +1,7 @@
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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/l10n/game_data_l10n.dart';
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import 'package:askiineverdie/src/core/model/combat_event.dart';
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import 'package:askiineverdie/src/core/model/game_state.dart';
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@@ -109,7 +111,7 @@ class DeathOverlay extends StatelessWidget {
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),
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const SizedBox(height: 16),
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Text(
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'YOU DIED',
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l10n.deathYouDied,
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style: TextStyle(
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fontSize: 32,
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fontWeight: FontWeight.bold,
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@@ -133,7 +135,7 @@ class DeathOverlay extends StatelessWidget {
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),
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const SizedBox(height: 4),
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Text(
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'Level ${deathInfo.levelAtDeath} ${traits.klass}',
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'Level ${deathInfo.levelAtDeath} ${GameDataL10n.getKlassName(context, traits.klass)}',
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style: theme.textTheme.bodyLarge?.copyWith(
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color: theme.colorScheme.onSurfaceVariant,
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),
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@@ -174,9 +176,9 @@ class DeathOverlay extends StatelessWidget {
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String _getDeathCauseText() {
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return switch (deathInfo.cause) {
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DeathCause.monster => 'Killed by ${deathInfo.killerName}',
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DeathCause.selfDamage => 'Self-inflicted damage',
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DeathCause.environment => 'Environmental hazard',
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DeathCause.monster => l10n.deathKilledBy(deathInfo.killerName),
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DeathCause.selfDamage => l10n.deathSelfInflicted,
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DeathCause.environment => l10n.deathEnvironmentalHazard,
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};
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}
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@@ -210,7 +212,7 @@ class DeathOverlay extends StatelessWidget {
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crossAxisAlignment: CrossAxisAlignment.start,
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children: [
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Text(
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'Sacrificed to Resurrect',
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l10n.deathSacrificedToResurrect,
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style: theme.textTheme.labelSmall?.copyWith(
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color: theme.colorScheme.onSurfaceVariant,
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),
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@@ -234,8 +236,8 @@ class DeathOverlay extends StatelessWidget {
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_buildInfoRow(
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context,
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icon: Icons.check_circle_outline,
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label: 'Equipment',
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value: 'No sacrifice needed',
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label: l10n.deathEquipment,
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value: l10n.deathNoSacrificeNeeded,
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isNegative: false,
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),
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const SizedBox(height: 8),
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@@ -243,7 +245,7 @@ class DeathOverlay extends StatelessWidget {
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_buildInfoRow(
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context,
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icon: Icons.monetization_on_outlined,
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label: 'Gold Remaining',
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label: l10n.deathGoldRemaining,
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value: _formatGold(deathInfo.goldAtDeath),
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isNegative: false,
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),
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@@ -306,7 +308,7 @@ class DeathOverlay extends StatelessWidget {
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child: FilledButton.icon(
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onPressed: onResurrect,
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icon: const Icon(Icons.replay),
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label: const Text('Resurrect'),
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label: Text(l10n.deathResurrect),
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style: FilledButton.styleFrom(
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backgroundColor: theme.colorScheme.primary,
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padding: const EdgeInsets.symmetric(vertical: 16),
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@@ -324,7 +326,7 @@ class DeathOverlay extends StatelessWidget {
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crossAxisAlignment: CrossAxisAlignment.start,
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children: [
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Text(
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'Combat Log',
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l10n.deathCombatLog,
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style: theme.textTheme.labelMedium?.copyWith(
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color: theme.colorScheme.onSurfaceVariant,
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fontWeight: FontWeight.bold,
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@@ -378,69 +380,70 @@ class DeathOverlay extends StatelessWidget {
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/// 전투 이벤트를 아이콘, 색상, 메시지로 포맷
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(IconData, Color, String) _formatCombatEvent(CombatEvent event) {
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final target = event.targetName ?? '';
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return switch (event.type) {
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CombatEventType.playerAttack => (
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event.isCritical ? Icons.flash_on : Icons.local_fire_department,
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event.isCritical ? Colors.yellow.shade300 : Colors.green.shade300,
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event.isCritical
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? 'CRITICAL! ${event.damage} damage to ${event.targetName}'
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: 'Hit ${event.targetName} for ${event.damage} damage',
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),
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event.isCritical ? Icons.flash_on : Icons.local_fire_department,
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event.isCritical ? Colors.yellow.shade300 : Colors.green.shade300,
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event.isCritical
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? l10n.combatCritical(event.damage, target)
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: l10n.combatYouHit(target, event.damage),
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),
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CombatEventType.monsterAttack => (
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Icons.dangerous,
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Colors.red.shade300,
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'${event.targetName} hits you for ${event.damage} damage',
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),
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Icons.dangerous,
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Colors.red.shade300,
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l10n.combatMonsterHitsYou(target, event.damage),
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),
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CombatEventType.playerEvade => (
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Icons.directions_run,
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Colors.cyan.shade300,
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'Evaded attack from ${event.targetName}',
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),
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Icons.directions_run,
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Colors.cyan.shade300,
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l10n.combatEvadedAttackFrom(target),
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),
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CombatEventType.monsterEvade => (
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Icons.directions_run,
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Colors.orange.shade300,
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'${event.targetName} evaded your attack',
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),
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Icons.directions_run,
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Colors.orange.shade300,
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l10n.combatMonsterEvaded(target),
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),
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CombatEventType.playerBlock => (
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Icons.shield,
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Colors.blueGrey.shade300,
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'Blocked ${event.targetName}\'s attack (${event.damage} reduced)',
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),
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Icons.shield,
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Colors.blueGrey.shade300,
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l10n.combatBlockedAttack(target, event.damage),
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),
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CombatEventType.playerParry => (
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Icons.sports_kabaddi,
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Colors.teal.shade300,
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'Parried ${event.targetName}\'s attack (${event.damage} reduced)',
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),
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Icons.sports_kabaddi,
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Colors.teal.shade300,
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l10n.combatParriedAttack(target, event.damage),
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),
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CombatEventType.playerSkill => (
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Icons.auto_fix_high,
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Colors.purple.shade300,
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'${event.skillName} deals ${event.damage} damage',
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),
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Icons.auto_fix_high,
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Colors.purple.shade300,
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l10n.combatSkillDamage(event.skillName ?? '', event.damage),
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),
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CombatEventType.playerHeal => (
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Icons.healing,
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Colors.green.shade300,
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'Healed for ${event.healAmount} HP',
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),
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Icons.healing,
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Colors.green.shade300,
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l10n.combatHealedFor(event.healAmount),
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),
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CombatEventType.playerBuff => (
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Icons.trending_up,
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Colors.lightBlue.shade300,
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'${event.skillName} activated',
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),
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Icons.trending_up,
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Colors.lightBlue.shade300,
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l10n.combatBuffActivated(event.skillName ?? ''),
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),
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CombatEventType.dotTick => (
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Icons.whatshot,
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Colors.deepOrange.shade300,
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'${event.skillName} ticks for ${event.damage} damage',
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),
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Icons.whatshot,
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Colors.deepOrange.shade300,
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l10n.combatDotTick(event.skillName ?? '', event.damage),
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),
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CombatEventType.playerPotion => (
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Icons.local_drink,
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Colors.lightGreen.shade300,
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'${event.skillName}: +${event.healAmount} ${event.targetName}',
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),
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Icons.local_drink,
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Colors.lightGreen.shade300,
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l10n.combatPotionUsed(event.skillName ?? '', event.healAmount, target),
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),
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CombatEventType.potionDrop => (
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Icons.card_giftcard,
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Colors.lime.shade300,
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'Dropped: ${event.skillName}',
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),
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Icons.card_giftcard,
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Colors.lime.shade300,
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l10n.combatPotionDrop(event.skillName ?? ''),
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),
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};
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}
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}
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