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코드 블럭
#import <KakaoGame/KakaoGame.h>
  
NSString *languageCode = [KGSystem languageCode];

Windows

코드 블럭
#include "KakaoGameLib.h"
  
KakaoGame::SDK::KGSystem kgSystem;
std::wstring languageCode = kgSystem.getLanguageCode();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString languageCode = FKGSystem::GetLanguageCode();

16.1.2 Retrieving language tag

The language setting information in the device is retrieved. The language tag returns a value in accordance with the BCP-47 codes. (SDK 3.17.5 or higher)

Unity

코드 블럭
using Kakaogame.SDK;
 
string languageTag = KGSystem.languageTag;

Android

코드 블럭
String languageTag = KGSystem.getLanguageTag();

iOS

코드 블럭
#import <KakaoGame/KakaoGame.h>
  
NSString *languageTag = [KGSystem languageTag];

Windows

코드 블럭
#include "KakaoGameLib.h"
  
KakaoGame::SDK::KGSystem kgSystem;
std::wstring languageTag = kgSystem.getLanguageTag();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString languageTag = FKGSystem::GetLanguageCode();

16.1.3. Retrieving country code

  • Devices supporting 3g/LTE return a country code issued by the communication module. WIFI-only devices return a country code set in the device. (SDK 3.7.0 or higher) For wifi-only devices, the country code is collected based on GeoIP. If it fails to import GeoIP, it will be collected as the country information of the device.

  • The country code is in accordance with the ISO 3166-1 alpha-2 code, and returns zz if there is no country information

  • The country code set in the first app execution will remain. If the app or app information is deleted, the country code is re-set

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코드 블럭
#import <KakaoGame/KakaoGame.h>
  
NSString *countryCode = [KGSystem countryCode];

Windows

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
std::wstring countryCode = kgSystem.getCountryCode();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString countryCode = FKGSystem::GetCountryCode();

16.1.

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4. Getting Device ID

Device ID returns a value which is used to identify the device. It changes when the device is reset.

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코드 블럭
#import <KakaoGame/KakaoGame.h>
  
NSString *deviceId = [KGSystem deviceId];

Windows

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
std::wstring deviceId = kgSystem.getDeviceId();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString deviceId = FKGSystem::GetDeviceId();

16.1.

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5. Getting Device Model

The model information of the current device is returned.

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코드 블럭
#import <KakaoGame/KakaoGame.h>
 
NSString *deviceModel = [KGSystem deviceModel];

Windows

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
std::wstring deviceModel = kgSystem.getDeviceModel();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString deviceModel = FKGSystem::GetDeviceModel();

16.1.

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6. Getting OS name

The name of OS (android/ios) of the current device is returned.

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코드 블럭
#import <KakaoGame/KakaoGame.h>
NSString *osName = [KGSystem osName];

Windows

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
std::wstring osName = kgSystem.getOSName();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString osName = FKGSystem::GetOSName();

16.1.

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7. Getting network connection status

Shows whether the current device is connected to an external network.

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코드 블럭
#import <KakaoGame/KakaoGame.h>
  
BOOL isNetworkConnected = [KGSystem isNetworkConnected];

Windwos

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
bool networkConnected = kgSystem.isNetworkConnected();

Unreal

코드 블럭
#include "KakaoGame.h"
 
bool isNetworkConnected = FKGSystem::IsNetworkConnected();

16.1.

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8. Get connected network type

Shows what type of external network is connected to the current device. (wifi/cellular/unknown)

...

코드 블럭
#import <KakaoGame/KakaoGame.h>
  
NSString *networkType = [KGSystem networkType];


Windows

코드 블럭
#include "KakaoGameLib.h"
 
KakaoGame::SDK::KGSystem kgSystem;
  
// Offline/LAN/Modem/Proxy
std::wstring networkType = kgSystem.getNetworkType();

Unreal

코드 블럭
#include "KakaoGame.h"
 
FString networkType = FKGSystem::GetNetworkType();