๐Ÿ“ Game/โœ Unity

[Unity] ๋ชจ๋ฐ”์ผ ๊ฒŒ์ž„ ์„ฑ๋Šฅ ์ตœ์ ํ™” 1ํŽธ

Blxxming 2022. 12. 30. 14:35

๋ชจ๋ฐ”์ผ ๊ฒŒ์ž„ ์„ฑ๋Šฅ ์ตœ์ ํ™” 1ํŽธ

 

 

1. string ํŒŒ์‹ฑ ํ•  ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ๊ฐ€๋น„์ง€

JSON์ด๋‚˜ XML์„ ๋ฐ์ดํ„ฐ ํŒŒ์‹ฑํ•˜๋Š” ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์€๋ฐ, ์ด ๊ณผ์ •์—์„œ ๊ฐ€๋น„์ง€๊ฐ€ ๋ฐœ์ƒํ•˜๋Š” ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์œผ๋ฏ€๋กœ ๋นŒ๋“œ ์ „์— ์—๋””ํ„ฐ์—์„œ ScriptableObject๋กœ ๋ฐ์ดํ„ฐ๋ฅผ ์บ์‹ฑํ•ด๋†“๊ณ  ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์„ ์ถ”์ฒœํ•œ๋‹ค.

 

2. ์• ๋‹ˆ๋ฉ”์ดํ„ฐ ๋“ฑ์˜ ํŒŒ๋ผ๋ฏธํ„ฐ๋ฅผ string์œผ๋กœ ํ˜ธ์ถœํ•  ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ๊ฐ€๋น„์ง€

animator.SetBool("Jump", true);

๋งค๋ฒˆ string์œผ๋กœ ํ˜ธ์ถœํ•˜๋ฉด ๊ฐ€๋น„์ง€๊ฐ€ ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ๋‹ค. ID๋กœ ์บ์‹ฑํ•ด์„œ ํ˜ธ์ถœํ•˜๋Š” ๊ฒƒ์„ ์ถ”์ฒœํ•œ๋‹ค.

 

3. ์˜ค๋ธŒ์ ํŠธ ํ’€ ๋งŒ๋“ค ๋•Œ ๋ถ€๋ชจ ๋ณ€๊ฒฝ

Hierarchy ์ฐฝ์—์„œ enable ๋ถ€๋ชจ, disable ๋ถ€๋ชจ ๋งŒ๋“ค์–ด์„œ ๋ถ€๋ชจ ๊ณ„์† ๋ฐ”๊พธ๋Š” ํ–‰์œ„๋Š” ํ•˜์ง€ ์•Š๋Š” ๊ฒƒ์ด ์ข‹๋‹ค. ์™œ๋ƒํ•˜๋ฉด SetParent ํ•จ์ˆ˜๋Š” ๋น„์šฉ์€ ๊ฝค ๋ฌด๊ฒ๋‹ค.

 

4. ๋Ÿฐํƒ€์ž„ ์‹œ AddComponent ์‚ฌ์šฉ

AddComponent๋ฅผ ์‚ฌ์šฉํ•ด์„œ ์—ฌ๋Ÿฌ ๊ฐœ์˜ ์ปดํฌ๋„ŒํŠธ๋ฅผ ์Šคํฐํ•  ๋•Œ ๋ถ™์—ฌ์„œ ๋งŒ๋“œ๋Š” ๊ตฌ์กฐ๋Š” ๊ต‰์žฅํžˆ ๋ฌด๊ฒ๋‹ค. ๊ฐ€๊ธ‰์  ๋ณ„๋„๋กœ ํ”„๋ฆฌํŒน varient ๋“ฑ์œผ๋กœ ๋Œ€์ฒดํ•˜๋Š” ๊ฒƒ์ด ์ข‹๋‹ค.

 

5. Instantiate ์‹œ transform ํ•จ๊ป˜ ์ดˆ๊ธฐํ™”

// ๋‚˜์œ ์˜ˆ
var obj = Instantiate(prefab, parent);
obj.transform.position = position;
obj.transform.ratation = rotation;

// ์ข‹์€ ์˜ˆ
Instantiate(prefab, parent, position, rotation);