float ์•ˆ๋œ๋‹ค๋‹ˆ๊นŒ...


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์•„๊นŒ ์‹œ๋„ค๋จธ์‹  ๋ฌผ์–ด๋ณธ ์–ด์ฉŒ๊ตฐ๋ฐ


๋งŒ๋“ค๋ ค๊ณ  ํ–ˆ๋˜ ๊ทธ๋ฆผ์€


1. ๊ฒŒ์ž„์ด ์‹œ์ž‘ํ•˜๋ฉด ํ”Œ๋ ˆ์ด์–ด๋Š” 1๋ฒˆ ํŠธ๋ž™์„ ๊ฐ€์ง„๋‹ค

2. 1๋ฒˆ ํŠธ๋ž™์˜ ๋๊นŒ์ง€ ๊ฐ€๋ฉด ํ”Œ๋ ˆ์ด์–ด๋Š” ์กฐ๊ฑด์— ๋”ฐ๋ผ 2๋ฒˆ ํŠธ๋ž™, ํ˜น์€ 3๋ฒˆ ํŠธ๋ž™์œผ๋กœ ๊ฐ„๋‹ค.


์ด๊ฑฐ์ž„.



1๋ฒˆ์€ start์— ์ ์–ด๋†จ๊ณ , ์ด if๋ฌธ ์œ„์—๋„ ํ”Œ๋ ˆ์ด์–ด์˜ ํŠธ๋ž™์ด 1๋ฒˆ์ธ์ง€ if๋ฌธ์œผ๋กœ ํ•œ๋ฒˆ ํ†ต๊ณผ์‹œํ‚ค๊ณ  ์žˆ์Œ

2๋ฒˆ์—์„œ "ํŠธ๋ž™์˜ ๋๊นŒ์ง€ ๊ฐ€๋ฉด"์ด CinemachinePathBase.PositionUnits.Normalized == 1 ์œผ๋กœ ๋  ๊ฑฐ๋ผ๊ณ  ๊ธฐ๋Œ€ํ•˜๊ณ  ์žˆ์—ˆ์Œ

0์ด ์‹œ์ž‘์ด๊ณ  1์ด ๋์ด๋žฌ์œผ๋‹ˆ...


CinemachinePathBase.PositionUnits๋Š” int๊ฐ€ ๋งŒ๋“ค์–ด์งˆ ์ˆ˜ ์—†์Œ.



๊ทธ๋ž˜์„œ ์ด ๋ฐฉ์‹์ด ์•„์–˜ ์•ˆ๋˜๋Š”๊ฑด๊ฐ€ ์‹ถ์—ˆ๋Š”๋ฐ



0์ผ ๋•Œ๋Š” ๋˜ ์ž˜ ๋จ

์‹ฌ์ง€์–ด ์‹œ์ž‘์ ์— ํ•ด๋‹นํ•˜๋Š” ์ฝ”๋“œ๋กœ ์ž‘๋™๋„ ์ž˜ ํ•จ;;


๋งค๋‰ด์–ผ์—๋Š” 0์ด ์‹œ์ž‘์ ์ด๊ณ  1์ด ๋์ ์ด๋žฌ๋Š”๋ฐ 0์€ ๋˜๊ณ  1์€ ์•ˆ๋˜๋Š” ์ด์œ ๊ฐ€ ๊ถ๊ธˆ์“ฐํ•จ...



++ ์ด๊ฑธ ์งœ๊ณ ์žˆ๋Š” ์ด์œ ๋Š”

"์ง€๊ธˆ ๋Œ๊ณ ์žˆ๋Š” ํŠธ๋ž™์ด ๋๋‚˜๋ฉด" ์„ ์ฐพ๊ณ ์‹ถ์–ด์„œ์ž„

cart ์Šคํฌ๋ฆฝํŠธ์˜ m_Position ์„ ๋„ฃ์–ด์„œ ํ•ด๋ดค๋Š”๋ฐ ๊ทธ๋ ‡๊ฒŒ ํ•˜๋ฉด ๊ณต์ˆ˜๊ฐ€ ๋„ˆ๋ฌด ํฐ ๊ฒƒ๋„ ์žˆ๊ณ , ์†Œ์ˆ˜์ ๊นŒ์ง€ ์ˆซ์ž๊ฐ€ ๊ฐ€๋ฒ„๋ ค์„œ ์ •ํ™•ํ•œ ์‹œ์ ์— ํŠธ๋ž™ ๊ต์ฒด๊ฐ€ ์•ˆ๋˜๋”๋ผ..



์•„๋ž˜๋Š” ์ฝ”๋“œ์ž„... ๊ฑ ์ง„์งœ ๊ทธ ๊ธฐ๋Šฅ๋ฐ–์— ์—†์Œ



using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Cinemachine;


public class Trackmovement : MonoBehaviour

{

public CinemachinePathBase dollypath1;

public CinemachinePathBase dollypath2;

public CinemachinePathBase dollypath3;

public CinemachineDollyCart dolly;

public CinemachineTrackedDolly dollytracked;

private Transform playerTrack;



// Start is called before the first frame update

void Start()

{

dolly.m_Path = dollypath1;

dolly.m_Position = 0;

}


// Update is called once per frame

void Update()

{


if (dolly.m_Path==dollypath1)

{

if (CinemachinePathBase.PositionUnits.Normalized == 1 ) // ๋ฌธ์ œ๊ฐ€ ๋˜๋Š” ๋ถ€๋ถ„

{

if (Input.GetKey("w"))

{

dolly.m_Path = dollypath2;

dolly.m_Position = 0;

}

else

{

dolly.m_Path = dollypath3;

dolly.m_Position = 0;

}

}

}

}

}