์ธ๋ฒคํ† ๋ฆฌ๋ฅผ ๋งŒ๋“œ๋Š” ์ค‘์ž…๋‹ˆ๋‹ค.ย 

for (int i = 0; i < itemHeight; i++)

ย  ย  ย  ย  {

ย  ย  ย  ย  ย  ย  for (int j = 0; j < itemWidth; j++)

ย  ย  ย  ย  ย  ย  {

ย  ย  ย  ย  ย  ย  ย  ย  slots[row + i, col+j].GetComponent<Slot>().isOccupied = true;

ย  ย  ย  ย  ย  ย  }

ย  ย  ย  ย  }

slots[row + i, col+j].GetComponent<Slot>().isOccupied = true;๋Š”ย 

์•„์ดํ…œ์ด slot์— ์ฐจ์žˆ๋Š”์ง€ ์•„๋‹Œ์ง€์— ๋Œ€ํ•œ bool ํ•จ์ˆ˜์ž…๋‹ˆ๋‹ค. ์ด ์ฝ”๋“œ๋Š” ์ž‘์„ฑ๋œ class์—์„œ๋Š” ์ž˜ ์ž‘๋™ํ•ฉ๋‹ˆ๋‹ค.


๊ทธ๋Ÿฐ๋ฐ ๋‹ค๋ฅธ ํด๋ž˜์Šค์—์„œ slots๋ฅผ ๊ฐ€์ง€๊ณ  ์™€์„œ


if (slots[itemHeight +row, itemWidth + col].GetComponent<Slot>().isOccupied == true)

์ฐจ์žˆ๋Š”์ง€ ์•„๋‹Œ์ง€์— ๋Œ€ํ•œ ์—ฌ๋ถ€๋ฅผ ํŒ๋ณ„ํ•˜๋ ค ํ•˜์˜€์ง€๋งŒ ์ด์ „ ํด๋ž˜์Šค์—์„œ true๋กœ ๋ฐ”๊ฟ”๋„ ๋ชจ๋“  slot์˜ isOccupied ๊ฐ’์ด ๋””ํดํŠธ ๊ฐ’ false ๊ทธ๋Œ€๋กœ๋”๊ตฐ์š”. ์•„๋งˆ ์—…๋ฐ์ดํŠธ๊ฐ€ ๋˜์ง€ ์•Š๋Š” ๊ฒƒ ๊ฐ™์•˜์Šต๋‹ˆ๋‹ค.


๊ทธ๋ž˜์„œ slots๋ฅผ ์—…๋ฐ์ดํŠธ ํ•˜๋Š” ์ฝ”๋“œ


public event Action<GameObject[,]> SlotsChanged; ๋ฅผ ์ด์šฉํ•˜์—ฌ slots๋ฅผ ์—…๋ฐ์ดํŠธ๋„ ํ•ด๋ณด์•˜์ง€๋งŒ ๋ณ€ํ•˜๋Š” ๊ฒƒ์ด ์—†๋”๊ตฐ์š”.. ์–ด๋–ป๊ฒŒ ํ•ด์•ผ ํ• ๊นŒ์š”?ใ… ใ