์ฐธ๊ณ ํ•˜๋ผ๊ณ  ๊ณต์œ ํ•œ๋‹ค.


๋ฐœ์‚ฌ์ฒด๋ฅผ ๊ตฌํ˜„ํ•˜๋˜ ์ค‘ ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•จ.

๋ฐœ์‚ฌ์ฒด์˜ ์ƒ์„ฑ ์œ„์น˜๊ฐ€ ๋‘ ๊ณณ ์ค‘์— ๋žœ๋ค์œผ๋กœ ํ•œ๊ณณ์ด ๋˜๋Š” ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•จ.

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๊ทธ๋ž˜์„œ ๋ฌธ์ œ์˜ ์›์ธ์„ ์ฐพ๊ณ ์ž ๋ชจ๋“  ์ฝ”๋“œ๋ฅผ ์ฃผ์„์ฒ˜๋ฆฌํ•˜๊ณ 

์˜ค๋ธŒ์ ํŠธ ํ’€ ์ฝ”๋“œ๋„ ์ œ๊ฑฐํ•˜๊ณ  ํ…Œ์ŠคํŠธ๋ฅผ ์ง„ํ–‰


์ƒ์„ฑ ๋‹น์‹œ์— ์œ„์น˜ ๊ฐ’์„ ๋„ฃ์–ด์ฃผ๋ฉด ๋ฌธ์ œ๊ฐ€ ์—†์Œ. ํ•˜์ง€๋งŒ ๋‚˜๋Š” ์˜ค๋ธŒ์ ํŠธ ํ’€์„ ์‚ฌ์šฉํ•ด์•ผ ํ•˜๋ฏ€๋กœ ์•„๋ž˜์ฒ˜๋Ÿผ ์ƒ์„ฑ ๋‹น์‹œ์—๋Š” ์œ„์น˜๊ฐ’์„ ๋„ฃ์–ด์ค„ ์ˆ˜๊ฐ€ ์—†์Œ.


GameObject projectile1 = Instantiate(TEST, ShootPosition.position, Quaternion.identity);

projectile1.GetComponent<Projectile>().InitProjectile(target, this, "TEST");


์˜ค๋ธŒ์ ํŠธ ํ’€์„ ์‚ฌ์šฉํ•ด์•ผ ํ•˜๋‹ˆ ์ƒ์„ฑ ๋‹น์‹œ์—๋Š” ์œ„์น˜ ๊ฐ’์„ ๋„ฃ์–ด์ฃผ์ง€ ์•Š๊ณ  ๊ทธ ๋‹ค์Œ ์ค„์—์„œ ์ขŒ๋ฃŒ๋ฅผ ์ง€์ •ํ•ด์คŒ.

๋ชจ๋“  ์ฝ”๋“œ๋ฅผ ์ฃผ์„์ฒ˜๋ฆฌํ•˜๊ณ  ์•„๋ž˜ ๋‘์ค„๋งŒ ๋„ฃ๊ณ  ํ…Œ์ŠคํŠธ๋ฅผ ์ง„ํ–‰ํ•จ. ๋ฌธ์ œ๊ฐ€ ๊ณ„์† ๋ฐœ์ƒ.

์—ฌ๊ธฐ์„œ ์Šคํฌ๋ฆฝํŠธ ๋ฌธ์ œ๊ฐ€ ์•„๋‹˜์„ ํŒŒ์•…ํ•จ.


GameObject projectile2 = Instantiate(TEST);

projectile2.transform.position = ShootPosition.position;



๊ทธ ๋‹ค์Œ์œผ๋กœ ๋ฆฌ์ง€๋“œ๋ฐ”๋”” ์ชฝ์„ ํ•˜๋‚˜์”ฉ ๊ฑด๋“ค์—ฌ๋ด„.

( Transform์œผ๋กœ ์ด๋™์‹œํ‚ค๋Š”๊ฑฐ๋ณด๋‹ค rigidbody์—์„œ is Kinematic์„ ์ฒดํฌํ•˜๊ณ  rb.velocity ๋˜๋Š” rb.MovePosition์œผ๋กœ ์ด๋™์‹œํ‚ค๋Š” ๊ฒƒ์ด ํ›จ์”ฌ ์ €๋ ดํ•˜๋‹ค๊ณ  ํ•ด์„œ rigidbody๋กœ ์ด๋™์‹œํ‚ด)



๋ฌธ์ œ์˜ ์›์ธ์€ Interpolate ์˜€์Œ.

์›€์ง์ž„์„ ๋ณด๊ฐ„ํ•ด์ฃผ๋Š” ์˜ต์…˜์ธ๋ฐ ์ƒ์„ฑ ํ•œ ๋’ค์— projectile2.transform.position = ShootPosition.position;

์ฝ”๋“œ์—์„œ ์ € ์˜ต์…˜ ๋•Œ๋ฌธ์— ์›€์ง์ž„์ด ๋ณด๊ฐ„๋˜์–ด๋ฒ„๋ ค์„œ ์œ„ ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•จ.


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์•„.. ๊ทธ์ง€๊ฐ™๋‹ค.. ์ด๊ฑฐ ๋•Œ๋ฌธ์— ๋ช‡์‹œ๊ฐ„์„ ๋‚ ๋ฆฐ๊ฑด์ง€...ย 

์˜คํžˆ๋Ÿฌ ์ด ๋ฌธ์ œ๋ฅผ ์ด๋ ‡๊ฒŒ ๋นจ๋ฆฌ ๊ณ ์นœ๊ฑฐ์— ๊ฐ์‚ฌํ•ด์•ผ ํ•˜๋‚˜..