public GameObject getWeaponUI;
public TextMeshProUGUI getWeaponText;
public NewBehaviourScript player;
public float weaponRadius = 2;


ย  ย  void Update()
ย  ย  {
ย  ย  ย  ย  GettingWeapon();
ย  ย  }

void GettingWeapon()
ย  ย  {
ย  ย  ย  ย  float distance = Vector3.Distance(player.transform.position, transform.position);

ย  ย  ย  ย  if (distance <= weaponRadius)
ย  ย  ย  ย  {
ย  ย  ย  ย  ย  ย  Debug.Log(name);
ย  ย  ย  ย  ย  ย  getWeaponUI.SetActive(true);
ย  ย  ย  ย  ย  ย  getWeaponText.text = "Press F to get " + name;

ย  ย  ย  ย  }
ย  ย  ย  ย  else
ย  ย  ย  ย  {
ย  ย  ย  ย  ย  ย  getWeaponUI.SetActive(false);
ย  ย  ย  ย  }
ย  ย  }

์ œ๊ฐ€ ์›ํ•˜๋Š”๊ฑด ๋งŒ์•ฝ ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ๋ฌด๊ธฐ ๊ทผ์ฒ˜์—์žˆ์œผ๋ฉด UI๊ฐ€ ๋œจ๊ฒŒ ํ•˜๊ณ ์‹ถ์€๋ฐ ํ•œ ์˜ค๋ธŒ์ ํŠธ์—์„  ๋˜๊ณ  ๋‹ค๋ฅธ ํ•˜๋‚˜์—์„  ์•ˆ๋ผ์„œ ๋ฏธ์น˜๊ฒ ์Šต๋‹ˆ๋‹ค. ๋‘๊ฐœ์˜ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ์žˆ๋Š”๋ฐ ๋‘˜๋‹ค ๋˜‘๊ฐ™์€ ์Šคํฌ๋ฆฝํŠธ์“ฐ๊ณ  ๊ทผ์ฒ˜์—ย ๋ฌด๊ธฐ๊ฐ€์žˆ์œผ๋ฉด getWeaponUI๊ฐ€ ํ™œ์„ฑํ™” ๋˜์•ผํ•˜๋Š”๋ฐ ํ•˜๋‚˜์—์„  ๋˜๊ณ  ๋‹ค๋ฅธ ํ•˜๋‚˜์—์„  ์•ˆ๋ฉ๋‹ˆ๋‹ค. ๊ทผ๋ฐ ์›ƒ๊ธด๊ฑด ๋˜๋Š” ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋น„ํ™œ์„ฑํ™” ์‹œํ‚ค๋ฉด ์•ˆ๋˜๋˜ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ๋˜ ์ž‘๋™ํ•ฉ๋‹ˆ๋‹ค. ๋™์˜์ƒ์œผ๋กœ๋ณด์‹œ๋ฉด ์ดํ•ด๊ฐ€ ์‰ฌ์šฐ์‹ค๊ฒ๋‹ˆ๋‹ค.


๋ณด์‹œ๋Š”๊ฑฐ์ฒ˜๋Ÿผ ํ•˜๋‚˜๋Š” ๋˜๊ณ  ํ•˜๋‚˜๋Š” ์•ˆ๋˜๋‹ค๊ฐ€ ๋˜๋Š”๊ฑธ ๋„๋‹ˆ๊นŒ ์•ˆ๋˜๋˜๊ฒŒ ๋ฉ๋‹ˆ๋‹ค. ์Šคํฌ๋ฆฝํŠธ ๋ณด์‹œ๋ฉด ์˜ค๋ธŒ์ ํŠธ ์ด๋ฆ„์„ ํ”„๋ฆฐํŠธํ•˜๋ผ๊ณ  ํ–ˆ๋Š”๋ฐ ๊ทธ๊ฑด ๋‘ ์˜ค๋ธŒ์ ํŠธํ•œํ…Œ ์ž˜ ์ ์šฉ๋˜๋Š”๊ฒƒ๋„ ๋ณผ์ˆ˜์žˆ๊ณ ์š”. ์™œ ์•ˆ๋˜๋Š”์ง€ ์•Œ๊ณ ์‹ถ์Šต๋‹ˆ๋‹ค. ๊ฐ์‚ฌํ•ฉ๋‹ˆ๋‹ค.