์šฐ์™€...


๊ฒœ๋ฉ”์“ฐ๋‹ค๊ฐ€ ์œ ๋‹ˆํ‹ฐ ๋ฐฐ์šฐ๋Š”๋ฐย 


๊ฐ€์žฅ ๊ฐ€๊นŒ์šด ์ธ์Šคํ„ด์Šค id ๋ฐ˜ํ™˜ํ•˜๋ ค๋ฉดย 


์œ ๋‹ˆํ‹ฐ์—์„œ๋Š” ๋ฐ˜๋ณต๋ฌธ์œผ๋กœ ๋ชจ๋“  ์ธ์Šคํ„ด์Šค ๊ฑฐ๋ฆฌ ์ฒดํฌํ•ด์„œย 


๋ฐฐ์—ด๋กœ ์ €์žฅํ•˜๊ณ  ๊ทธ๋ž˜์•ผ ๋˜๋Š”๊ฑฐ์•ผ?ย 


๊ฒœ๋ฉ”๋Š” ํ•จ์ˆ˜ ํ•œ์ค„ ์“ฐ๋ฉด ๋˜๋Š”๋ฐ,


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์‹คํ™”๋ƒ?


์ง„์งœ๋ƒ?



// Find the name of the closest enemy

GameObject FindClosestEnemy() {
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("Enemy");
GameObject closest = null;
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject go in gos) {
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
}



์ด๊ฑด ์œ ๋‹ˆํ‹ฐ ํ—ˆ๋ธŒ์— ๋ˆ„๊ฐ€ ์งœ๋…ผ๊ฑฐ๊ณ ,



instance_nearest(x,y,obj)ย 


์ด๊ฑด ๊ฒœ๋ฉ” ๋‚ด์žฅ ํ•จ์ˆœ๋ฐ...


๊ทธ๋ž˜ ๋‚˜๋„ ๋ชจ๋“  ์ธ์Šคํ„ด์Šค์™€์œผ์ด ๊ฑฐ๋ฆฌ๋ฅผ ๋ฐ˜๋ณต๋ฌธ์œผ๋กœ ๋น„๊ตํ•ด์„œย 


๊ฐ€์žฅ ๊ฐ€๊นŒ์šด ์ธ์Šคํ„ด์Šค๋ฅผ ์ฐพ์„์ˆ˜ ์žˆ๊ฒ ๋Š”๋ฐ...ย 


๊ฒœ๋ฉ” ํ•จ์ˆ˜๋ฅผ ๊ฒฝํ—˜ํ•œ ์ด์ƒ ์œ ๋‹ˆํ‹ฐ ๊ฐœ๋ฐœ๊ณผ์ •์ด ์›์‹œ์‹œ๋Œ€๋กœ ๋А๊ปด์ง€๋Š”๊ฑดย 


๋‚ด๊ฐ€ ์ž˜๋ชป ์ƒ๊ฐํ•˜๊ณ  ์žˆ๋Š”๊ฑฐ๋ƒ?




๊ฐœ๋ฐœ์†๋„๊ฐ€ ์ด๋ ‡๊ฒŒ ๋А๋ฆฐ๋ฐย 


๊ฐœ๋ฐœ์‚ฌ๊ฐ€ ๋‹ค ์œ ๋‹ˆํ‹ฐ๋ฅผ ์“ฐ๋Š”ย ์ด์œ ๊ฐ€ ๋„๋Œ€์ฒด ๋ญ๋ƒ?ย 


๋‚œ ์ž˜ ๋ชจ๋ฅด๋‹ˆ๊นŒ ๋ฌผ์–ด๋ณด๋Š”๊ฑฐ์•ผย 







๊ฐ„๋งŒ์— ์š• ๊ฒ๋‚˜๊ฒŒ ๋จน์–ด์„œ ๋“ ๋“ ํ•˜๋‹คย 


ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ํ…Œ๊ทธ๋กœ ์˜ค๋ธŒ์ ํŠธ ๊ฒ€์ƒ‰ํ•˜๋ฉดย 


๊ฐ€์žฅ ๊ฐ€๊นŒ์šด ์ธ์Šคํ„ด์Šค ์ˆœ์œผ๋กœ ์ฐพ๋Š”๋ด๋‹คย 


๋ฐ˜๋ณต๋ฌธ์œผ๋กœ ๊ฑฐ๋ฆฌ ๋น„๊ตํ•  ํ•„์š” ์—†๋‹ค๊ณ ...ย 


๊ฐ„์†Œํ™”๋œ ๊ธฐ๋Šฅ ์“ฐ๋ฉด ์†”์งํžˆ ์ข‹์ž–์•„ย 


๊ฐœ๋ฐœ๋„ ๋นจ๋ผ์ง€๊ณ ,ย 


๊ธฐ๋Šฅ ์žˆ๋ƒ๊ณ  ๋ฌผ์–ด๋ดค๋”๋‹ˆย 


์•„๋Š”๋†ˆ์€ ์—†๊ณ  ๋‹ค๋“ค ์š•๋งŒํ•˜๋ƒ