ย  ย ย voidย Jump()
ย ย ย ย {
ย ย ย ย ย ย ย ย floatย height = (_jumpTime * _jumpTime * (-_gravity) / 2) + (_jumpTime * _jumpPower);
ย ย ย ย ย ย ย ย _transform.position =ย newย Vector3(_transform.position.x, _posY + height, _transform.position.z);
ย ย ย ย ย ย ย ย _jumpTime += Time.deltaTime;
ย ย ย ย ย ย ย ย ifย (height
ย ย ย ย ย ย ย ย {
ย ย ย ย ย ย ย ย ย ย ย ย _isJumping =ย false;
ย ย ย ย ย ย ย ย ย ย ย ย _jumpTime = 0.0f;
ย ย ย ย ย ย ย ย ย ย ย ย _transform.position =ย newย Vector3(_transform.position.x, _posY, _transform.position.z);
ย ย ย ย ย ย ย ย }



์ ํ”„๋ฅผ rigid.velocity = Vector2.up * jumpPower;๊ฐ€ ์•„๋‹ˆ๋ผ ์ง์ ‘ ์‹œ๊ฐ„์ด๋ž‘ ์ค‘๋ ฅ๊ฐ€์†๋„๋„ฃ๊ณ  ์งœ๋ฉด์„œ ๋ฐฐ์›Œ๊ฐ€๋Š”์ค‘์ธ๋ฐ ์ €๋ ‡๊ฒŒ ์“ฐ๋‹ˆ๊นŒ ์ ํ”„ํ• ๋•Œ ์ˆœ๊ฐ„์ด๋™๋จ.

์ € ์ฝ”๋“œ์—์„œ๋Š”ย transform.position์“ฐ๋‹ˆ๊นŒ ์ˆœ๊ฐ„์ด๋™๋˜๋Š”๊ฒŒ ๋งž๋Š”๋ฐ, ์ˆœ๊ฐ„์ด๋™์ด ์•„๋‹ˆ๋ผ ์ž์—ฐ์Šค๋Ÿฌ์šด ์ด๋™์œผ๋กœ ๋งŒ๋“ค๋ ค๊ณ  ๋ณ„์ง“๋‹คํ–ˆ๋Š”๋ฐ ์‹คํŒจํ•จ.

์•„์ง ์ฝ”๋“œ์งœ๋Š”๊ฒŒ ์–ด๋ ค์šด ๋‰ด๋น„์—๊ฒŒ ๊ฐ€๋ฅด์นจ์ข€ ๋ถ€ํƒ๋“œ๋ฆฝ๋‹ˆ๋‹คย