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์ผ๋‹จ์€ ๊ท€์ฐฎ์•„์„œ 3D๋ชจ๋ธ๊ฐ€์ง€๊ณ  2D์ฒ˜๋Ÿผ ๋ณด์—ฌ๋“œ๋ฆฌ๊ฒ ์Šต๋‹ˆ๋‹ค ์์..


์šฐ์ธก์— ์˜ค๋ธŒ์ ํŠธ ๊ตฌ์กฐ๋ฅผ ์ž˜๋ด์ฃผ์„ธ์—ฌ.


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Gun์— ์Šคํ”„๋ผ์ดํŠธ๋ฅผ ๋‹ฌ์ง€๋ง๊ณ  ํ•˜์œ„ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋งŒ๋“ค์–ด์„œ ์Šคํ”„๋ผ์ดํŠธ๋ฅผ ๋„ฃ์–ด์ค๋‹ˆ๋‹ค.


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์ผ๋‹จ Gun์˜ค๋ธŒ์ ํŠธ๋ฅผ ์ œ ์˜ˆ์ œ์—” ์—†์ง€๋งŒ ์บ๋ฆญํ„ฐ์˜ ์† ์œ„์น˜(ํšŒ์ „ ์ค‘์‹ฌ์ถ•)์— ๊ฐ€์ ธ๋‹ค๋†“์Šต๋‹ˆ๋‹ค.


์—ฌ๊ธฐ์„œ ์ค‘์š”ํ•œ๊ฑด ์ƒ๋‹จ์— ํ™”์‚ดํ‘œ ์นœ๊ฒƒ์ฒ˜๋Ÿผ ๊ธฐ์ฆˆ๋ชจ ๋ชจ๋“œ๋ฅผ ํ”ผ๋ฒ—/๋กœ์ปฌ๋กœ ๋†“์Šต๋‹ˆ๋‹ค.


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๊ทธ๋ฆฌ๊ณ  ํ•˜์œ„ ์˜ค๋ธŒ์ ํŠธ ํฌ์ง€์…˜์„ 0. 0. 0 ์œผ๋กœ ๋งž์ถฐ์„œ ํ•œ๋ฒˆ ์ •๋ ฌํ•ด์ค๋‹ˆ๋‹ค.



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๊ทธ๋ฆฌ๊ณ  ์Šคํ”„๋ผ์ดํŠธ๊ฐ€ ์žˆ๋Š” ํ•˜์œ„์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ•˜๊ณ  ๋Œ์–ด์„œ ์œ„์น˜๋ฅผ ์žก์•„์ค๋‹ˆ๋‹ค.


๊ทธ๋Ÿผ ํ•œ๋ฒˆ ๋Œ๋ ค๋ณผ๊นŒ์š”.



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SucSex..


ํšŒ์ „์— ๋Œ€ํ•œ ์ฝ”๋“œ


- - -

ย ย ย ย ย ย ย  Vector3 mpos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
ย ย ย ย ย ย ย  mpos.z = transform.position.z;
ย ย ย ย ย ย ย  Vector3 target;

ย ย ย ย ย ย ย  target.x = transform.position.x - mpos.x;

ย ย ย ย ย ย ย  target.y = transform.position.y - mpos.y ;

ย ย ย ย ย ย ย  float angle = -(Mathf.Rad2Deg * Mathf.Atan2(target.x, target.y));

ย ย ย ย ย ย ย  transform.rotation = Quaternion.Euler(0f, 0f, angle+90);

- - -


์ด๊ฑด ์ˆ˜ํ•™์ด ์žผ๋ณ‘์ด๋ผ ๊ณ ์ณ๋†“๊ณ ๋„ ๋ญ๋ผ ์„ค๋ช…์„ ๋ชปํ•˜๊ฒ ์Œ ใ…ˆใ……ใ…ˆใ……


์ถ• ์ค‘์‹ฌ์ด ์ด๊ตฌ๋ž‘ ์œ„์น˜๊ฐ€ ๋‹ฌ๋ผ์„œ ์ด๊ตฌ๊ฐ€ ์ข€ ์—‰๋šฑํ•˜๊ฒŒ ๋ณด๋Š”๊ฑด ๊ฐ ์กฐ๊ธˆ ์†๋ด์ฃผ๋ฉด ๋Œˆ๋“ฏ