์•ˆ๋…•ํ•˜์„ธ์š”~

์œ ๋‹ˆํ‹ฐ ์ฒ˜์Œ ๋ฐฐ์šฐ๋Š” ์ดŒ๋†ˆ์ž…๋‹ˆ๋‹ค.


๋‹ค๋ฆ„์ด ์•„๋‹ˆ๊ณ ,


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์œ„์™€ ๊ฐ™์€ ์—๋Ÿฌ๊ฐ€ ๋– ์„œ ์งˆ๋ฌธ๋“œ๋ ค์š”.


shipManager ์Šคํฌ๋ฆฝํŠธ์— winParticle ์ด assigned ๊ฐ€ ์•ˆ๋๋‹ค๊ณ  ์ง•์ง• ๊ฑฐ๋ฆฌ๋Š”๊ฑฐ ๊ฐ™์€๋ฐ....


[SerializeField] ParticleSystem winParticle;

์‚ฌ์šฉํ•ด์„œ, ๋“œ๋ž˜๊ทธ & ๋“œ๋กญ ์œผ๋กœย particleย ๋„ฃ์–ด์คฌ๊ณ ,


private void SuccessSequence()

ย  ย  {

ย  ย  ย  ย  currentState = GAMESTATE.Alive;

ย  ย  ย  ย  GetComponent<().PlayOneShot(nextLevelAudio);

ย  ย  ย  ย  winParticle.Play();

ย  ย  ย  ย 

ย  ย  ย  ย  Invoke("LoadNextScene", 2.0f);

ย  ย  }


์œ„ method ์—์„œ ์‚ฌ์šฉํ•˜๊ณ ์žˆ๊ฑฐ๋“ ์š”..


์ € ์—๋Ÿฌ๊ฐ€ ๋œจ๋Š” ์ด์œ ๋ฅผ ๋ชจ๋ฅด๊ฒ ์Šต๋‹ˆ๋‹ค. ใ… ใ