์•ˆ๋…•ํ•˜์„ธ์š” ๊ฐœ๋ฐœ์„ ํ•ด๋ณด๊ณ  ์žˆ๋Š” ์ดˆ๋ณด ์ž…๋‹ˆ๋‹ค

์—ฌ๋Ÿฌ๊ณณ์ค‘ ์—ฌ๊ธฐ๊ฐ€ ์ œ์ผ ํ™œ์„ฑํ™” ๋˜์–ด์žˆ๋Š”๊ฒƒ ๊ฐ™์•„ ์งˆ๋ฌธ ๋“œ๋ฆฝ๋‹ˆ๋‹ค

์˜ค๋ธŒ์ ํŠธ ํ’€์„ ๋งŒ๋“œ๋ ค๊ณ  ํ•˜๋Š” ์ดˆ๊ธฐ๋ถ€๋ถ„์ธ๋ฐ

์•„๋ž˜์™€ ๊ฐ™์€ ์ฝ”๋“œ๋ฅผ ์ž‘์„ฑํ•˜๊ณ  ํ…Œ์ŠคํŠธํ•˜๋‹ˆ ๊ฒŒ์ž„์•ˆ์—์„œ ์˜ค๋ฅ˜๊ฐ€ ๋‚ฉ๋‹ˆ๋‹ค

๊ฒŒ์ž„์˜ค๋ธŒ์ ํŠธ๋ฅผ ๊ฐ€์ง€๊ณ  ์žˆ๋Š” ๋ฆฌ์ŠคํŠธ๋ฅผ ๋ฐฐ์—ด์•ˆ์— ๋„ฃ๊ณ  ๊ทธ๊ฑธ ์ž๋™์ ์œผ๋กœ ์ž…๋ ฅํ•ด๋ณด๋ ค๊ณ  ์ž‘์„ฑํ•ด๋ดค๋Š”๋ฐ

์—ฌ๋Ÿฌ๊ฐ€์ง€๋ฅผ ์‹œ๋„ ํ•ด๋ณด์•˜์ง€๋งŒ ํ•˜๋ ค๋Š” ๋Œ€๋กœ ์ž˜ ์•ˆ๋˜๋„ค์š”

์˜ค๋ธŒ์ ํŠธ๋“ค์€ ์ธ์ŠคํŽ™ํ„ฐ์ฐฝ์— ์ž˜ ๋“ค์–ด๊ฐ€์žˆ์Šต๋‹ˆ๋‹ค..

์–ด๋–ค ๋ฌธ์ œ๊ฐ€ ์žˆ์„๊นŒ์š”?


List effectlist = new List();

๋‘๋ฒˆ์งธ ๋ฐ˜๋ณต๋ฌธ ์‹œ์ž‘์ง€์ ์— ์ด๋Ÿฐ์‹์œผ๋กœ ํ•˜๊ณ  effectlist.Add ๋ฅผ ํ•˜๋ฉด ์ •์ƒ์ž‘๋™์€ ํ•˜๋‚˜

effectlist๋ฅผ ๋‹ค๋ฅธ๊ณณ์—์„œ ํ˜ธ์ถœ์„ ๋ชปํ•ด์„œ ๋ง‰ํžˆ๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค

์• ์ดˆ์— ์ ‘๊ทผ์„ ์ž˜๋ชปํ•˜๊ณ  ์žˆ๋Š”๊ฒƒ์ธ์ง€.. ํ˜น์‹œ ํ•ด๊ฒฐ ๊ฐ€๋Šฅํ• ๊นŒ์š”?

์•„๋Š”๊ฒŒ ๋ถ€์กฑํ•˜์—ฌ ์งˆ๋ฌธ์กฐ์ฐจ ์ด์ƒํ•  ์ˆ˜๋„ ์žˆ์ง€๋งŒ ์กฐ์–ธ๋ถ€ํƒ๋“œ๋ฆฝ๋‹ˆ๋‹ค


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ย  ย  public GameObject PlayerGom;

ย  ย  public GameObject[] effects;

ย  ย  List[] l_effects;


ย  ย  public GameObject[] monsters;


ย  ย  void Start()

ย  ย  {

ย  ย  ย  ย  for (int i = 0; i

ย  ย  ย  ย  {

ย  ย  ย  ย  ย  ย  GameObject empty_l_effect_Obj = new GameObject("effectlist"+i);


ย  ย  ย  ย  ย  ย  for (int j = 0; j

ย  ย  ย  ย  ย  ย  {

ย  ย  ย  ย  ย  ย  ย  ย  GameObject c_effect = Instantiate(effects[i], Vector3.zero, Quaternion.identity);

ย  ย  ย  ย  ย  ย  ย  ย  c_effect.SetActive(false);

ย  ย  ย  ย  ย  ย  ย  ย  c_effect.transform.parent = empty_l_effect_Obj.transform;

ย  ย  ย  ย  ย  ย  ย  ย  l_effects[i].Add(c_effect); // ์˜ค๋ฅ˜๋‚˜๋Š” ๋ถ€๋ถ„

ย  ย  ย  ย  ย  ย  }

ย  ย  ย  ย  }

ย  ย  }