ํ™”์‚ด ๋ฐœ์‚ฌ ๊ตฌํ˜„์ค‘์ด๊ฑฐ๋“ 


while (elapse_time < flightDuration)

{

Projectile.rotation = Quaternion.LookRotation(new Vector3(0, Vy - (gravity * elapse_time), Vx)); /// 1) ์ด๊ฑฐ ๋„ฃ์œผ๋ฉด ๋ฌธ์ œ


Projectile.Translate(0, (Vy - (gravity * elapse_time)) * Time.deltaTime, Vx * Time.deltaTime); /// 2)


elapse_time += Time.deltaTime;


yield return null;

}


์ด๋Ÿฐ ๋А๋‚Œ์ธ๋ฐ


1)๋ฒˆ์ค„ ์ฝ”๋“œ๋ฅผ ์ œ๊ฑฐํ•˜๋ฉด, ๋งˆ์šฐ์Šค ํด๋ฆญํ•œ ์ง€์ ์œผ๋กœ ์ž˜ ๋ฐœ์‚ฌํ•˜๊ฑฐ๋“ 

๊ทผ๋ฐ ํ™”์‚ด์ดย ์†๋„ ๋ฐฉํ–ฅ์œผ๋กœ ์ณ๋‹ค๋ณด๊ฒŒํ•˜๋ ค๊ณ  1)๋ฒˆ์„ ๋„ฃ์œผ๋ฉด

๋งˆ์šฐ์Šคํด๋ฆญํ•œ ์ง€์ ์ด ์•„๋‹ˆ๋ผ ๋ฌด์กฐ๊ฑด z์ถ• ๋ฐฉํ–ฅ์œผ๋กœ๋งŒ ๋ฐœ์‚ฌํ•˜๋Š”๋ฐ ๋ญ๊ฐ€ ์ž˜๋ชป๋œ๊ฑฐ์•ผ?


rotation์„ ๊ฑด๋“œ๋ ธ๋Š”๋ฐ ์™œ position์ด ํ‹€์–ด์ง€๋Š”์ง€ -_-??