์›๋ž˜ ์ €๋ ‡๊ฒŒ ๋ฐœํŒ์„ ๋ฐŸ์œผ๋ฉด ๋ฐœํŒ์ด ์‚ฌ๋ผ์ง€๋ฉด์„œ ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์ ํ”„ํ•ด์•ผํ•˜๊ฑฐ๋“ 


๊ทผ๋ฐ 95%์˜ ์ผ€์ด์Šค์—์„œ๋Š” ์ •์ƒ์ž‘๋™ํ•˜๋‹ค๊ฐ€ ๊ฐ€๋” ๊ฑ ์ ํ”„ ์•ˆํ•˜๊ณ  ๋ฐœํŒ์— ์•ˆ์ฐฉํ•ด๋ฒ„๋ฆผ..


๋ฐ‘์—์„œ ์œ„๋กœ ์ ํ”„ํ• ๋•Œ ๋Œ€๊ฐ์„  ๋ฐฉํ–ฅ์œผ๋กœ ์ ํ”„ํ•˜๋ฉด์„œ ์˜†์—์„œ ์Љ ๋“ค์–ด๊ฐ€๋ฉด ๊ฐ€๋” ๊ทธ๋ ‡๊ฒŒ ๋˜๋˜๋ฐ..


๋„๋Œ€์ฒด ๋ญ๊ฐ€ ๋ฌธ์ œ์ผ๊นŒ.....




๋•…(๋ฐœํŒ์ด๋ผ ์นญํ•˜๊ฒ ์Œ) ์— ๋“ค์–ด๊ฐ„ ์Šคํฌ๋ฆฝํŠธ

๋•…์€ ๋ฐŸ์œผ๋ฉด ์‚ฌ๋ผ์ง€๋Š” ํ˜•ํƒœ์ž„


ย ย ย ย public static float JumpForce;


ย ย ย ย void Start()

ย ย ย ย {

ย ย ย ย JumpForce = 9.8f;

ย ย ย ย }


void OnCollisionEnter2D(Collision2D collision)

{

if (collision.relativeVelocity.y <= 0f)

{

Rigidbody2D rigidBody = collision.collider.GetComponent<Rigidbody2D>();

if (rigidBody != null)

{

Vector2 velocity = rigidBody.velocity;

velocity.y = JumpForce;

rigidBody.velocity = velocity;

Destroy(gameObject);

}

}

}



์•„๋ž˜๋Š” ๋•…(๋ฐœํŒ) ์ธ์ŠคํŽ™ํ„ฐ




์•„๋ž˜๋Š” ํ”Œ๋ ˆ์ด์–ด ์ธ์ŠคํŽ™ํ„ฐ