#1

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ํ…์ŠคํŠธ๊ฐ€ ๋น›์— ์˜ํ–ฅ์„ ๋ฐ›๊ฒŒ ํ• ๋ ค๋ฉด ์‰์ด๋”๋ฅผ ์–ด๋–ป๊ฒŒ ์งœ์•ผํ•˜๋‚˜.. ํ•˜๊ณ  ๊ณ ๋ฏผํ•˜๋˜ ์ค‘,ย ๊ทธ๋ƒฅ ํฌ๊ธฐํ•˜๊ณ  ๊ฑ ํ…์ŠคํŠธ๊ฐ€ ๊ธฐ์ž…๋œ ํ…์Šค์ณ๋ฅผ ์•„์˜ˆ ์ƒˆ๋กœ ๋งŒ๋“ค์Œ.

์œ ๋‹ˆํ‹ฐ๋Š” ๊ธฐ๋ณธ์ ์œผ๋กœ ๊ทธ๋Ÿฐ ๊ธฐ๋Šฅ์„ ๋„ฃ์–ด์•ผ๊ฒ ๋‹ค๋Š” ์ƒ๊ฐ์„ ํ•œ๋ฒˆ๋„ ์•ˆํ•ด๋ณธ ๊ฑธ๊นŒ?


#2

Project Nightmare Simulator development diary #2

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class player_step : MonoBehaviour
{

public AudioSource stepaudio;
public AudioClip rockstep;
public AudioClip rockstep2;

// Use this for initialization
void Start()
{

stepaudio = GetComponent<AudioSource>();

}

// Update is called once per frame
void Update()
{

}

void OnCollisionEnter (Collision col)
{
if (col.gameObject.tag == "G_rock")
{
stepaudio.clip = rockstep;
stepaudio.pitch = 1f;
}

if (col.gameObject.tag == "G_wood")
{
stepaudio.clip = rockstep;
stepaudio.pitch = 0.63f;
}

if (col.gameObject.tag == "G_rock2")
{
stepaudio.clip = rockstep2;
stepaudio.pitch = 1f;
}
}
}

--
Totally simple foot step sound base code.
However if the foot step system goes dynamic, RIP to codeย :(

์™„์ „ํžˆ ๊ฐ„๋‹จํ•˜๊ฒŒ ์งœ๋†“์€ ๋ฐœ์†Œ๋ฆฌ ์ฝ”๋“œ.

์ „๊ณต์ž๊ฐ€ ๋ณด๋ฉด ๋จธ๋ฆฌ๋ฅผ ํ•œ๋Œ€ ํ›„๋ ค๊ฐˆ๊ธธ ์ฝ”๋“œ๋ผ๊ณ  ์ „ํ•ด์ง„๋‹ค๊ณ  ํ•œ๋‹ค.


--

์ผ๋‹จ ํ•œ๋ฒˆ ์ฒ˜์Œ์œผ๋กœ ๊ฐœ๋ฐœ์ผ์ง€ ๊ฐ™์€ ๊ฑธ ์จ๋ดค๋Š”๋ฐ, ์ด๋ ‡๊ฒŒ ์“ฐ๋Š” ๊ฒŒ ๋งž๋Š”์ง€ ๋ชจ๋ฅด๊ฒ ์Œ.

ํŽ˜์ด์Šค๋ถ ์‹œ์ž‘ํ•œ ๊ธฐ๋…์œผ๋กœ ์ŠคํŠœ๋””์˜ค(ํ•œ๋ช… ๋ฟ์ด์ง€๋งŒ ํŽ˜์ด์ง€ ์ด๋ฆ„์„ ์ •ํ•ด์•ผํ•ด์„œ.. ๊ฑ ์ผ๋‹จ ์ด๋ฆ„์ด๋ผ๋„ ๋งŒ๋“ค์–ด๋ด„.) ํŽ˜์ด์ง€๋„ ๋งŒ๋“ค๊ณ  ๊ฐœ๋ฐœ์ผ์ง€๋„ ์จ๋ณด๊ธฐ ์‹œ์ž‘.

๊ทผ๋ฐ ํŽ˜์ด์Šค๋ถ ์žผ๋”ฐ.