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      • 슀크립트 심화 κ°•μ’Œ
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        • 2. 동기화, νŒŒλΌλ―Έν„°, μ˜ˆμ™Έμ‚¬ν•­
        • 3. λ””ν† λžœλ“œλ‘œ 루아 ν™œμš©ν•˜κΈ°
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  • ν•¨μˆ˜
  • μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€
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  1. API Reference
  2. Client

Camera

Camera

ν΄λΌμ΄μ–ΈνŠΈμ—μ„œ μ‚¬μš©λ˜λŠ” 카메라 μ„œλΉ„μŠ€ κ°μ²΄μ—μš”.

ν•¨μˆ˜

void SetSettingName(string name)

캐릭터에 μ μš©ν•  카메라 μ„ΈνŒ…μ˜ 이름을 μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  이름 κ°’)

void PlayCameraShake(number time, number scale)

카메라 쉐이크λ₯Ό μ‹œμž‘ν•΄μš”. (쉐이크 μ‹œκ°„, 쉐이크 강도)

-- μƒ˜ν”Œ --

local shakeTime = 5
local shakeScale = 2
Camera:PlayCameraShake(shakeTime, shakeScale)

wait(1)
print("Stop Shake!")
Camera:StopCameraShake(true)

void StopCameraShake(bool bImmediately)

카메라 쉐이크λ₯Ό μ€‘μ§€μ‹œμΌœμš”. (μ¦‰μ‹œμ€‘μ§€ μ—¬λΆ€)

-- μƒ˜ν”Œ --

local shakeTime = 5
local shakeScale = 2
Camera:PlayCameraShake(shakeTime, shakeScale)

wait(1)
print("Stop Shake!")
Camera:StopCameraShake(true)

void PlayCameraFade(number FromAlpha, number ToAlpha, number Duration, Color Color, bool HoldFinish)

-- μƒ˜ν”Œ --

local fromAlpha = 0
local toAlpha = 1
local duration = 3
local color = Color.new(255, 0, 0, 255)
local holdFinish = true
Camera:PlayCameraFade(fromAlpha, toAlpha, duration, color, holdFinish)

wait(1)
print("Stop Fade!")
Camera:StopCameraFade()

void StopCameraFade()

카메라 νŽ˜μ΄λ“œλ₯Ό μ •μ§€μ‹œμΌœμš”.

-- μƒ˜ν”Œ --

local fromAlpha = 0
local toAlpha = 1
local duration = 3
local color = Color.new(255, 0, 0, 255)
local holdFinish = true
Camera:PlayCameraFade(fromAlpha, toAlpha, duration, color, holdFinish)

wait(1)
print("Stop Fade!")
Camera:StopCameraFade()

μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€

속성

이름

μ„€λͺ…

λΆ€λͺ¨ 객체λ₯Ό 얻을 수 μžˆμ–΄μš”.

객체의 μ΄λ¦„μž…λ‹ˆλ‹€.

이벀트

이름

μ„€λͺ…

ν•¨μˆ˜

이름

μ„€λͺ…

μΆ”κ°€λœ 값이 λ³€κ²½ 될 λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. (Value 이름, μ—°κ²° ν•¨μˆ˜)

μ΄λ¦„μœΌλ‘œ μžμ‹ 객체λ₯Ό 얻을 수 μžˆμ–΄μš”. (찾고싢은 μžμ‹ 객체 이름)

μžμ‹ 객체의 리슀트λ₯Ό 얻을 수 μžˆμ–΄μš”.

캐릭터인지 확인할 수 μžˆμ–΄μš”.

μŠ€ν…Œν‹± λ©”μ‹œμΈμ§€ 확인할 수 μžˆμ–΄μš”.

FX인지 확인할 수 μžˆμ–΄μš”.

Sound인지 확인할 수 μžˆμ–΄μš”.

포인트 λΌμ΄νŠΈμΈμ§€ 확인할 수 μžˆμ–΄μš”.

슀포트 λΌμ΄νŠΈμΈμ§€ 확인할 수 μžˆμ–΄μš”.

μ„œν”ΌμŠ€ UI인지 확인할 수 μžˆμ–΄μš”.

슀크린 UI인지 확인할 수 μžˆμ–΄μš”.

ν„°μΉ˜ UI인지 확인할 수 μžˆμ–΄μš”.

μ•„μ΄ν…œμΈμ§€ 확인할 수 μžˆμ–΄μš”.

NPC인지 확인할 수 μžˆμ–΄μš”.

μŠ€νŠΈλ¦½νŠΈμΈμ§€ 확인할 수 μžˆμ–΄μš”.

Collider인지 확인할 수 μžˆμ–΄μš”.

Widget인지 확인할 수 μžˆμ–΄μš”.

Camera인지 확인할 수 μžˆμ–΄μš”.

ν•΄λ‹Ή μ˜€λΈŒμ νŠΈκ°€ μœ νš¨ν•œμ§€ 확인 ν•  μˆ˜μžˆμ–΄μš”.

ν•΄λ‹Ή 였브젝트의 값이 μœ νš¨ν•œμ§€ 확인할 수 μžˆμ–΄μš”.

PreviousButtonNextCameraClient

Last updated 1 year ago

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카메라 νŽ˜μ΄λ“œλ₯Ό μ‹œμž‘ν•΄μš”. (μ‹œμž‘ 강도 01, μ’…λ£Œ 강도 01, μ‹œμž‘μ—μ„œ μ’…λ£ŒκΉŒμ§€ κ±Έλ¦¬λŠ” μ‹œκ°„, μ μš©ν•  κ°’, μ’…λ£Œ μ‹œμ  μƒνƒœ μœ μ§€ μ—¬λΆ€)

ν•΄λ‹Ή 객체에 μ„œλ²„, ν΄λΌμ΄μ–ΈνŠΈ κ°„ 동기화가 κ°€λŠ₯ν•œ 벑터λ₯Ό μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  Value 이름, Vector 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή 객체에 μ„œλ²„, ν΄λΌμ΄μ–ΈνŠΈ κ°„ 동기화가 κ°€λŠ₯ν•œ μ‹€μˆ˜λ₯Ό μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  Value 이름, number 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή 객체에 μ„œλ²„, ν΄λΌμ΄μ–ΈνŠΈ κ°„ 동기화가 κ°€λŠ₯ν•œ boolλ₯Ό μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  Value 이름, bool 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή 객체에 μ„œλ²„, ν΄λΌμ΄μ–ΈνŠΈ κ°„ 동기화가 κ°€λŠ₯ν•œ λ¬Έμžμ—΄μ„ μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  Value 이름, string 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή 객체에 μ„œλ²„, ν΄λΌμ΄μ–ΈνŠΈ κ°„ 동기화가 κ°€λŠ₯ν•œ 컬러λ₯Ό μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  Value 이름, Color 데이터, , 동기화 μ‹œκ°„)

Color
Parent
Name
ConnectChangeEventFunction
GetChild
GetChildList
IsCharacter
IsStaticMesh
IsFX
IsSound
IsPointLight
IsSpotLight
IsSurfaceUI
IsScreenUI
IsTouchUI
IsItem
IsNPC
IsScript
IsCollider
IsWidget
IsCamera
IsValid
IsValidValue
AddReplicateValue
Enum.ReplicateType.νƒ€μž…
AddReplicateValue
Enum.ReplicateType.νƒ€μž…
AddReplicateValue
Enum.ReplicateType.νƒ€μž…
AddReplicateValue
Enum.ReplicateType.νƒ€μž…
AddReplicateValue
Enum.ReplicateType.타μž