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  1. API Reference
  2. Client

Character

Character

ν΄λΌμ΄μ–ΈνŠΈμ—μ„œ μ‚¬μš©λ˜λŠ” 캐릭터에 λŒ€ν•œ κ°œμ²΄μ—μš”.

ν•¨μˆ˜

Player GetPlayer()

ν•΄λ‹Ή μΊλ¦­ν„°μ˜ ν”Œλ ˆμ΄μ–΄λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local player = character:GetPlayer() --μΊλ¦­ν„°μ˜ ν”Œλ ˆμ΄μ–΄λ₯Ό λ°˜ν™˜ν•΄μš”.

number GetPlayerID()

ν”Œλ ˆμ΄μ–΄μ˜ 아이디λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetPlayerID()) --μΊλ¦­ν„°μ˜ ν”Œλ ˆμ΄μ–΄ 아이디λ₯Ό 숫자둜 λ°˜ν™˜ν•΄μš”.

string GetPlayerNickName()

ν”Œλ ˆμ΄μ–΄μ˜ λ‹‰λ„€μž„μ„ 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetPlayerNickName()) --μΊλ¦­ν„°μ˜ ν”Œλ ˆμ΄μ–΄ λ‹‰λ„€μž„μ„ λ¬Έμžμ—΄λ‘œ λ°˜ν™˜ν•΄μš”.

FX CreateFX(ObjectFX FXObject, Bone BoneType)

-- μƒ˜ν”Œ --

character:CreateFX(Workspace.Effect, Enum.Bone.Body) --μΊλ¦­ν„°μ˜ νŠΉμ • λΆ€μœ„μ— μ΄νŽ™νŠΈλ₯Ό μƒμ„±ν•΄μš”.

ObjectSound CreateSound(ObjectSound SoundObject)

μΊλ¦­ν„°μ˜ μœ„μΉ˜μ— Soundλ₯Ό 생성할 수 μžˆμ–΄μš”. (생성 ν•˜κ³ μ‹Άμ€ Sound 였브젝트)

-- μƒ˜ν”Œ --

character:CreateSound(Workspace.Sound)

SurfaceUI AddPlayerHUD(string UIName, UIScreen UI, UIDisplayType Type)

-- μƒ˜ν”Œ --

local playerNameUI = HUD.PlayerNameUI
playerNameUI.Visible = false

local function spawn(character)
   local ui = character:AddPlayerHUD("Name", playerNameUI, Enum.UIDisplayType.Billboard) --캐릭터에 HUDλ₯Ό μΆ”κ°€ν•˜κ³  μ΄λ¦„μœΌλ‘œ λ“±λ‘ν•΄μš”.
   ui.Visible = true
end
Game.OnSpawnCharacter:Connect(spawn)

void RemovePlayerHUD(string UIName)

UI HUDλ₯Ό μ œκ±°ν•΄μš”. (μ œκ±°ν•˜κ³  싢은 UI 이름)

-- μƒ˜ν”Œ --

character:RemovePlayerHUD("Name") --캐릭터에 μΆ”κ°€λœ HUDλ₯Ό μ΄λ¦„μœΌλ‘œ μ°Ύμ•„μ„œ μ‚­μ œν•΄μš”.

void RemovePlayerAllHUD()

ν˜„μž¬ μΊλ¦­ν„°μ˜ λͺ¨λ“  UI HUDλ₯Ό μ œκ±°ν•΄μš”.

-- μƒ˜ν”Œ --

character:RemovePlayerAllHUD() --캐릭터에 μΆ”κ°€λœ λͺ¨λ“  HUDλ₯Ό μ‚­μ œν•΄μš”.

SurfaceUI GetPlayerHUD(string UIName)

UI HUDλ₯Ό 얻을 수 μžˆμ–΄μš”. (얻고싢은 UI 이름)

-- μƒ˜ν”Œ --

local playerNameUI = character:GetPlayerHUD("Name") --캐릭터에 μΆ”κ°€λœ HUDλ₯Ό μ΄λ¦„μœΌλ‘œ μ°Ύμ•„μ„œ λ°˜ν™˜ν•΄μš”.
playerNameUI.Text:SetTextColor(Color.new(255, 0, 0, 255))

bool IsMyCharacter()

ν”Œλ ˆμ΄μ–΄ μžμ‹ μ˜ 캐릭터인지 μ•„λ‹Œμ§€ 확인할 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:IsMyCharacter()) --캐릭터가 μžμ‹ μ˜ 캐릭터이면 trueλ₯Ό λ°˜ν™˜ν•΄μš”.

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

속성

이름

μ„€λͺ…

μΊλ¦­ν„°μ˜ κ°€μ‹œμ„±

μΊλ¦­ν„°μ˜ Matring μ—μš”

캐릭터 μœ„μΉ˜κ°’μ΄μ—μš”.

캐릭터 νšŒμ „κ°’μ΄μ—μš”.

λΆ€λͺ¨ 객체λ₯Ό 얻을 수 μžˆμ–΄μš”.

객체의 μ΄λ¦„μž…λ‹ˆλ‹€.

이벀트

이름

μ„€λͺ…

ν•¨μˆ˜

이름

μ„€λͺ…

Game:AddAnimStateMachineSetting둜 μΆ”κ°€λœ μƒνƒœ λ¨Έμ‹  쀑 μ• λ‹ˆλ©”μ΄μ…˜ μƒνƒœ 머신을 μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  μƒνƒœ λ¨Έμ‹  이름)

ν•΄λ‹Ή μ• λ‹ˆλ©”μ΄μ…˜ μƒνƒœ 머신을 얻을 수 μžˆμ–΄μš”. (얻고싢은 μƒνƒœ λ¨Έμ‹  이름)

ν˜„μž¬ μ• λ‹ˆλ©”μ΄μ…˜μ˜ μƒνƒœλ₯Ό 얻을 수 μžˆμ–΄μš”.

ν•΄λ‹Ήν•˜λŠ” μ• λ‹ˆλ©”μ΄μ…˜μ˜ μƒνƒœλ‘œ λ³€κ²½ν•  수 μžˆμ–΄μš”. (λ³€κ²½ν•˜κ³  싢은 μ• λ‹ˆλ©”μ΄μ…˜ μƒνƒœ 이름)

ν•΄λ‹Ήν•˜λŠ” μ• λ‹ˆλ©”μ΄μ…˜μ˜ μƒνƒœλ‘œ λ³€κ²½ν•  수 μžˆμ–΄μš”. (λ³€κ²½ν•˜κ³  싢은 μ• λ‹ˆλ©”μ΄μ…˜ μƒνƒœ 이름, λΈ”λ Œλ”© μ‹œκ°„)

ν•΄λ‹Ή μ• λ‹ˆλ©”μ΄μ…˜ μƒνƒœ 머신을 λ³€κ²½ν•  수 μžˆμ–΄μš”. (λ³€κ²½ν•˜κ³  싢은 μƒνƒœ λ¨Έμ‹  이름)

ν•΄λ‹Ήν•˜λŠ” μ• λ‹ˆλ©”μ΄μ…˜μ˜ μƒνƒœμ™€ ν‘œμ •μœΌλ‘œ λ³€κ²½ν•  수 μžˆμ–΄μš”(μƒνƒœκ°€ λ³€κ²½λ˜λ©΄ ν‘œμ •λ„ μž¬μƒμ„ μ€‘μ§€ν•΄μš”).

μΊλ¦­ν„°μ˜ ν‘œμ •μ„ μž¬μƒν•΄μš”.

μΊλ¦­ν„°μ˜ ν‘œμ • μž¬μƒμ„ μ·¨μ†Œν•΄μš”.

캐릭터에 νƒ€κ²Ÿ 였브젝트λ₯Ό 뢙일 수 μžˆμ–΄μš”. (νƒ€κ²Ÿ 였브젝트, 뢙일 AttachPoint)

캐릭터에 νƒ€κ²Ÿ 였브젝트λ₯Ό 뢙일 수 μžˆμ–΄μš”. (νƒ€κ²Ÿ 였브젝트, 뢙일 Bone)

캐릭터에 λΆ™μ–΄μžˆλŠ” 였브젝트λ₯Ό λ–¨μ–΄λœ¨λ¦΄ 수 μžˆμ–΄μš”. (νƒ€κ²Ÿ 였브젝트)

캐릭터에 λΆ™μ–΄μžˆλŠ” λͺ¨λ“  였브젝트λ₯Ό λ–¨μ–΄λœ¨λ €μš”.

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”.

PreviousCameraClientNextCharacterAnimationSetting

Last updated 1 year ago

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캐릭터 νŠΉμ • μœ„μΉ˜μ— FXλ₯Ό 생성할 수 μžˆμ–΄μš”. (생성 ν•˜κ³ μ‹Άμ€ FX 였브젝트, )

UI HUDλ₯Ό 뢙일 수 μžˆμ–΄μš”. (λΆ™ν˜€ 질 UI 이름, 뢙일 UI Screen, )

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°„)

Enum.BoneType.νƒ€μž…
Enum.UIDisplayType.νƒ€μž…
Visible
Transform
Location
Rotation
Parent
Name
AddAnimStateMachine
GetAnimStateMachine
GetCurAnimState
ChangeAnimState
ChangeAnimState
ChangeAnimStateMachine
PlayAnimWithExpression
SetCharacterFaceExpression
StopCharacterFaceExpression
AttachObject
AttachObject
DetachObject
DetachAllObject
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