CharacterClient

CharacterClient

ํด๋ผ์ด์–ธํŠธ์—์„œ ์‚ฌ์šฉ๋˜๋Š” ๊ณต์šฉ ์บ๋ฆญํ„ฐ์— ๋Œ€ํ•œ ๊ฐœ์ฒด์—์š”.

์†์„ฑ

Visible

์บ๋ฆญํ„ฐ์˜ ๊ฐ€์‹œ์„ฑ

-- ์ƒ˜ํ”Œ --

character.Visible = false

Transform

์บ๋ฆญํ„ฐ์˜ Matring ์—์š”

-- ์ƒ˜ํ”Œ --

local targetTransform = character.Transform

Location

์บ๋ฆญํ„ฐ ์œ„์น˜๊ฐ’์ด์—์š”.

-- ์ƒ˜ํ”Œ --

local characterPos = character.Location --์บ๋ฆญํ„ฐ์˜ ์œ„์น˜๊ฐ’์„ Vector๋กœ ๋ฐ˜ํ™˜ํ•ด์š”.

Rotation

์บ๋ฆญํ„ฐ ํšŒ์ „๊ฐ’์ด์—์š”.

-- ์ƒ˜ํ”Œ --

local characterRot = character.Rotation --์บ๋ฆญํ„ฐ์˜ ํšŒ์ „๊ฐ’์„ Vector๋กœ ๋ฐ˜ํ™˜ํ•ด์š”.

ํ•จ์ˆ˜

AnimStateMachine AddAnimStateMachine(string StateMachineName)

Game:AddAnimStateMachineSetting๋กœ ์ถ”๊ฐ€๋œ ์ƒํƒœ ๋จธ์‹  ์ค‘ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ๋จธ์‹ ์„ ์ถ”๊ฐ€ํ•ด์š”. (์ถ”๊ฐ€ํ•  ์ƒํƒœ ๋จธ์‹  ์ด๋ฆ„)

AnimStateMachine GetAnimStateMachine(string StateMachineName)

ํ•ด๋‹น ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ๋จธ์‹ ์„ ์–ป์„ ์ˆ˜ ์žˆ์–ด์š”. (์–ป๊ณ ์‹ถ์€ ์ƒํƒœ ๋จธ์‹  ์ด๋ฆ„)

AnimStateBase GetCurAnimState()

ํ˜„์žฌ ์• ๋‹ˆ๋ฉ”์ด์…˜์˜ ์ƒํƒœ๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์–ด์š”.

void ChangeAnimState(string AnimState)

ํ•ด๋‹นํ•˜๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜์˜ ์ƒํƒœ๋กœ ๋ณ€๊ฒฝํ•  ์ˆ˜ ์žˆ์–ด์š”. (๋ณ€๊ฒฝํ•˜๊ณ  ์‹ถ์€ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ์ด๋ฆ„)

void ChangeAnimState(string AnimState, number BlendTime)

ํ•ด๋‹นํ•˜๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜์˜ ์ƒํƒœ๋กœ ๋ณ€๊ฒฝํ•  ์ˆ˜ ์žˆ์–ด์š”. (๋ณ€๊ฒฝํ•˜๊ณ  ์‹ถ์€ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ์ด๋ฆ„, ๋ธ”๋ Œ๋”ฉ ์‹œ๊ฐ„)

-- ์ƒ˜ํ”Œ --

local blendTime = 0.001 --์• ๋‹ˆ๋ฉ”์ด์…˜์ด ์ „ํ™˜๋ ๋•Œ ์‚ฌ์šฉ๋˜๋Š” ๋ณด๊ฐ„ ์‹œ๊ฐ„์ด์—์š”. (๋‚ฎ์„์ˆ˜๋ก ์ฆ‰์‹œ ๋ณ€๊ฒฝ๋ผ์š”.)

character:ChangeAnimState("Sit", blendTime)
wait(1)

character:ChangeAnimState("Idle", blendTime) --DefaultCharacterAnimSetting ์Šคํฌ๋ฆฝํŠธ์—์„œ AddAnimState๋กœ ์ •์˜ํ•œ ๋ฌธ์ž์—ด๋กœ๋„ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ •๋ณด๋ฅผ ๊ฐ€์ ธ์˜ฌ ์ˆ˜ ์žˆ์–ด์š”.

void ChangeAnimStateMachine(string ChangeStateMacnine)

ํ•ด๋‹น ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ๋จธ์‹ ์„ ๋ณ€๊ฒฝํ•  ์ˆ˜ ์žˆ์–ด์š”. (๋ณ€๊ฒฝํ•˜๊ณ  ์‹ถ์€ ์ƒํƒœ ๋จธ์‹  ์ด๋ฆ„)

void PlayAnimWithExpression(string InAnimState, string InFaceTypeName, number InFaceTime, bool InFaceLoop)

ํ•ด๋‹นํ•˜๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜์˜ ์ƒํƒœ์™€ ํ‘œ์ •์œผ๋กœ ๋ณ€๊ฒฝํ•  ์ˆ˜ ์žˆ์–ด์š”(์ƒํƒœ๊ฐ€ ๋ณ€๊ฒฝ๋˜๋ฉด ํ‘œ์ •๋„ ์žฌ์ƒ์„ ์ค‘์ง€ํ•ด์š”).

void SetCharacterFaceExpression(string InFaceTypeName, number InTime)

์บ๋ฆญํ„ฐ์˜ ํ‘œ์ •์„ ์žฌ์ƒํ•ด์š”.

void StopCharacterFaceExpression()

์บ๋ฆญํ„ฐ์˜ ํ‘œ์ • ์žฌ์ƒ์„ ์ทจ์†Œํ•ด์š”.

void AttachObject(Object TargetObject, AttachPoint Point)

์บ๋ฆญํ„ฐ์— ํƒ€๊ฒŸ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋ถ™์ผ ์ˆ˜ ์žˆ์–ด์š”. (ํƒ€๊ฒŸ ์˜ค๋ธŒ์ ํŠธ, ๋ถ™์ผ AttachPoint)

-- ์ƒ˜ํ”Œ --

Character:AttachObject(Balloon, Enum.AttachPoint.Top)

void AttachObject(Object TargetObject, CharacterBone Bone)

์บ๋ฆญํ„ฐ์— ํƒ€๊ฒŸ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋ถ™์ผ ์ˆ˜ ์žˆ์–ด์š”. (ํƒ€๊ฒŸ ์˜ค๋ธŒ์ ํŠธ, ๋ถ™์ผ Bone)

-- ์ƒ˜ํ”Œ --

Character:AttachObject(Balloon, Enum.Bone.LHand)

void DetachObject(Object TargetObject)

์บ๋ฆญํ„ฐ์— ๋ถ™์–ด์žˆ๋Š” ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋–จ์–ด๋œจ๋ฆด ์ˆ˜ ์žˆ์–ด์š”. (ํƒ€๊ฒŸ ์˜ค๋ธŒ์ ํŠธ)

-- ์ƒ˜ํ”Œ --

Character:DetachObject(Balloon)

void DetachAllObject()

์บ๋ฆญํ„ฐ์— ๋ถ™์–ด์žˆ๋Š” ๋ชจ๋“  ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๋–จ์–ด๋œจ๋ ค์š”.

-- ์ƒ˜ํ”Œ --

Character:DetachAllObject()

์‚ฌ์šฉ ๊ฐ€๋Šฅํ•œ ๋ถ€๋ชจ ์˜ค๋ธŒ์ ํŠธ ๊ธฐ๋Šฅ๋“ค

์†์„ฑ

์ด๋ฆ„

์„ค๋ช…

์ด๋ฒคํŠธ

์ด๋ฆ„

์„ค๋ช…

ํ•จ์ˆ˜

์ด๋ฆ„

์„ค๋ช…

ํ˜„์žฌ ์บ๋ฆญํ„ฐ๊ฐ€ ์ฃฝ์–ด์žˆ๋Š” ์ƒํƒœ์ธ์ง€ ์•Œ ์ˆ˜ ์žˆ์–ด์š”.

์บ๋ฆญํ„ฐ๊ฐ€ ๊ณต์ค‘์— ๋–  ์žˆ๋Š”์ง€ ์•„๋‹Œ์ง€ ์–ป์„ ์ˆ˜ ์žˆ์–ด์š”.

์บ๋ฆญํ„ฐ๊ฐ€ ํ˜„์žฌ ์ ํ”„ ๊ฐ€๋Šฅํ•œ ์ƒํƒœ์ธ์ง€ ์•Œ ์ˆ˜ ์žˆ์–ด์š”.

ํ•ด๋‹น ์บ๋ฆญํ„ฐ์˜ ํ˜„์žฌ ์ด๋™ ์†๋„๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์–ด์š”.

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