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  1. API Reference
  2. Client

LocalPlayer

LocalPlayer

ν΄λΌμ΄μ–ΈνŠΈμ—μ„œ μΊλ¦­ν„°μ˜ κΈ°λ³Έ λ™μž‘μ„ μ„€μ • ν•  수 μžˆλŠ” κ°μ²΄μ—μš”.

이벀트

OnChangedInventoryItem

인벀토리 μ•„μ΄ν…œμ΄ λ³€ν™”ν•  λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(ItemState, InvenIndex, Item ) ItemStateλŠ” λ³€ν™”λœ μƒνƒœκ°’, InvenIndex λŠ” μ•„μ΄ν…œμ˜ 인벀토리 λ‚΄ 인덱슀, ItemλŠ” μƒνƒœκ°€ λ³€ν™”λœ μ•„μ΄ν…œ μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

--State μΈμžμ— μ „λ‹¬λ˜λŠ” 값은 상황에 따라 λ‹€μŒκ³Ό κ°™μ•„μš”.
--0 : 인벀토리에 λ³€ν™”κ°€ μžˆμ„ λ•Œ
--1 : μ•„μ΄ν…œμ„ μ‚¬μš©ν•  λ•Œ
--2 : μ•„μ΄ν…œμ„ μž₯μ°©ν•  λ•Œ
--3 : μ•„μ΄ν…œμ„ μ›”λ“œμ— 버릴 λ•Œ
--4 : μ•„μ΄ν…œμ„ μž₯μ°© ν•΄μ œ ν•  λ•Œ
--5 : μ•„μ΄ν…œμ΄ μ‚­μ œλ  λ•Œ
--6 : μ•„μ΄ν…œ μœ„μΉ˜λ₯Ό λ³€κ²½(Swap)ν•  λ•Œ
local function ChangedInventoryItem(State, InventoryIndex, ItemObj)
		print("Changed State : ", State, " / InventoryIndex : ", InventoryIndex, " / Item : ", ItemObj)
end
LocalPlayer.OnChangedInventoryItem:Connect(ChangedInventoryItem)

OnChangedQuickSlot

퀡 슬둯이 λ³€ν™”ν•  λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(QuickSlotState, QuickSlotId, Item ) QuickSlotState λ³€ν™”λœ μƒνƒœκ°’, QuickSlotId λŠ” ν€΅μŠ¬λ‘― 번호 , Item 은 ν€΅μŠ¬λ‘―μ— ν• λ‹Ήλœ μ•„μ΄ν…œ μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

--State μΈμžμ— μ „λ‹¬λ˜λŠ” 값은 상황에 따라 λ‹€μŒκ³Ό κ°™μ•„μš”.
0 : ν€΅μŠ¬λ‘―μ„ μ„€μ •ν•  λ•Œ
1 : ν€΅μŠ¬λ‘― 섀정을 ν•΄μ œν•  λ•Œ
2 : ν€΅μŠ¬λ‘― μœ„μΉ˜λ₯Ό λ³€κ²½(Swap)ν•  λ•Œ
3 : ν€΅μŠ¬λ‘―μ— λ“±λ‘λœ μ•„μ΄ν…œμ„ μ‚¬μš©ν•  λ•Œ
4 : ν€΅μŠ¬λ‘―μ„ μ΄ˆκΈ°ν™”ν•  λ•Œ
local function ChangedQuickSlot(State, QuickSlotIndex, ItemObj)
	print("Changed State : ", State, " / QuickSlotIndex : ", QuickSlotIndex, " / Item : ", ItemObj)
end
LocalPlayer.OnChangedQuickSlot:Connect(ChangedQuickSlot)

OnChangeCurrentCamera

ν˜„μž¬ 카메라가 λ³€ν™”ν•  λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(CurrentCamera)

-- μƒ˜ν”Œ --

local function ChangeCurrentCamera(CurrentCamera)
	print("ChangeCurrentCamera : ", CurrentCamera)
end
LocalPlayer.OnChangeCurrentCamera:Connect(ChangeCurrentCamera)

OnStartSingingModeEvent

OnEndSingingModeEvent

속성

bEnableCameraControl

(deprecated) μžμ‹ μ˜ 카메라 컨트둀 κ°€λŠ₯μ—¬λΆ€λ₯Ό μ–»κ±°λ‚˜ μ„ΈνŒ…ν•  수 μžˆμ–΄μš”.

ν•¨μˆ˜

void ProcessInputAxisEvent(string Event, function ProcessFunction)

μΆ• 인풋 이벀트λ₯Ό μ—°κ²°ν•˜λŠ” ν•¨μˆ˜μ—μš”. (μ„€μ •ν•  이벀트 이름, μ—°κ²° ν•¨μˆ˜)

-- μƒ˜ν”Œ --

UIInput = Input:AddGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ μΆ”κ°€ν•΄μš”.
UIInput:AddActionKeyEvent("MenuKey", Enum.Key.M) --μ‘°μž‘ ν‚€ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
UIInput:AddAxisKeyEvent("AxisKey", Enum.Key.Q, 1) --μ‘°μž‘ μΆ• 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
Input:ActiveGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ ν™œμ„±ν™”ν•΄μš”.

UIInput:ProcessInputActionEvent("MenuKey", Enum.KeyInputType.Pressed, function() --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
    print("ProcessInputActionEvent!")
end)

UIInput:ProcessInputAxisEvent("AxisKey", function(value) --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
    print("ProcessInputAxisEvent! " .. value)
end)

void ProcessTouchAxisEvent(string Event, function ProcessFunction)

μΆ• ν„°μΉ˜ 인풋 이벀트λ₯Ό μ—°κ²°ν•˜λŠ” ν•¨μˆ˜μ—μš”. (μ„€μ •ν•  이벀트 이름, μ—°κ²° ν•¨μˆ˜)

-- μƒ˜ν”Œ --

UIInput = Input:AddGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ μΆ”κ°€ν•΄μš”.
UIInput:AddActionKeyEvent("MenuKey", Enum.Key.GamePad_Button1) --μ‘°μž‘ ν„°μΉ˜ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
UIInput:AddAxisKeyEvent("AxisKey", Enum.Key.Screen_Pinch, 1) --μ‘°μž‘ μΆ• ν„°μΉ˜ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
Input:ActiveGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ ν™œμ„±ν™”ν•΄μš”.

UIInput:ProcessTouchActionEvent("MenuKey", Enum.TouchType.Pressed, function() --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
		print("ProcessTouchActionEvent!")
end)

UIInput:ProcessTouchAxisEvent("AxisKey", function(value) --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
		print("ProcessTouchAxisEvent! " .. value)
end)

void ProcessInputActionEvent(string Event, ModeInputType InputType, function ProcessFunction)

-- μƒ˜ν”Œ --

UIInput = Input:AddGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ μΆ”κ°€ν•΄μš”.
UIInput:AddActionKeyEvent("MenuKey", Enum.Key.M) --μ‘°μž‘ ν‚€ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
UIInput:AddAxisKeyEvent("AxisKey", Enum.Key.Q, 1) --μ‘°μž‘ μΆ• 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
Input:ActiveGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ ν™œμ„±ν™”ν•΄μš”.

UIInput:ProcessInputActionEvent("MenuKey", Enum.KeyInputType.Pressed, function() --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
    print("ProcessInputActionEvent!")
end)

UIInput:ProcessInputAxisEvent("AxisKey", function(value) --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
    print("ProcessInputAxisEvent! " .. value)
end)

void ProcessTouchActionEvent(string Event, ModetouchType TouchType, function ProcessFunction)

ν„°μΉ˜ 인풋 이벀트λ₯Ό μ—°κ²°ν•˜λŠ” ν•¨μˆ˜μ—μš”.

-- μƒ˜ν”Œ --

UIInput = Input:AddGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ μΆ”κ°€ν•΄μš”.
UIInput:AddActionKeyEvent("MenuKey", Enum.Key.GamePad_Button1) --μ‘°μž‘ ν„°μΉ˜ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
UIInput:AddAxisKeyEvent("AxisKey", Enum.Key.Screen_Pinch, 1) --μ‘°μž‘ μΆ• ν„°μΉ˜ 이벀트λ₯Ό μΆ”κ°€ν•΄μš”.
Input:ActiveGroup("UIInput") --μ‘°μž‘κ·Έλ£Ήμ„ ν™œμ„±ν™”ν•΄μš”.

UIInput:ProcessTouchActionEvent("MenuKey", Enum.TouchType.Pressed, function() --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
		print("ProcessInputActionEvent!")
end)

UIInput:ProcessTouchAxisEvent("AxisKey", function(value) --μ‘°μž‘μ΄ λ°œμƒν–ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트λ₯Ό λ“±λ‘ν•΄μš”.
		print("ProcessTouchAxisEvent! " .. value)
end)

void MoveDir(Vector Dir, number Value)

μ£Όμ–΄μ§„ λ°©ν–₯으둜 일정 κ°’λ§ŒνΌ 캐릭터λ₯Ό μ΄λ™μ‹œμΌœμš”. μ„€μ •λœ 이동 νƒ€μž…μ— 관계없이 λ™μž‘ν•΄μš”. (μ›ν•˜λŠ” 이동방ν–₯ Vector κ°’, 이동할 크기)

-- μƒ˜ν”Œ --

local Direction = Vector.new(1, 0, 0)

LocalPlayer:MoveDir(Direction, 1)

void MoveForward(number Value)

μ„€μ •λœ 이동 νƒ€μž…μ— 따라 μ•žμœΌλ‘œ μ΄λ™μ‹œμΌœμš”. (1 : μ „μ§„, -1 : ν›„μ§„ 이동)

-- μƒ˜ν”Œ --

LocalPlayer:MoveForward(1)

void MoveRight(number Value)

쒌, 우둜 μ΄λ™μ‹œμΌœμš”. (-1 : 쒌츑, 1 : 우츑 이동)

-- μƒ˜ν”Œ --

LocalPlayer:MoveRight(1)

void Turn(number Value)

μΊλ¦­ν„°μ˜ λ°”λΌλ³΄λŠ” 쒌우 λ°©ν–₯을 μ„€μ •ν•΄μš”. (-1 : 쒌츑, 1 : 우츑 λ°©ν–₯ κ°’)

-- μƒ˜ν”Œ --

LocalPlayer:Turn(1)

void LookUp(number Value)

μΊλ¦­ν„°μ˜ λ°”λΌλ³΄λŠ” μƒν•˜ λ°©ν–₯을 μ„€μ •ν•΄μš”. (-1 : λ°‘,1 : μœ„μ— λ°©ν–₯ κ°’)

-- μƒ˜ν”Œ --

LocalPlayer:LookUp(1)

void ZoomInOut(number Value)

μΉ΄λ©”λΌμ˜ μ€Œμ„ μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  카메라 쀌 크기 κ°’) Zoom κ°’ λ³€κ²½μ‹œ μΉ΄λ©”λΌμ˜ 쀌 μ΅œμ†Œ &μ΅œλŒ€κ°’μ„ λ„˜μ„ 수 μ—†μ–΄μš”.

-- μƒ˜ν”Œ --

local camera = LocalPlayer:GetCurrentCamera()
camera:ZoomInOut(0.5) --μΉ΄λ©”λΌμ˜ ν™•λŒ€μΆ•μ†Œκ°’μ„ μ‘°μ ˆν•΄μš”.

void Jump()

μ ν”„λ™μž‘μ„ μ‹€ν–‰ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:Jump()

bool GetEnableMovementControl()

μžμ‹ μ˜ 캐릭터 μ›€μ§μž„ 컨트둀 κ°€λŠ₯ μ—¬λΆ€λ₯Ό μ–»μŠ΅λ‹ˆλ‹€. (ν™œμ„±, λΉ„ν™œμ„± μ—¬λΆ€)

-- μƒ˜ν”Œ --

print(LocalPlayer:GetEnableMovementControl())

void SetEnableMovementControl(bool Enable)

μžμ‹ μ˜ 캐릭터 μ›€μ§μž„ 컨트둀 κ°€λŠ₯ μ—¬λΆ€λ₯Ό κ²°μ •ν•΄μš”. (ν™œμ„±, λΉ„ν™œμ„± μ—¬λΆ€)

-- μƒ˜ν”Œ --

LocalPlayer:SetEnableMovementControl(false) --μžμ‹ μ˜ 이동 μ‘°μž‘μ„ λΉ„ν™œμ„±ν™”ν•΄μš”.

bool GetEnableCameraControl()

μžμ‹ μ˜ 카메라 μ›€μ§μž„ 컨트둀 κ°€λŠ₯ μ—¬λΆ€λ₯Ό μ–»μŠ΅λ‹ˆλ‹€. (ν™œμ„±, λΉ„ν™œμ„± μ—¬λΆ€)

-- μƒ˜ν”Œ --

print(LocalPlayer:GetEnableCameraControl())

void SetEnableCameraControl(bool Enable)

μžμ‹ μ˜ 카메라 μ›€μ§μž„ 컨트둀 κ°€λŠ₯ μ—¬λΆ€λ₯Ό κ²°μ •ν•΄μš”. (ν™œμ„±, λΉ„ν™œμ„± μ—¬λΆ€)

-- μƒ˜ν”Œ --

LocalPlayer:SetEnableCameraControl(false)

void FreeCamMoveUpDown(number Value)

프리캠을 μœ„, μ•„λž˜λ‘œ μ΄λ™μ‹œμΌœμš”. (이동할 크기)

-- μƒ˜ν”Œ --

LocalPlayer:FreeCamMoveUpDown(1)

Vector GetCameraForward()

카메라가 λ°”λΌλ³΄λŠ” λ°©ν–₯을 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(LocalPlayer:GetCameraForward())

Vector GetCameraRight()

μΉ΄λ©”λΌμ˜ 였λ₯Έμͺ½ 벑터λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(LocalPlayer:GetCameraRight())

Vector GetForwardVector()

(deprecated) 카메라가 λ°”λΌλ³΄λŠ” λ°©ν–₯을 얻을 수 μžˆμ–΄μš”.

Vector GetRightVector()

(deprecated) μΉ΄λ©”λΌμ˜ 였λ₯Έμͺ½ 벑터λ₯Ό 얻을 수 μžˆμ–΄μš”.

RemotePlayer GetRemotePlayer()

μžμ‹ μ˜ ν”Œλ ˆμ΄μ–΄λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local player = LocalPlayer:GetRemotePlayer() --μžμ‹ μ˜ ν”Œλ ˆμ΄μ–΄λ₯Ό λ°˜ν™˜ν•΄μš”.

number GetInventorySize()

μΈλ²€ν† λ¦¬μ˜ μ‚¬μ΄μ¦ˆλ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(LocalPlayer:GetInventorySize()) --ν”Œλ ˆμ΄μ–΄μ˜ 인벀토리 μ‚¬μ΄μ¦ˆλ₯Ό 숫자둜 λ°˜ν™˜ν•΄μš”.

ItemObject GetInventoryItem(number InventoryIndex)

μ§€μ •λœ 칸의 인벀토리 μ•„μ΄ν…œμ„ 얻을 수 μžˆμ–΄μš”. (인벀토리 μΉΈ)

-- μƒ˜ν”Œ --

if player:GetInventoryItem(1) ~= nil then
    print(player:GetInventoryItem(1).Name) --μ§€μ •λœ 칸의 인벀토리 μ•„μ΄ν…œμ„ λ°˜ν™˜ν•΄μš”.
end

void UseInventoryItem(number InventoryIndex, bool UseOtherSlotItem)

μ§€μ •λœ 칸의 인벀토리 μ•„μ΄ν…œμ„ μ‚¬μš©ν•΄μš”. (μ‚¬μš©ν•  μ•„μ΄ν…œμΉΈ, λ‹€λ₯Έ 슬둯의 같은 μ•„μ΄ν…œλ„ ν¬ν•¨ν•΄μ„œ μ‚¬μš©ν• μ§€ μ—¬λΆ€)

-- μƒ˜ν”Œ --

LocalPlayer:UseInventoryItem(1, false)

void EquipInventoryItem(number InventoryIndex)

μ§€μ •λœ 칸의 인벀토리 μ•„μ΄ν…œμ„ μ°©μš©ν•΄μš”. (μ°©μš©ν•  μ•„μ΄ν…œμΉΈ)

-- μƒ˜ν”Œ --

LocalPlayer:EquipInventoryItem(1)

void UnEquipInventoryItem(number InventoryIndex)

μ§€μ •λœ 칸의 인벀토리 μ•„μ΄ν…œμ˜ μ°©μš©μ„ ν•΄μ œν•΄μš”. (ν•΄μ œ ν•  μ•„μ΄ν…œμΉΈ)

-- μƒ˜ν”Œ --

LocalPlayer:UnEquipInventoryItem(1)

void UnEquipItem(string EquipSlotName)

μž₯μ°©λ˜μ–΄ μžˆλŠ” Slot이름을 ν†΅ν•˜μ—¬ 착용 μ•„μ΄ν…œμ„ ν•΄μ œμ‹œμΌœμš”. (ν•΄μ œν•  Slot이름)

-- μƒ˜ν”Œ --

LocalPlayer:UnEquipItem("EquipSlot_1")

void ActionItem(string EquipSlotName, string ActionName)

μ°©μš©ν•˜κ³  μžˆλŠ” μ•„μ΄ν…œμ˜ μ•‘μ…˜μ„ μ„€μ •ν•˜λŠ” ν•¨μˆ˜μ—μš”. (μ„€μ •ν•  μž₯μ°© Slot이름, μ•‘μ…˜ 이름)

void WorldDropInventoryItem(number InventoryIndex, number Angle, number Distance)

μ§€μ •λœ 칸의 μ•„μ΄ν…œμ„ μ›”λ“œμ— λ“œλžμ‹œμΌœμš”. (μ›”λ“œ λ“œλžν•  인벀토리 인덱슀, λ“œλžκ°λ„, λ“œλžκ±°λ¦¬(meter))

void SwapInventoryItem(number InventoryIndex, number InventoryIndex_Other)

인벀토리 μ•ˆμ˜ 두 μ•„μ΄ν…œ μœ„μΉ˜λ₯Ό μ„œλ‘œ λ°”κΏ”μš”.

Table GetInventoryItemList()

인벀토리 μ•ˆμ˜ λͺ¨λ“  μ•„μ΄ν…œμ„ μ–»μ–΄μš”. 결과값은 슬둯 μΈλ±μŠ€μ™€ ν•΄λ‹Ή 슬둯의 μ•„μ΄ν…œμ„ 쌍으둜 ν•˜λŠ” ν…Œμ΄λΈ”μ΄μ—μš”.

-- μƒ˜ν”Œ --

local InvenItemList = LocalPlayer:GetInventoryItemList()

for slotIndex, slotItem in pairs(InvenItemList) do
		print(slotIndex .. " " .. slotItem.Name)
end

number GetQuickSlotCount()

퀡 슬둯의 갯수λ₯Ό 얻을 수 μžˆμ–΄μš”.

void SetItemQuickSlot(number QuickSlotId, number InventoryIndex)

μ•„μ΄ν…œμ„ ν€΅μŠ¬λ‘―μ— λ“±λ‘ν•΄μš”.

void ReleaseItemQuickSlot(number QuickSlotId)

μ•„μ΄ν…œμ„ ν€΅μŠ¬λ‘―μ—μ„œ ν•΄μ œν•΄μš”.

void ClearQuickSlot()

ν€΅μŠ¬λ‘―μ— λ“±λ‘λœ λͺ¨λ“  μ•„μ΄ν…œ ν•΄μ œν•΄μš”.

void SwapItemQuickSlot(number QuickSlotId_A, number QuickSlotId_B)

ν€΅μŠ¬λ‘―μ— λ“±λ‘λœ 두 μ•„μ΄ν…œμ„ μ„œλ‘œ λ°”κΏ”μš”.

void UseItemQuickSlot(number QuickSlotId)

ν€΅μŠ¬λ‘―μ— λ“±λ‘λœ μ•„μ΄ν…œμ„ μ‚¬μš©ν•΄μš”.

Item GetItemQuickSlot(number QuickSlotId)

ν€΅μŠ¬λ‘―μ— λ“±λ‘λœ μ•„μ΄ν…œμ„ μ–»μ–΄μš”.

ObjectCamera GetCurrentCamera()

ν˜„μž¬ Camera Objectλ₯Ό μ–»λŠ”λ‹€.

-- μƒ˜ν”Œ --

local camera = LocalPlayer:GetCurrentCamera() --μΊλ¦­ν„°μ˜ 카메라λ₯Ό λ°˜ν™˜ν•΄μš”.

ObjectCamera SetCurrentCamera(ObjectCamera SourceCamera)

SourceCameraλ₯Ό λ³΅μ‚¬ν•˜κ³ , λ³΅μ‚¬λœ Camera둜 μ „ν™˜ ν•©λ‹ˆλ‹€. 이전 cameraλŠ” μ‚­μ œλ©λ‹ˆλ‹€.(생성 ν•  SourceObject)

-- μƒ˜ν”Œ --

local targetCharacter = LocalPlayer:GetRemotePlayer():GetCharacter()
local sourceCamera = Workspace.MainCamera

local characterCamera = LocalPlayer:SetCurrentCamera(sourceCamera) --ν”Œλ ˆμ΄μ–΄μ—κ²Œ 카메라λ₯Ό ν• λ‹Ήν•΄μš”.
LocalPlayer:ResetIgnoreLookInput() --카메라 μ‘°μž‘μ„ μ΄ˆκΈ°ν™”ν•΄μš”.
characterCamera.Parent = targetCharacter --μΉ΄λ©”λΌμ˜ λΆ€λͺ¨ 였브젝트λ₯Ό μ„€μ •ν•΄μš”.
characterCamera:SetLookAtTarget(nil) --카메라가 λŒ€μƒ 였브젝트λ₯Ό λ°”λΌλ³΄κ²Œ ν•΄μš”. (nil이면 바라보지 μ•Šμ•„μš”.)

bool ApplyCurrentCamera(ObjectCamera TargetCamera)

ScriptWorldObject or ScriptWorldObject의 child에 cameraκ°€ μžˆλ‹€λ©΄ ν˜„μž¬ camera둜 μ „ν™˜

-- μƒ˜ν”Œ --

local targetCam = Workspace.SomeCamera
local isSuccess = LocalPlayer:ApplyCurrentCamera(targetCam)

Vector GetControlRotation()

Control 각도λ₯Ό 얻을 수 μžˆμ–΄μš” (Vector.X : Pitch, Vector.Y : Yaw, Vector.Z : Roll)

-- μƒ˜ν”Œ --

local PreRotation = LocalPlayer:GetControlRotation() -- μΉ΄λ©”λΌμ˜ ν˜„μž¬ Control 각도λ₯Ό λ°˜ν™˜ν•΄μš”.

void SetControlRotation(Vector TagetVector)

Control 각도λ₯Ό μ„€μ •ν•΄μš” (Vector.X : Pitch, Vector.Y : Yaw, Vector.Z : Roll)

-- μƒ˜ν”Œ --

LocalPlayer:SetControlRotation(Vector.new(0, 200, 0)) --μΉ΄λ©”λΌμ˜ Control 각도을 μ„€μ •ν•΄μš”.

void ResetIgnoreLookInput()

(deprecated) Stops ignoring look input by resetting the ignore look input state (deprecated) ν”Œλ ˆμ΄μ–΄μ—κ²Œ ν• λ‹Ήλœ 카메라 μ‘°μž‘μ„ μ΄ˆκΈ°ν™”ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:ResetIgnoreLookInput() --카메라 μ‘°μž‘μ„ μ΄ˆκΈ°ν™”ν•΄μš”.

void SetIgnoreLookInput(bool InValue)

(deprecated) Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreLookInput. (deprecated) ν”Œλ ˆμ΄μ–΄μ˜ 카메라 μ‘°μž‘ κ°€λŠ₯ μ—¬λΆ€λ₯Ό μ„€μ •ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:SetIgnoreLookInput(true) --μžμ‹ μ˜ 카메라 μ‘°μž‘μ„ λΉ„ν™œμ„±ν™”ν•΄μš”.

void JoinChattingChannel(string ChannelName)

(deprecated) μ±„νŒ… 채널에 λ“€μ–΄κ°€μš”. (λ“€μ–΄κ°ˆ μ±„νŒ… 채널)

void JoinTextChannel(string ChannelName)

μ±„νŒ… 채널에 λ“€μ–΄κ°€μš”. (λ“€μ–΄κ°ˆ μ±„νŒ… 채널 이름)

void LeaveChattingChannel(string ChannelName)

(deprecated) μ±„νŒ… μ±„λ„μ—μ„œ λ‚˜κ°€μš”. (λ‚˜κ°ˆ μ±„νŒ… 채널)

void LeaveTextChannel(string ChannelName)

μ±„νŒ… μ±„λ„μ—μ„œ λ‚˜κ°€μš”. (λ‚˜κ°ˆ μ±„νŒ… 채널 이름)

-- μƒ˜ν”Œ --

local ChannelName = "Channel1"

LocalPlayer:LeaveChattingChannel(ChannelName) -- Channel1 μ±„νŒ… 체널에 λ“€μ–΄κ°€μš”.

void JoinVoiceChannel(string ChannelName)

μŒμ„± 채널에 λ“€μ–΄κ°€μš”. (λ“€μ–΄κ°ˆ μ±„νŒ… 채널 이름)

void LeaveVoiceChannel(string ChannelName)

μŒμ„± μ±„λ„μ—μ„œ λ‚˜κ°€μš”. (λ‚˜κ°ˆ μ±„νŒ… 채널 이름)

void ActiveVoiceMic(bool Value)

μŒμ„± μ±„νŒ… (보이슀) 켜기 / 끄기

void JoinChattingChannel2D(string ChannelName)

(deprecated) μŒμ„± μ±„νŒ… 2D 채널에 λ“€μ–΄κ°€μš”. (λ“€μ–΄κ°ˆ μ±„νŒ… 채널)

void MuteVoiceChat(string ChannelName)

(deprecated) ν•΄λ‹Ή μ±„λ„μ˜ μŒμ„±μ±„νŒ…μ„ μŒμ†Œκ±°ν•΄μš”. (μŒμ†Œκ±° ν•  μ±„νŒ… 채널)

void UnmuteVoiceChat(string ChannelName)

(deprecated) ν•΄λ‹Ή μ±„λ„μ˜ μŒμ„±μ±„νŒ…μ„ μŒμ†Œκ±°λ₯Ό ν•΄μ œ ν•΄μš”. (μŒμ†Œκ±° ν•΄μ œ ν•  μ±„νŒ… 채널)

void JoinVideoChannel(string ChannelName)

화상 μ±„νŒ… 채널 μž…μž₯ . (λ“€μ–΄κ°ˆ 채널)

void LeaveVideoChannel(string ChannelName)

화상 μ±„νŒ… 채널 퇴μž₯. (λ‚˜κ°ˆ 채널)

void ActiveVideoCamera(bool Value)

화상 μ±„νŒ… (화상 μΊ ) 켜기 / 끄기

void ActiveVideoVoice(bool Value)

화상 μ±„νŒ… (보이슀) 켜기 / 끄기

void EnterChannelSingingRoom(string ChannelName)

λ…Έλž˜λ°© 채널에 λ“€μ–΄κ°€μš”. (λ“€μ–΄κ°ˆ 채널)

void LeaveChannelSingingRoom()

λ…Έλž˜λ°© μ±„λ„μ—μ„œ λ‚˜κ°€μš”. (λ‚˜κ°ˆ 채널)

string GetToken()

μž„μ‹œ - μΈλ””μš©. ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 토큰을 얻을 수 μžˆμ–΄μš”.

void SetEnableSelfCameraMenu(bool enable)

셀프카메라 λ²„νŠΌμ„ ν™œμ„± 및 λΉ„ν™œμ„±ν™”ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:SetEnableSelfCamera(false) --셀프카메라 μ‚¬μš© μ—¬λΆ€λ₯Ό λΉ„ν™œμ„±ν™”ν•΄μš”. (λ²„νŠΌμ΄ λΉ„ν™œμ„±ν™”λΌμš”)

bool IsSelfCamera()

ν˜„μž¬ 셀프카메라 λͺ¨λ“œμΈμ§€ ν™•μΈν•΄μš”.

-- μƒ˜ν”Œ --

local selfCamState = LocalPlayer:IsSelfCamera() --셀프카메라 μƒνƒœμ΄λ©΄ trueλ₯Ό λ°˜ν™˜ν•΄μš”.

void StartSelfCamera()

셀프카메라 μƒνƒœλ₯Ό μ‹œμž‘ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:StartSelfCamera() --셀프카메라 μƒνƒœλ₯Ό μ‹œμž‘ν•΄μš”

void ExitSelfCamera()

셀프카메라 μƒνƒœλ₯Ό μ’…λ£Œν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:ExitSelfCamera() --셀프카메라 μƒνƒœλ₯Ό μ’…λ£Œν•΄μš”

void TakeSelfCamera()

셀프카메라λ₯Ό μ΄¬μ˜ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:TakeSelfCamera() --셀프카메라λ₯Ό μ΄¬μ˜ν•΄μš”

void SetInputMode(InputMode Mode)

μž…λ ₯λͺ¨λ“œλ₯Ό μ„€μ •ν•΄μš”. κ²Œμž„λͺ¨λ“œ, UIλͺ¨λ“œ, κ²Œμž„κ³Ό UI λ™μ‹œλͺ¨λ“œ 3개 쀑에 μ„€μ •ν•  수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:SetInputMode(Enum.InputMode.UI)

InputMode GetInputMode()

ν˜„μž¬ μž…λ ₯λͺ¨λ“œλ₯Ό μ–»μ–΄μš”.

-- μƒ˜ν”Œ --

local CurrentInputMode = LocalPlayer:GetInputMode()

void StoreCurrentInputMode()

ν˜„μž¬ μž…λ ₯λͺ¨λ“œλ₯Ό μž„μ‹œμ €μž₯ ν•΄μš”.

-- μƒ˜ν”Œ --

LocalPlayer:StoreCurrentInputMode()

void RestorePreviousInputMode()

StoreCurrentInputMode ν•¨μˆ˜λ‘œ μ €μž₯ν–ˆλ˜ λͺ¨λ“œλ‘œ λ˜λŒμ•„κ°€μš”.

-- μƒ˜ν”Œ --

LocalPlayer:RestorePreviousInputMode()

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”.

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ν‚€ 인풋 이벀트λ₯Ό μ—°κ²°ν•˜λŠ” ν•¨μˆ˜μ—μš”. (μ„€μ •ν•  이벀트 이름, , μ—°κ²° ν•¨μˆ˜)

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.KeyInputType.νƒ€μž…
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