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  1. API Reference
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NPC

PreviousMediaViewNextObjectGroup

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NPC

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

ν•¨μˆ˜

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

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

-- μƒ˜ν”Œ --

local npc = Script.Parent
local AddUI = HUD.PlayerNameUI

wait(2)
npc:AddNPCHUD("NameUI", AddUI, Enum.UIDisplayType.Billboard)

local npcNameUI = npc:GetNPCHUD("NameUI")
npcNameUI.Text:SetText("μš©κ°ν•œ 기사")

void RemoveNPCHUD(string UIName)

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

-- μƒ˜ν”Œ --

local npc = Script.Parent
local AddUI = HUD.PlayerNameUI

npc:AddNPCHUD("NameUI", AddUI, Enum.UIDisplayType.Billboard)

wait(5)
npc:RemoveNPCHUD("NameUI")

void RemoveNPCAllHUD()

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

-- μƒ˜ν”Œ --

local npc = Script.Parent
local AddUI = HUD.PlayerNameUI

npc:AddNPCHUD("NameUI", AddUI, Enum.UIDisplayType.Billboard)

wait(5)
npc:RemoveNPCAllHUD()

SurfaceUI GetNPCHUD(string UIName)

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

-- μƒ˜ν”Œ --

local npc = Script.Parent
local AddUI = HUD.PlayerNameUI

wait(2)
npc:AddNPCHUD("NameUI", AddUI, Enum.UIDisplayType.Billboard)

local npcNameUI = npc:GetNPCHUD("NameUI")
npcNameUI.Text:SetText("μš©κ°ν•œ 기사")

string GetNPCName()

NPC의 이름을 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local NPC = Script.Parent
print(NPC:GetNPCName())

void SetNPCName(string Name)

NPC의 이름을 μ„€μ • ν•  수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local NPC = Script.Parent
NPC:SetNPCName("기사")

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”.

객체 ν™œμ„±ν™” μ—¬λΆ€

객체의 Matrix

객체의 Local Transform

객체의 μœ„μΉ˜ Vector

객체의 λ‘œμ»¬μ’Œν‘œ Vector

객체의 νšŒμ „ Vector

객체의 둜컬 νšŒμ „ Vector

객체의 크기 Vector

객체의 κ°€μ‹œμ„±

이벀트

이름

μ„€λͺ…

생성 ν›„ λ§€ ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(updateTime), updateTime 은 number μž…λ‹ˆλ‹€.

μ‚­μ œλ  λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

Enable λ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

Disable λ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

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”.

객체의 ν‚€ 값을 얻을 수 μžˆμ–΄μš”.

ν˜„μž¬ λ§€νŠΈλ¦­μŠ€μ—μ„œ μ„€μ • 된 맀트릭슀둜 보간이 λ˜λŠ” 맀트릭슀λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš” μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’, bool 좩돌 처리 μ—¬λΆ€)

ν˜„μž¬ λ§€νŠΈλ¦­μŠ€μ—μ„œ μ„€μ • 된 맀트릭슀둜 보간이 λ˜λŠ” 맀트릭슀λ₯Ό λ‘œμ»¬μ’Œν‘œκΈ°μ€€μœΌλ‘œ μ„€μ •ν•  수 μžˆμ–΄μš” μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’, bool 좩돌 처리 μ—¬λΆ€)

μˆœκ°„μ΄λ™ ν•˜λŠ” 맀트릭슀λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’)

객체의 μœ„μΉ˜λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  μœ„μΉ˜ Vector κ°’, 좩돌 처리 μ—¬λΆ€)

객체의 tagλ₯Ό μ„€μ •ν•΄μš”. (μ„€μ •ν•  tag)

객체에 μ„€μ •λœ tagλ₯Ό 얻을 수 μžˆμ–΄μš”.

μœ μ €κ°€ μΆ”κ°€ν•œ 였브젝트 μ»€μŠ€ν…€ μ΄λ²€νŠΈμ— ν•¨μˆ˜λ₯Ό μ—°κ²°ν•  수 μžˆμ–΄μš”. (이벀트 이름, μ—°κ²° ν•¨μˆ˜)

μ˜€λΈŒμ νŠΈκ°€ ν•΄λ‹Ήν•˜λŠ” μœ„μΉ˜λ₯Ό λ°”λΌλ³΄κ²Œ ν•  수 μžˆμ–΄μš”. (바라볼 μœ„μΉ˜ Vector)

Enum.UIDisplayType.νƒ€μž…
Visible
Transform
Location
Rotation
Enable
Transform
LocalTransform
Location
LocalLocation
Rotation
LocalRotation
Scale
Visible
OnUpdateEvent
OnDestroyEvent
OnEnableEvent
OnDisableEvent
AddAnimStateMachine
GetAnimStateMachine
GetCurAnimState
ChangeAnimState
ChangeAnimState
ChangeAnimStateMachine
PlayAnimWithExpression
SetCharacterFaceExpression
StopCharacterFaceExpression
AttachObject
AttachObject
DetachObject
DetachAllObject
GetKey
SetTransformWithCollisionCheck
SetLocalTransformWithCollisionCheck
Teleport
SetLocationWithCollisionCheck
SetTag
GetTag
ConnectEventFunction
LookAt