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  1. API Reference
  2. Common

Game

Game

Game μ „μ—­ μ˜€λΈŒμ νŠΈμ—μš”.

이벀트

OnUpdateEvent

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‹€.

-- μƒ˜ν”Œ --

local cube = Workspace.Cube
local playTime = 0

local function UpdateEvent(updateTime) --OnUpdateEvent둜 μ—°κ²°λœ ν•¨μˆ˜λŠ” updateTime μΈμžκ°€ κ³ μ •μ μœΌλ‘œ λ“€μ–΄κ°€μš”.
    playTime = playTime + updateTime --μ‹œκ°„μ„ κΈ°λ‘ν•΄μš”.
end
cube.OnUpdateEvent:Connect(UpdateEvent) --Gameμ΄λ‚˜ μ˜€λΈŒμ νŠΈμ— λ§€ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

OnEnterPlayer

ν”Œλ ˆμ΄μ–΄κ°€ κ²Œμž„μ— μž…μž₯ μ‹œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(enterPlayer), enterPlayer 은 Player 객체 μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local function EnterPlayer(player) --OnEnterPlayer둜 μ—°κ²°λœ ν•¨μˆ˜λŠ” player μΈμžκ°€ κ³ μ •μ μœΌλ‘œ λ“€μ–΄κ°€μš”.
    print("Enter " .. player.Name)
end
Game.OnEnterPlayer:Connect(EnterPlayer) --Game에 ν”Œλ ˆμ΄μ–΄κ°€ κ²Œμž„μ— μž…μž₯ν•˜λ©΄ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

OnLeavePlayer

ν”Œλ ˆμ΄μ–΄κ°€ κ²Œμž„μ—μ„œ λ‚˜κ°ˆ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(leavePlayer), leavePlayer 은 Player 객체 μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local function LeavePlayer(player) --OnLeavePlayer둜 μ—°κ²°λœ ν•¨μˆ˜λŠ” player μΈμžκ°€ κ³ μ •μ μœΌλ‘œ λ“€μ–΄κ°€μš”.
    print("Leave " .. player.Name)
end
Game.OnLeavePlayer:Connect(LeavePlayer) --Game에 ν”Œλ ˆμ΄μ–΄κ°€ κ²Œμž„μ„ μ’…λ£Œν•˜λ©΄ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

OnDeathCharacter

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

-- μƒ˜ν”Œ --

local function DeathCharacter(character) --OnDeathCharacter둜 μ—°κ²°λœ ν•¨μˆ˜λŠ” character μΈμžκ°€ κ³ μ •μ μœΌλ‘œ λ“€μ–΄κ°€μš”.
    print("Death " .. character.Name)
end
Game.OnDeathCharacter:Connect(DeathCharacter) --Game에 캐릭터가 죽으면 ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

OnSpawnCharacter

캐릭터가 슀폰 될 λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(spawnCharacter), spawnCharacter λŠ” Character 객체 μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local function SpawnCharacter(character) --OnSpawnCharacter둜 μ—°κ²°λœ ν•¨μˆ˜λŠ” character μΈμžκ°€ κ³ μ •μ μœΌλ‘œ λ“€μ–΄κ°€μš”.
    print("Spawn " .. character.Name)
end
Game.OnSpawnCharacter:Connect(SpawnCharacter) --Game에 캐릭터가 μƒμ„±λ˜λ©΄ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

ν•¨μˆ˜

Phase AddPhase(string phasename)

κ²Œμž„μ— 단계λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (μΆ”κ°€ν•  단계 이름)

-- μƒ˜ν”Œ --

--μ„œλ²„ μŠ€ν¬λ¦½νŠΈμ—μ„œ-------------
local LobbyState = Game:AddPhase("Lobby") --μ‚¬μš©ν•  Phaseλ₯Ό λ“±λ‘ν•΄μš”.
local PlayState = Game:AddPhase("Play") --PhaseλŠ” μ—¬λŸ¬κ°œλ„ 등둝할 수 μžˆμ–΄μš”.
local ResultState = Game:AddPhase("Result")
Game:AddReplicateValue("GameState", "Lobby", Enum.ReplicateType.Changed, 0) --μ„œλ²„μ™€ ν΄λΌμ΄μ–ΈνŠΈκ°„ λ™κΈ°ν™”λ˜λŠ” 값을 λ“±λ‘ν•˜κ³  μ΄ˆκΈ°κ°’μ„ μ„€μ •ν•œλ’€, 값이 λ³€κ²½λ λ•Œλ§ˆλ‹€ 호좜되게 ν•΄μš”.

--각 Phase둜 μ „ν™˜λ˜μ—ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트 ν•¨μˆ˜λ₯Ό μΆ”κ°€ν•΄μš”.
local function EnterLobbyState()
    Game.GameState = "Lobby"
    print("Enter Lobby State")
end
LobbyState.EnterEvent:Connect(EnterLobbyState) --ν•΄λ‹Ή Phase둜 λ³€κ²½λμ„λ•Œ ν˜ΈμΆœλ˜λŠ” 이벀트λ₯Ό μ—°κ²°ν•΄μš”.

local function UpdateLobbyState(UpdateTime)
    print("Update Lobby State")
end
LobbyState.UpdateEvent:Connect(UpdateLobbyState)  --ν•΄λ‹Ή PhaseμΌλ•Œ λ§€ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” 이벀트λ₯Ό μ—°κ²°ν•΄μš”.

local function ExitLobbyState()
    print("End Lobby State")
end
LobbyState.ExitEvent:Connect(ExitLobbyState) --ν•΄λ‹Ή Phaseκ°€ λλ‚ λ•Œ ν˜ΈμΆœλ˜λŠ” 이벀트λ₯Ό μ—°κ²°ν•΄μš”.

local function EnterPlayState()
    Game.GameState = "Play"
    print("Enter Play State")
end
PlayState.EnterEvent:Connect(EnterPlayState)

local function EnterResultState()
    Game.GameState = "Result"
    print("Enter Result State")
end
ResultState.EnterEvent:Connect(EnterResultState)

wait(1)
Game:ChangePhaseByName("Game") --μ΄λ¦„μœΌλ‘œ Phaseλ₯Ό μ „ν™˜ν•΄μš”.
wait(1)
Game:ChangeToNextPhase() --λ‹€μŒ Phase둜 μ „ν™˜ν•΄μš”. (λ§Œμ•½ λ§ˆμ§€λ§‰ Phaseλ©΄ μ²˜λ¦¬λ˜μ§€ μ•Šμ•„μš”.)

--클라 μŠ€ν¬λ¦½νŠΈμ—μ„œ-------------
local LobbyState = Game:AddPhase("Lobby") --μ„œλ²„ μŠ€ν¬λ¦½νŠΈμ—μ„œ μΆ”κ°€ν•œ Phaseλ₯Ό λ˜‘κ°™μ΄ λ“±λ‘ν•΄μš”.
local PlayState = Game:AddPhase("Play")
local ResultState = Game:AddPhase("Result")

--각 Phase둜 μ „ν™˜λ˜μ—ˆμ„λ•Œ μ²˜λ¦¬ν•  이벀트 ν•¨μˆ˜λ₯Ό μΆ”κ°€ν•΄μš”.
--μ„œλ²„ μŠ€ν¬λ¦½νŠΈμ™€ λ™μΌν•˜κ²Œ μž‘μ„±ν•˜λ˜, Game.GameState = "Lobby" 같은 Phase 변경은 μ œμ™Έν•΄μš”. (μ„œλ²„μ—μ„œλ§Œ μ²˜λ¦¬ν•΄μ•Ό ν•΄μš”.)
local function EnterLobbyState()
    print("Enter Lobby State")
end
LobbyState.EnterEvent:Connect(EnterLobbyState)

local function EnterPlayState()
    print("Enter Play State")
end
PlayState.EnterEvent:Connect(EnterPlayState)

local function EnterResultState()
    print("Enter Result State")
end
ResultState.EnterEvent:Connect(EnterResultState)

--슀크립트 제일 μ•„λž˜μ— μƒνƒœκ°€ λ°”λ€”λ•Œλ§ˆλ‹€ κ΄€λ ¨λœ Phase ν•¨μˆ˜κ°€ 호좜될 수 μžˆλ„λ‘ μ—°κ²°ν•΄μš”.
Game:ConnectChangeEventFunction("GameState", function(self, value)
    Game:ChangePhaseByName(Game.GameState)
end)

Phase GetPhase(string phasename)

단계 μ΄λ¦„μœΌλ‘œ 단계λ₯Ό 뢈러올 수 μžˆμ–΄μš”. (뢈러올 단계 이름)

-- μƒ˜ν”Œ --

local phase = Game:GetPhase("Play") -- "Play" 단계λ₯Ό λΆˆλŸ¬μ™€μš”.

Phase GetCurPhase()

ν˜„μž¬ 단계λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local phase = Game:GetCurPhase()

Phase ChangePhaseByName(string changephasename)

단계 이름을 톡해 ν•΄λ‹Ή λ‹¨κ³„λ‘œ λ³€κ²½ν•  수 μžˆμ–΄μš”. (λ³€κ²½ν•  단계 이름)

-- μƒ˜ν”Œ --

local phase = Game:ChangePhaseByName("Play") -- 단계λ₯Ό "Play" λ‹¨κ³„λ‘œ λ³€κ²½ν•΄μš”.

Phase ChangeToNextPhase()

λ‹€μŒ λ‹¨κ³„λ‘œ λ³€κ²½ν•  수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local phase = Game:ChangeToNextPhase()

void ConnectEventFunction(string customevent, function TargetFunction)

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

-- μƒ˜ν”Œ --

--μ„œλ²„ μŠ€ν¬λ¦½νŠΈμ—μ„œ
local cube = Workspace.cube

--μ„œλ²„μ—μ„œ 이벀트 μƒμ„±μ‹œ 첫 인자둜 playerκ°€ λ“€μ–΄κ°€μš”.
local function ServerSomeFunc(player)
    print(player .. " - Call ServerSomeFunc")
end
Game:ConnectEventFunction("ServerSomeFunc", ServerSomeFunc) --Game에 "ServerSomeFunc"λΌλŠ” 이벀트 μ΄λ¦„μœΌλ‘œ ServerSomeFunc ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.
                                                            --Game이 μ•„λ‹Œ μ˜€λΈŒμ νŠΈμ—λ„ μ—°κ²°ν•  수 μžˆμ–΄μš”.
                                                            --같은 λŒ€μƒμ— λ“±λ‘λœ 이벀트만 ν˜ΈμΆœν•  수 μžˆμ–΄μš”.
                                                            --같은 μ΄λ¦„μœΌλ‘œ μ—¬λŸ¬ ν•¨μˆ˜λ₯Ό μ—°κ²°ν•  수 μžˆμ§€λ§Œ 이 경우 ν˜ΈμΆœν• λ•Œ μ—°κ²°λœ ν•¨μˆ˜κ°€ λͺ¨λ‘ ν˜ΈμΆœλΌμš”.

-----------------------------------
--클라 μŠ€ν¬λ¦½νŠΈμ—μ„œ
local cube = Workspace.cube

--ν΄λΌμ—μ„œ 이벀트 μƒμ„±μ‹œ player 인자λ₯Ό μ“°μ§€ μ•Šμ•„λ„ λΌμš”.
local function ClientSomeFunc()
    print("Call ClientSomeFunc")
end
Game:ConnectEventFunction("ClientSomeFunc", ClientSomeFunc)

void DeleteObject(Object TargetObject)

였브젝트λ₯Ό μ‚­μ œν•  수 μžˆμ–΄μš”. (μ‚­μ œν•  였브젝트) μ„œλ²„μ—μ„œ μ‚¬μš©ν•˜λ©΄ μ„œλ²„μ™€ 클라 였브젝트 λͺ¨λ‘ μ‚­μ œλ˜κ³  ν΄λΌμ—μ„œ μ‚¬μš©ν•˜λ©΄ 클라 였브젝트만 μ‚­μ œν•΄μš”

-- μƒ˜ν”Œ --

local cube = Workspace.Cube
Game:DeleteObject(cube) --였브젝트λ₯Ό νŒŒκ΄΄ν•΄μš”.

HitResultList LineTraceList(Vector Start, Vector Dir, number Distance)

μ„€μ •λœ μ‹œμž‘ μ§€μ μ—μ„œ μ›ν•˜λŠ” λ°©ν–₯으둜 μ§€μ •λœ 거리 만큼의 좩돌 λ¦¬μŠ€νŠΈλ“€μ„ κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’)

-- μƒ˜ν”Œ --

local startPos = Workspace.Cube.Transform.Location
local dir = Vector.new(1, 0, 0)
local distance = 1000

local targetList = Game:LineTraceList(startPos, dir, distance) --μ‹œμž‘ μœ„μΉ˜μ—μ„œ μ§€μ • λ°©ν–₯의 거리에 μΆ©λŒμ²΄κ°€ 있으면 좩돌 정보 리슀트λ₯Ό λ°˜ν™˜ν•΄μš”.
for i = 1, #targetList do
    print(targetList[i].HitObject.Name) --μΆ©λŒν•œ μ˜€λΈŒμ νŠΈμ—μš”.
    print(targetList[i].HitLocation) --μΆ©λŒν•œ 였브젝트의 μœ„μΉ˜μ—μš”.
end

HitResultList LineTraceList(Vector Start, Vector Dir, number Distance, string UserCollisionName)

μ„€μ •λœ μ‹œμž‘ μ§€μ μ—μ„œ μ›ν•˜λŠ” λ°©ν–₯으둜 μ§€μ •λœ 거리 만큼의 μœ μ €κ°€ μΆ”κ°€ν•œ 좩돌 νƒ€μž…κ³Όμ˜ 좩돌 λ¦¬μŠ€νŠΈλ“€μ„ κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’, μ›ν•˜λŠ” μœ μ € 좩돌 νƒ€μž… 이름)

-- μƒ˜ν”Œ --

--------μ„œλ²„ μŠ€ν¬λ¦½νŠΈμ—μ„œ
Game:AddUserCollisionType("CollisionTag1") --μœ μ € 좩돌 νƒ€μž…μ„ μΆ”κ°€ν•΄μš”.

--------μ„œλ²„ λ˜λŠ” 클라 μŠ€ν¬λ¦½νŠΈμ—μ„œ
Workspace.Cube.Collision:SetCollisionType("CollisionTag1") --ν•΄λ‹Ή 였브젝트의 좩돌 νƒ€μž…μ„ μ„€μ •ν•΄μš”.

local startPos = Workspace.Cube.Transform.Location
local dir = Vector.new(1, 0, 0)
local distance = 1000
local targetList = Game:LineTraceList(startPos, dir, distance, "CollisionTag1") --μ‹œμž‘ μœ„μΉ˜μ—μ„œ μ§€μ • λ°©ν–₯의 거리에 "CollisiongTag1"의
                                                                                --좩돌 νƒ€μž…μ„ κ°€μ§„ μΆ©λŒμ²΄κ°€ 있으면 좩돌 정보 리슀트λ₯Ό λ°˜ν™˜ν•΄μš”.
for i = 1, #targetList do
    print(targetList[i].HitObject.Name) --μΆ©λŒν•œ μ˜€λΈŒμ νŠΈμ—μš”.
    print(targetList[i].HitLocation) --μΆ©λŒν•œ 였브젝트의 μœ„μΉ˜μ—μš”.
end

bool IsPublished()

λ°˜ν™˜κ°’μ΄ false이면 μŠ€νŠœλ””μ˜€(μŠ€νŠœλ””μ˜€λ‘œ 접속), true이면 νΌλΈ”λ¦¬μ‰¬λœ μƒνƒœ(ν”Œλ ˆμ΄μ–΄λ‘œ 접속)

-- μƒ˜ν”Œ --

 if Game:IsPublished() == true then
		print("νΌλΈ”λ¦¬μ‹œ κ²Œμž„μ΄λ―€λ‘œ Playerμ—μ„œ μ‹€ν–‰ν•œκ²ƒ.")
 else
		print("μ•„λ‹ˆλ―€λ‘œ Studioμ—μ„œ μ‹€ν–‰ν•œκ²ƒ.")
 end

void SetEnableChatLog(bool Enable)

둜그 μ±„νŒ…μ°½ 좜λ ₯ κΈ°λŠ₯ ν™œμ„±, λΉ„ν™œμ„± μ„€μ •(true둜 μ„€μ • μ‹œ 슀크립트 print κ°€ μ±„νŒ…μ°½μ—λ„ ν‘œμ‹œλ¨)

ObjectList FindObjects(Object RootObject, string ObjectName)

RootObject ν•˜μœ„μ˜ μ˜€λΈŒμ νŠΈλ“€ 쀑 ObjectName 에 ν•΄λ‹Ήν•˜λŠ” 였브젝트 리슀트λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local objList = Game:FindObjects(Workspace, "Cube") --Workspaceμ—μ„œ 이름이 Cube인 객체λ₯Ό λͺ¨λ‘ κ°€μ Έμ™€μš”.

for i = 1, #objList do --λ¦¬μŠ€νŠΈμ•žμ— #을 λΆ™μ—¬ 리슀트의 길이λ₯Ό κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.
    print(objList[i].Name)
end

ObjectList FindObjects(Object RootObject, ObjectType FindType)

RootObject ν•˜μœ„μ˜ μ˜€λΈŒμ νŠΈλ“€ 쀑 ObjectType 에 ν•΄λ‹Ήν•˜λŠ” 였브젝트 리슀트λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local objList = Game:FindObjects(Workspace, Enum.ObjectType.StaticMesh) --Workspaceμ—μ„œ StaticMesh 객체λ₯Ό λͺ¨λ‘ κ°€μ Έμ™€μš”.

for i = 1, #objList do --λ¦¬μŠ€νŠΈμ•žμ— #을 λΆ™μ—¬ 리슀트의 길이λ₯Ό κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.
    print(objList[i].Name)
end

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”.

일정 μ‹œκ°„λ’€μ— μ—°κ²° ν•¨μˆ˜κ°€ ν˜ΈμΆœλ˜λŠ” 이벀트λ₯Ό μΆ”κ°€ν•΄μš”. (μΆ”κ°€ν•  이벀트 이름, μ‹œκ°„, μ—°κ²° ν•¨μˆ˜)

λ“±λ‘λœ μ‹œκ°„ 이벀트λ₯Ό μ‚­μ œν•΄μš”. (μ‚­μ œν•  이벀트 이름)

PreviousFiniteStateMachineNextGameStatisticsData

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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°„)

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.νƒ€μž…
AddTimeEvent
DeleteTimeEvent