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      • 슀크립트 심화 κ°•μ’Œ
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        • 2. 동기화, νŒŒλΌλ―Έν„°, μ˜ˆμ™Έμ‚¬ν•­
        • 3. λ””ν† λžœλ“œλ‘œ 루아 ν™œμš©ν•˜κΈ°
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  • CharacterServer
  • 속성
  • ν•¨μˆ˜
  • μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€
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  1. API Reference
  2. Server

CharacterServer

CharacterServer

μ„œλ²„μ—μ„œ μ‚¬μš©λ˜λŠ” 곡용 캐릭터 κ°μ²΄μ—μš”.

속성

Visible

μΊλ¦­ν„°μ˜ κ°€μ‹œμ„±

-- μƒ˜ν”Œ --

character.Visible = false

Transform

μΊλ¦­ν„°μ˜ Matring μ—μš”

-- μƒ˜ν”Œ --

local targetTransform = character.Transform

targetTransform.Location = Vector.new(0, 100, 0)
targetTransform.Rotation = Vector.new(0, 100, 0)
character.Transform = targetTransform --였브젝트λ₯Ό λ³΄κ°„μœΌλ‘œ μ΄λ™μ‹œμΌœμš”. (μΊλ¦­ν„°λŠ” 보간없이 μ›€μ§μ—¬μš”.)

Location

캐릭터 μœ„μΉ˜κ°’μ΄μ—μš”.

-- μƒ˜ν”Œ --

local characterPos = character.Location --μΊλ¦­ν„°μ˜ μœ„μΉ˜κ°’μ„ Vector둜 λ°˜ν™˜ν•΄μš”.
character.Location = Vector.new(0, 300, 200)

Rotation

캐릭터 νšŒμ „κ°’μ΄μ—μš”.

-- μƒ˜ν”Œ --

local characterRot = character.Rotation --μΊλ¦­ν„°μ˜ νšŒμ „κ°’μ„ Vector둜 λ°˜ν™˜ν•΄μš”.
character.Rotation = Vector.new(0, 0, 0)

ν•¨μˆ˜

void SetEmissive(number Emissive)

캐릭터 Material의 Emissive 값을 λ³€κ²½ ν•  수 μžˆμ–΄μš”. (자체 λ°œκ΄‘ν•˜λŠ” 수치 κ°’)

-- μƒ˜ν”Œ --

character:SetEmissive(1) --값이 클수둝 캐릭터가 λ°μ•„μ Έμš”.

void AddForce(Vector Force)

캐릭터에 물리적인 νž˜μ„ κ°€ν•  수 μžˆμ–΄μš”. (νž˜μ„ κ°€ν•  Vector κ°’)

-- μƒ˜ν”Œ --

local force = Vector.new(0, 0, 100000)
character:AddForce(force) --forceκ°’λ§ŒνΌ 캐릭터λ₯Ό λ°€μ–΄μš”.
func void SetMaxSpeed(number Speed)
** μΊλ¦­ν„°μ˜ μ΅œλŒ€ 이동속도λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  μ΅œλŒ€ 이동속도 κ°’)
μƒ˜ν”Œ
```lua
</br>

| **number GetMaxSpeed()** |
| :--- |

μΊλ¦­ν„°μ˜ μ΅œλŒ€ 이동속도λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --
```lua
print(character:GetMaxSpeed())

void SetMaxJump(number Jump)

μΊλ¦­ν„°μ˜ μ΅œλŒ€ 점프속도λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  μ΅œλŒ€ 점프속도 κ°’)

-- μƒ˜ν”Œ --

character:SetMaxJump(1000) --μΊλ¦­ν„°μ˜ μ΅œλŒ€ 점프 속도λ₯Ό μ„€μ •ν•΄μš”.

number GetMaxJump()

μΊλ¦­ν„°μ˜ μ΅œλŒ€ 점프속도λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetMaxJump())

void SetFlyControl(number ControlRate)

κ³΅μ€‘μ—μ„œ 캐릭터 컨트둀 λΉ„μœ¨μ„ μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  λΉ„μœ¨ κ°’)

-- μƒ˜ν”Œ --

character:SetFlyControl(0) --0~1 μ‚¬μ΄μ˜ 값을 μ μš©ν•  수 μžˆμ–΄μš”

number GetFlyControl()

κ³΅μ€‘μ—μ„œ 캐릭터 컨트둀 λΉ„μœ¨μ„ 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetFlyControl())

void SetFlyMaxSpeed(number Speed)

μΊλ¦­ν„°μ˜ μ΅œλŒ€ 곡쀑 이동속도λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. κΈ°μ–΄μ˜€λ₯΄κΈ°, λ‚ κΈ° λ“±μ˜ μƒνƒœμ—μ„œλ§Œ λ°˜μ˜λΌμš”. (μ„€μ •ν•  μ΅œλŒ€ 곡쀑 이동속도 κ°’)

-- μƒ˜ν”Œ --

character:SetFlyMaxSpeed(1000)

number GetFlyMaxSpeed()

μΊλ¦­ν„°μ˜ μ΅œλŒ€ 곡쀑 이동속도λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetFlyMaxSpeed())

void JumpEnable(bool CanJump)

μΊλ¦­ν„°μ˜ 점프 κ°€λŠ₯ μ—¬λΆ€λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (점프 κ°€λŠ₯ μ—¬λΆ€)

-- μƒ˜ν”Œ --

character:JumpEnable(false)

void MoveRightEnable(bool CanMove)

μΊλ¦­ν„°μ˜ 쒌우 이동 κ°€λŠ₯ μ—¬λΆ€λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (쒌우 이동 κ°€λŠ₯ μ—¬λΆ€)

-- μƒ˜ν”Œ --

character:MoveRightEnable(false)

void MoveToSpawnPoint(SpawnPoint SpawnPointObjecrt, bool ResetRot)

캐릭터λ₯Ό νŠΉμ • 슀폰 μœ„μΉ˜λ‘œ μ΄λ™μ‹œν‚¬ 수 μžˆμ–΄μš”. (이동 ν•  슀폰포인트 였브젝트, λ°©ν–₯ Rot μ΄ˆκΈ°ν™” μ—¬λΆ€)

-- μƒ˜ν”Œ --

local SpawnPoint = Game:AddSpawnPoint(Workspace.Cube)
character:MoveToSpawnPoint(SpawnPoint, true)

void ChangeCharacterType(CharacterType Type)

ν˜„μž¬ μΊλ¦­ν„°μ˜ μ™Έν˜• νƒ€μž…μ„ λ°”κΏ€ 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

wait(2)
character:ChangeCharacterType(Enum.CharacterType.ToyCharacter)

wait(2)
character:ChangeCharacterType(Enum.CharacterType.PlayerAvatar)

void SetCapsuleSize(number Radius, number Height)

ν˜„μž¬ μΊλ¦­ν„°μ˜ 캑슐 μ½œλ¦¬μ „μ˜ 크기λ₯Ό λ°”κΏ€ 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local radius = 140
local height = 100

character:SetCapsuleSize(radius, height)

CharacterType GetCharacterType()

ν˜„μž¬ μΊλ¦­ν„°μ˜ μ™Έν˜• νƒ€μž…μ„ κ°€μ Έ 올 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(character:GetCharacterType())

void AttachObject(Object TargetObject, AttachPoint Point)

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

-- μƒ˜ν”Œ --

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

void AttachObject(Object TargetObject, CharacterBone Bone)

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

-- μƒ˜ν”Œ --

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

void DetachObject(Object TargetObject)

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

-- μƒ˜ν”Œ --

Character:DetachObject(Balloon)

void DetachAllObject()

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

-- μƒ˜ν”Œ --

Character:DetachAllObject()

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

속성

이름

μ„€λͺ…

이벀트

이름

μ„€λͺ…

ν•¨μˆ˜

이름

μ„€λͺ…

ν˜„μž¬ 캐릭터가 μ£½μ–΄μžˆλŠ” μƒνƒœμΈμ§€ μ•Œ 수 μžˆμ–΄μš”.

캐릭터가 곡쀑에 λ–  μžˆλŠ”μ§€ μ•„λ‹Œμ§€ 얻을 수 μžˆμ–΄μš”.

캐릭터가 ν˜„μž¬ 점프 κ°€λŠ₯ν•œ μƒνƒœμΈμ§€ μ•Œ 수 μžˆμ–΄μš”.

ν•΄λ‹Ή μΊλ¦­ν„°μ˜ ν˜„μž¬ 이동 속도λ₯Ό 얻을 수 μžˆμ–΄μš”.

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Last updated 1 year ago

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IsDie
IsFly
IsCanJump
GetMoveSpeed