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  1. API Reference
  2. Server

Player

Player

κ²Œμž„μ— μ°Έμ—¬ν•œ ν”Œλ ˆμ΄μ–΄ κ°μ²΄μ—μš”. 이 κΈ°λŠ₯듀은 μ„œλ²„μ—μ„œλ§Œ μ‚¬μš© κ°€λŠ₯ν•΄μš”.

ν•¨μˆ˜

Character GetCharacter()

ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local character = player:GetCharacter() --ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터λ₯Ό λ°˜ν™˜ν•΄μš”.

number GetPlayerID()

ν”Œλ ˆμ΄μ–΄μ˜ 아이디λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(player:GetPlayerID()) --ν”Œλ ˆμ΄μ–΄μ˜ ν”Œλ ˆμ΄μ–΄ 아이디λ₯Ό 숫자둜 λ°˜ν™˜ν•΄μš”.

string GetPlayerNickName()

ν”Œλ ˆμ΄μ–΄μ˜ λ‹‰λ„€μž„μ„ 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(player:GetPlayerNickName()) --ν”Œλ ˆμ΄μ–΄μ˜ ν”Œλ ˆμ΄μ–΄ λ‹‰λ„€μž„μ„ 문자둜 λ°˜ν™˜ν•΄μš”.

string GetTeamName()

ν”Œλ ˆμ΄μ–΄κ°€ μ†ν•΄μžˆλŠ” νŒ€ 이름을 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(player.Name .. " Team : " .. player:GetTeamName()) --νŒ€ 이름을 λ°˜ν™˜ν•΄μš”.

void KillCharacter()

ν”Œλ ˆμ΄μ–΄ 캐릭터λ₯Ό 죽게 ν•˜λŠ” ν•¨μˆ˜μ—μš”.

-- μƒ˜ν”Œ --

player:KillCharacter() --ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터λ₯Ό μ£½μ—¬μš”.

void RespawnCharacter()

ν”Œλ ˆμ΄μ–΄ 캐릭터λ₯Ό 리슀폰 μ‹œν‚€λŠ” ν•¨μˆ˜μ—μš”.

-- μƒ˜ν”Œ --

player:RespawnCharacter() --ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터λ₯Ό λ¦¬μŠ€ν°ν•΄μš”.

void SetCheckPoint(SpawnPoint SpawnPointObject)

ν”Œλ ˆμ΄μ–΄μ˜ 체크 포인트λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš” (μ„€μ •ν•  슀폰 포인트 였브젝트)

void SetCheckPoint(Object TargetObject)

ν”Œλ ˆμ΄μ–΄μ˜ 체크 포인트λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš” (μ„€μ •ν•  μ›”λ“œ 였브젝트)

-- μƒ˜ν”Œ --

local NewCheckPoint = Workspace.Cube
player:SetCheckPoint(NewCheckPoint)

SpawnPoint GetCheckPoint()

ν”Œλ ˆμ΄μ–΄μ˜ 체크 포인트λ₯Ό κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local playerCheckPoint = player:GetCheckPoint()
print(playerCheckPoint)

void RemoveCheckPoint()

섀정해놓은 체크 포인트λ₯Ό μ§€μ›Œμš”.

-- μƒ˜ν”Œ --

player:RemoveCheckPoint()

void SetFreeCamMode(bool bFreeCam)

ν”Œλ ˆμ΄μ–΄μ˜ 프리캠 λͺ¨λ“œ μ‚¬μš©μ—¬λΆ€λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (프리캠 μ‚¬μš© μ—¬λΆ€)

-- μƒ˜ν”Œ --

player:SetFreeCamMode(true)

bool GetFreeCamMode()

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄κ°€ 프리캠 λͺ¨λ“œ μƒνƒœμΈμ§€ κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

player:SetFreeCamMode(true)
local freeCamMode = player:GetFreeCamMode()
print(freeCamMode) -- true

void RequestFreeCam(number WaitTime)

μ§€μ •λœ μ‹œκ°„μ΄ μ§€λ‚œ 후에 ν”Œλ ˆμ΄μ–΄μ˜ 프리캠 λͺ¨λ“œλ₯Ό μš”μ²­ν•΄μš”. (λŒ€κΈ° μ‹œκ°„)

-- μƒ˜ν”Œ --

player:RequestFreeCam(3) --3μ΄ˆν›„ 프리캠이 μ‹œμž‘λΌμš”.

bool GiveItem(Item ObjectItem)

ν”Œλ ˆμ΄μ–΄μ—κ²Œ μ•„μ΄ν…œμ„ 쀄 수 μžˆμ–΄μš”. (쀄 μ•„μ΄ν…œ) return 성곡, μ‹€νŒ¨

-- μƒ˜ν”Œ --

local item = Script.Parent

wait(2)
player:GiveItem(item) --ν”Œλ ˆμ΄μ–΄μ—κ²Œ μ•„μ΄ν…œμ„ μ§€κΈ‰ν•΄μš”.

bool GiveItem(Item ObjectItem, number Count)

ν”Œλ ˆμ΄μ–΄μ—κ²Œ μ•„μ΄ν…œμ„ 쀄 수 μžˆμ–΄μš”. (쀄 μ•„μ΄ν…œ, 개수) return 성곡, μ‹€νŒ¨

-- μƒ˜ν”Œ --

local item = Script.Parent
local count = 3

wait(2)
bool isSuccess = player:GiveItem(item, count) --ν”Œλ ˆμ΄μ–΄μ—κ²Œ μ•„μ΄ν…œμ„ 3개 μ§€κΈ‰ν•΄μš”.

number GetInventorySize()

ν”Œλ ˆμ΄μ–΄μ˜ 인벀토리 μ‚¬μ΄μ¦ˆλ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

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

void DeleteItem(number index)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 인벀토리 칸에 ν•΄λ‹Ή μ•„μ΄ν…œμ„ μ‚­μ œν•΄μš”. (μ‚­μ œν•˜λ €λŠ” μΉΈ)

-- μƒ˜ν”Œ --

player:DeleteItem(1)

void DeleteItem(number index, number count)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 인벀토리 칸에 ν•΄λ‹Ή μ•„μ΄ν…œμ„ 갯수만큼 μ‚­μ œν•΄μš”. (μ‚­μ œν•˜λ €λŠ” μΉΈ, μ‚­μ œκ°―μˆ˜)

-- μƒ˜ν”Œ --

player:DeleteItem(1, 3)

void DeleteItem(Item TargetItem)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ μΈλ²€ν† λ¦¬μ—μ„œ ν•΄λ‹Ήν•˜λŠ” μ•„μ΄ν…œμ„ μ‚­μ œν•΄μš”. (μ‚­μ œν•˜λ €λŠ” μ•„μ΄ν…œ)

-- μƒ˜ν”Œ --

player:DeleteItem(item)

void DeleteItem(Item TargetItem, number count)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ μΈλ²€ν† λ¦¬μ—μ„œ ν•΄λ‹Ήν•˜λŠ” μ•„μ΄ν…œμ„ 갯수만큼 μ‚­μ œν•΄μš”. (μ‚­μ œν•˜λ €λŠ” μ•„μ΄ν…œ, μ‚­μ œκ°―μˆ˜)

-- μƒ˜ν”Œ --

player:DeleteItem(item, 3)

void ClearItem()

ν”Œλ ˆμ΄μ–΄μ˜ μ•„μ΄ν…œμ„ λͺ¨λ‘ μ œκ±°ν•΄μš”.

-- μƒ˜ν”Œ --

player:ClearItem()

bool EquipInventoryItem(number InventoryIndex)

ν”Œλ ˆμ΄μ–΄ 캐릭터에 μ•„μ΄ν…œμ„ μž₯μ°©μ‹œν‚¬ 수 μžˆμ–΄μš”. (μž₯μ°© ν•  인벀토리 μΉΈ)

-- μƒ˜ν”Œ --

local item = Script.Parent
local collider = Item.BoxCollider

local function GetItem(self, character)
    if not character:IsCharacter() then
        return
    end

    local player = character:GetPlayer()
    bool isSuccess = player:GiveItem(item) --ν”Œλ ˆμ΄μ–΄μ—κ²Œ μ•„μ΄ν…œμ„ μ§€κΈ‰ν•΄μš”.

    if isSuccess then
        local InvenItemList = Player:GetInventoryItemList()

        --ν”Œλ ˆμ΄μ–΄ μΈλ²€ν† λ¦¬μ—μ„œ μ΄λ¦„μœΌλ‘œ μ•„μ΄ν…œμ„ μ°Ύμ•„μš”.
        for slotIndex, slotItem in pairs(InvenItemList) do
            if slotItem.Name == item.Name then
                --ν”Œλ ˆμ΄μ–΄ 캐릭터에 μ•„μ΄ν…œμ„ μž₯μ°©μ‹œμΌœμš”.
                player:EquipInventoryItem(slotIndex)
                return
            end
        end
    end
end
collider.Collision.OnBeginOverlapEvent:Connect(GetItem)

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”.

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”.

void SetEnableCollisionBetweenCharacters(bool Enable)

ν”Œλ ˆμ΄μ–΄κ°„μ˜ 좩돌 μ—¬λΆ€λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (좩돌 μ—¬λΆ€)

-- μƒ˜ν”Œ --

player:SetEnableCollisionBetweenCharacters(false) --νŠΉμ • ν”Œλ ˆμ΄μ–΄κ°€ λ‹€λ₯Έ 캐릭터와 μΆ©λŒλ˜μ§€ μ•Šκ²Œ μ„€μ •ν•΄μš”.

void SetUserCollisionTypeResponse(string UserCollisionType, CollisionResponse Response)

-- μƒ˜ν”Œ --

Game:AddUserCollisionType("CollisionTag1") --κ²Œμž„μ— μœ μ € 좩돌 νƒ€μž…(CollisionTag1)을 μΆ”κ°€ν•΄μš”.

local cube1 = Workspace.Cube1
local cube2 = Workspace.Cube2

cube1.Collision:SetCollisionType("CollisionTag1") --객체A에 좩돌 νƒ€μž…(CollisionTag1)을 μ„€μ •ν•΄μš”.

cube2.Collision:SetUserCollisionTypeResponse("CollisionTag1", Enum.CollisionResponse.Overlap) --또 λ‹€λ₯Έ 객체B에 좩돌 νƒ€μž…(CollisionTag1)별 좩돌 λ°˜μ‘μ„ μ„€μ •ν•΄μš”.

bool HaveInventorySaveData()

μ €μž₯μ†Œμ— μΈλ²ˆν† λ¦¬μ— λŒ€ν•œ 데이터가 μ €μž₯λ˜μ–΄ μžˆλŠ”μ§€ 확인할 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

print(player:HaveInventorySaveData()) --μ €μž₯μ†Œμ— μΈλ²ˆν† λ¦¬μ— λŒ€ν•œ 데이터가 μ €μž₯λ˜μ–΄ 있으면 trueλ₯Ό λ°˜ν™˜ν•΄μš”.

HitResult LineTrace(Vector Start, Vector Dir, number Distance)

(deprecated) μ„€μ •λœ μ‹œμž‘ μ§€μ μ—μ„œ μ›ν•˜λŠ” λ°©ν–₯으둜 μ§€μ •λœ 거리 만큼 좩돌이 μžˆλŠ”μ§€ 체크할 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’) μ‚¬μš©ν•˜λŠ” playerλŠ” μ²΄ν¬μ—μ„œ μ œμ™Έλ©λ‹ˆλ‹€.

HitResult LineTrace(Vector Start, Vector Dir, number Distance, string UserCollisionTypeName)

(deprecated) μ„€μ •λœ μ‹œμž‘ μ§€μ μ—μ„œ μ›ν•˜λŠ” λ°©ν–₯으둜 μ§€μ •λœ 거리 만큼 μœ μ €κ°€ μΆ”κ°€ν•œ 좩돌 νƒ€μž…κ³Όμ˜ 좩돌이 μžˆλŠ”μ§€ 체크할 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’, μ›ν•˜λŠ” μœ μ € 좩돌 νƒ€μž… 이름) μ‚¬μš©ν•˜λŠ” playerλŠ” μ²΄ν¬μ—μ„œ μ œμ™Έλ©λ‹ˆλ‹€.

HitResult LineTraceList(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 만큼 좩돌이 μžˆλŠ”μ§€ 체크할 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’) μ‚¬μš©ν•˜λŠ” playerλŠ” μ²΄ν¬μ—μ„œ μ œμ™Έλ©λ‹ˆλ‹€.

HitResult LineTraceList(Vector Dir, number Distance, string UserCollisionTypeName)

μ„€μ •λœ μ‹œμž‘ μ§€μ μ—μ„œ μ›ν•˜λŠ” λ°©ν–₯으둜 μ§€μ •λœ 거리 만큼 μœ μ €κ°€ μΆ”κ°€ν•œ 좩돌 νƒ€μž…κ³Όμ˜ 좩돌이 μžˆλŠ”μ§€ 체크할 수 μžˆμ–΄μš”. (μ‹œμž‘ 지점 Vector, λ°©ν–₯ Vector, 거리 κ°’, μ›ν•˜λŠ” μœ μ € 좩돌 νƒ€μž… 이름) μ‚¬μš©ν•˜λŠ” playerλŠ” μ²΄ν¬μ—μ„œ μ œμ™Έλ©λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

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

local target = player:LineTrace(startPos, dir, distance) --μ‹œμž‘ μœ„μΉ˜μ—μ„œ μ§€μ • λ°©ν–₯의 거리에 μΆ©λŒμ²΄κ°€ 있으면 좩돌 정보λ₯Ό λ°˜ν™˜ν•΄μš”.

print(target.HitObject.Name) --μΆ©λŒν•œ μ˜€λΈŒμ νŠΈμ—μš”.
print(target.HitLocation) --μΆ©λŒν•œ 였브젝트의 μœ„μΉ˜μ—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

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 = Player:GetInventoryItemList()

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

Item GetEquipItem(string EquipSlot)

ν”Œλ ˆμ΄μ–΄ 캐릭터가 μ°©μš©μ€‘μΈ μ•„μ΄ν…œμ„ 얻을 수 μžˆμ–΄μš”. (μž₯μ°© 쀑인 μ•„μ΄ν…œ 슬둯)

-- μƒ˜ν”Œ --

if player:GetEquipItem("EquipSlot_1") ~= nil then
    print(player:GetEquipItem("EquipSlot_1").Name) --ν”Œλ ˆμ΄μ–΄ 캐릭터가 μ°©μš©μ€‘μΈ μ•„μ΄ν…œμ„ λ°˜ν™˜ν•΄μš”.
end

void AddSaveValue(string ValueName, Vector Data, ReplicateType Type, number Time)

void AddSaveValue(string ValueName, number Data, ReplicateType Type, number Time)

void AddSaveValue(string ValueName, bool Data, ReplicateType Type, number Time)

void AddSaveValue(string ValueName, string Data, ReplicateType Type, number Time)

void AddSaveValue(string ValueName, Color Data, ReplicateType Type, number Time)

void AddLandTransferData(string ValueName, Vector Value)

void AddLandTransferData(string ValueName, Double Value)

void AddLandTransferData(string ValueName, Bool Value)

void AddLandTransferData(string ValueName, string Value)

void AddLandTransferData(string ValueName, Color Value)

λžœλ“œ μ΄λ™μ‹œ λ‹€λ₯Έ λžœλ“œλ‘œ 전달할 데이터λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. 보톡 AddTeleportStartEvent와 같이 μ‚¬μš©ν•΄μš”

-- μƒ˜ν”Œ --

local LandOrder1 = 1
local function StartTeleport_Land1(player)
    --ν…”λ ˆν¬νŠΈν•  λžœλ“œμ—μ„œ μ‚¬μš©ν•  데이터λ₯Ό μ €μž₯ν•΄μš”.
	player:AddLandTransferData("LevelData1", 124)
	player:AddLandTransferData("PartyName", "DeathParty")
end
Game:AddTeleportStartEvent(LandOrder1, StartTeleport_Land1) --ν”Œλ ˆμ΄μ–΄κ°€ νŠΉμ • λžœλ“œλ‘œ ν…”λ ˆν¬νŠΈ 이동을 μ‹œμž‘ν• λ•Œ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

local LandOrder2 = 3
local function StartTeleport_Land2(player)
    --ν…”λ ˆν¬νŠΈν•  λžœλ“œμ—μ„œ μ‚¬μš©ν•  데이터λ₯Ό μ €μž₯ν•΄μš”.
	player:AddLandTransferData("LevelData2", 555)
	player:AddLandTransferData("PartyName", "FriendParty")
end
Game:AddTeleportStartEvent(LandOrder2, StartTeleport_Land2) --ν”Œλ ˆμ΄μ–΄κ°€ νŠΉμ • λžœλ“œλ‘œ ν…”λ ˆν¬νŠΈ 이동을 μ‹œμž‘ν• λ•Œ ν˜ΈμΆœλ˜λŠ” ν•¨μˆ˜λ₯Ό μ—°κ²°ν•΄μš”.

Vector GetLandTransferData(Vector ValueName)

Double GetLandTransferData(Double ValueName)

Bool GetLandTransferData(Bool ValueName)

string GetLandTransferData(string ValueName)

Color GetLandTransferData(Color ValueName)

이전 λžœλ“œμ—μ„œ μ„€μ •ν•œ 데이터λ₯Ό κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

player:GetLandTransferData("LevelData")	--이전 λžœλ“œμ—μ„œ μ„€μ •ν•œ 값을 κ°€μ Έμ™€μš”.
player:GetLandTransferData("PartyName")	--이전 λžœλ“œμ—μ„œ μ„€μ •ν•œ 값을 κ°€μ Έμ™€μš”.

void SetUsingCharacterSetting(CharacterSetting CharacterSettingObject)

(deprecated) ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…)

void SetUsingCharacterSetting(CharacterSetting CharacterSettingObject, bool bUseMyBody)

(deprecated) ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…, 캐릭터 μ²΄ν˜•μ„ μžμ‹ μ˜ 캐릭터 μ²΄ν˜•μœΌλ‘œ μ‚¬μš©ν• μ§€ μ—¬λΆ€)

void ChangeCharacterSetting(CharacterSetting CharacterSettingObject)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…) Game:SetUsingCharacterSetting κ³Ό 달리 μ¦‰μ‹œ λ°˜μ˜λΌμš”.

-- μƒ˜ν”Œ --

local NewCharacterSetting = Workspace.NewCharacterSetting
player:ChangeCharacterSetting(NewCharacterSetting) --ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터가 λ°”λ‘œ λ³€κ²½λΌμš”

void ChangeCharacterSetting(CharacterSetting CharacterSettingObject, bool bUseMyBody)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…, 캐릭터 μ²΄ν˜•μ„ μžμ‹ μ˜ 캐릭터 μ²΄ν˜•μœΌλ‘œ μ‚¬μš©ν• μ§€ μ—¬λΆ€) Game:SetUsingCharacterSetting κ³Ό 달리 μ¦‰μ‹œ λ°˜μ˜λΌμš”.

-- μƒ˜ν”Œ --

local NewCharacterSetting = Workspace.NewCharacterSetting
player:ChangeCharacterSetting(NewCharacterSetting, false) --ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터가 λ°”λ‘œ λ³€κ²½λΌμš”

CharacterSetting GetUsingCharacterSetting()

(deprecated) ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ μ‚¬μš©μ€‘μΈ 캐릭터 μ„ΈνŒ…μ„ κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.

void ChangeCharacterBaseSetting(CharacterBaseSetting BaseSettingObject)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…)

-- μƒ˜ν”Œ --

local BaseSettingObject = Toybox.FPSCharacterSetting.BaseSettingObject
player:ChangeCharacterBaseSetting(BaseSettingObject) --ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터가 λ°”λ‘œ λ³€κ²½λΌμš”

void ChangeCharacterAppearanceSetting(CharacterAppearanceSetting AppearanceSettingObject)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…)

-- μƒ˜ν”Œ --

local AppearanceSetting = Toybox.FPSCharacterSetting.AppearanceSetting
player:ChangeCharacterAppearanceSetting(AppearanceSetting) --ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터가 λ°”λ‘œ λ³€κ²½λΌμš”

void ChangeCharacterAnimationSetting(CharacterAnimationSetting AnimationSettingObject)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터 μ„ΈνŒ…μ„ μ„€μ •ν•΄μš”. (μ„€μ •ν•  캐릭터 μ„ΈνŒ…)

-- μƒ˜ν”Œ --

local AnimationSetting = Toybox.FPSCharacterSetting.AnimationSetting
player:ChangeCharacterAnimationSetting(AnimationSetting) --ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ 캐릭터가 λ°”λ‘œ λ³€κ²½λΌμš”

void StoreCurrentCharacterSetting()

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ ν˜„μž¬ 캐릭터 μ„ΈνŒ…μ„ μ €μž₯ν•΄μš”.

void RestorePreviousCharacterSetting()

StoreCurrentCharacterSetting ν•¨μˆ˜λ‘œ μ €μž₯ν–ˆλ˜ μ„ΈνŒ…μœΌλ‘œ λ˜λŒμ•„ κ°‘λ‹ˆλ‹€.

void StoreCurrentCharacterBaseSetting()

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ ν˜„μž¬ 캐릭터 Base μ„ΈνŒ…μ„ μ €μž₯ν•΄μš”.

void RestorePreviousCharacterBaseSetting()

StoreCurrentCharacterBaseSetting ν•¨μˆ˜λ‘œ μ €μž₯ν–ˆλ˜ μ„ΈνŒ…μœΌλ‘œ λ˜λŒμ•„ κ°‘λ‹ˆλ‹€.

void StoreCurrentCharacterAppearanceSetting()

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ ν˜„μž¬ 캐릭터 Appearance μ„ΈνŒ…μ„ μ €μž₯ν•΄μš”.

void RestorePreviousCharacterAppearanceSetting()

StoreCurrentCharacterAppearanceSetting ν•¨μˆ˜λ‘œ μ €μž₯ν–ˆλ˜ μ„ΈνŒ…μœΌλ‘œ λ˜λŒμ•„ κ°‘λ‹ˆλ‹€.

void StoreCurrentCharacterAnimationSetting()

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ ν˜„μž¬ 캐릭터Animation μ„ΈνŒ…μ„ μ €μž₯ν•΄μš”.

void RestorePreviousCharacterAnimationSetting()

StoreCurrentCharacterAnimationSetting ν•¨μˆ˜λ‘œ μ €μž₯ν–ˆλ˜ μ„ΈνŒ…μœΌλ‘œ λ˜λŒμ•„ κ°‘λ‹ˆλ‹€.

EventKeyReturnData AddEventKey(string EventName, function Function)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄λ₯Ό ν•΄λ‹Ήν•˜λŠ” μ΄λ¦„μ˜ μ΄λ²€νŠΈμ— λ“±λ‘μ‹œμΌœμš”. (이벀트 이름, 이벀트 등둝 ν›„ λ°˜ν™˜κ°’μ„ 받을 ν•¨μˆ˜)

-- μƒ˜ν”Œ --

local function DoEventKey(player, eventKeyReturnData)
    wait(1)

    local state = eventKeyReturnData.State --μ΄λ²€νŠΈν‚€μ˜ μƒνƒœ
    local maxCount = eventKeyReturnData.MaxCount --μ΄λ²€νŠΈν‚€μ˜ μ΅œλŒ€ 인원
    local useCount = eventKeyReturnData.UseCount --μ΄λ²€νŠΈν‚€μ˜ μ°Έμ—¬μž 수
    local result = eventKeyReturnData.Result --μ΄λ²€νŠΈν‚€ 등둝 κ²°κ³Ό

	--μ΄λ²€νŠΈν‚€ μƒνƒœ 및 등둝 수
	if state == Enum.EventKeyState.Wait then
		print("μ΄λ²€νŠΈν‚€ μƒνƒœ : λŒ€κΈ°")
	elseif state == Enum.EventKeyState.Doing then
		print("μ΄λ²€νŠΈν‚€ μƒνƒœ : μ§„ν–‰")
	elseif state == Enum.EventKeyState.Stop then
		print("μ΄λ²€νŠΈν‚€ μƒνƒœ : 쀑지")
	elseif state == Enum.EventKeyState.End then
		print("μ΄λ²€νŠΈν‚€ μƒνƒœ : μ’…λ£Œ")
	end
	print("μ΄λ²€νŠΈν‚€ 등둝 수 : ", useCount, " / ", maxCount)

    --μ΄λ²€νŠΈν‚€ 등둝 κ²°κ³Όκ°€ Success이면
    if result == Enum.EventKeyResult.Success then
        print("μ΄λ²€νŠΈν‚€λ₯Ό λ“±λ‘ν–ˆμŠ΅λ‹ˆλ‹€!")

    --μ΄λ²€νŠΈν‚€ μ‚¬μš© κ²°κ³Όκ°€ Exist이면
    elseif result == Enum.EventKeyResult.Exist then
        print("이미 λ“±λ‘ν•œ μ΄λ²€νŠΈν‚€μž…λ‹ˆλ‹€!")

    --μ΄μ™Έμ—λŠ”
    else
        print("μœ νš¨ν•˜μ§€ μ•Šμ€ μ΄λ²€νŠΈν‚€μž…λ‹ˆλ‹€!")
    end
end

--μ΄λ²€νŠΈν‚€μ— ν”Œλ ˆμ΄μ–΄λ₯Ό 등둝 μ²˜λ¦¬ν•΄μš”.
--(μ΄λ²€νŠΈν‚€ 이름, μ΄λ²€νŠΈν‚€ 등둝 처리 ν•¨μˆ˜)
player:AddEventKey("EventKeyName", DoEventKey)

CouponReturnData UseCoupon(string CouponType, function Function)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ—κ²Œ ν•΄λ‹Ήν•˜λŠ” 쿠폰을 μ‚¬μš©ν•΄μš”. (쿠폰 νƒ€μž…μ΄λ¦„, 이벀트 등둝 ν›„ λ°˜ν™˜κ°’μ„ 받을 ν•¨μˆ˜)

-- μƒ˜ν”Œ --

local function DoUseCoupon(player, couponReturnData)
	local state = couponReturnData.State --쿠폰의 μƒνƒœ
    local couponType = couponReturnData.CouponType --쿠폰의 보상 μ’…λ₯˜
    local result = couponReturnData.Result --쿠폰 μ‚¬μš© κ²°κ³Ό

    --쿠폰 μƒνƒœ 및 보상
    if state == Enum.CouponState.Wait then
        print("쿠폰 μƒνƒœ : λŒ€κΈ°")
    elseif state == Enum.CouponState.Doing then
        print("쿠폰 μƒνƒœ : μ§„ν–‰")
    elseif state == Enum.CouponState.Stop then
        print("쿠폰 μƒνƒœ : 쀑지")
    elseif state == Enum.CouponState.End then
        print("쿠폰 μƒνƒœ : μ’…λ£Œ")
    end
    print("쿠폰 보상 νƒ€μž… : ", couponType)

    --쿠폰 μ‚¬μš© κ²°κ³Όκ°€ Success이면
    if result == Enum.CouponResult.Success then
        print("쿠폰을 μ‚¬μš©ν–ˆμŠ΅λ‹ˆλ‹€!")

        if couponType == "Gold" then
            player.Gold = player.Gold + 1000
        end

    --쿠폰 μ‚¬μš© κ²°κ³Όκ°€ Exist이면
    elseif result == Enum.CouponResult.Exist then
        print("이미 μ‚¬μš©ν•œ μΏ ν°μž…λ‹ˆλ‹€!")

    --μ΄μ™Έμ—λŠ”
    else
        print("μœ νš¨ν•˜μ§€ μ•Šμ€ μΏ ν°μž…λ‹ˆλ‹€!")
    end
end

--ν”Œλ ˆμ΄μ–΄μ—κ²Œ ν•΄λ‹Ή 쿠폰을 μ‚¬μš© μ²˜λ¦¬ν•΄μš”.
--(쿠폰 번호, 쿠폰 μ‚¬μš© 처리 ν•¨μˆ˜)
player:UseCoupon("CouponNumber", DoUseCoupon)

void UseRemainCoupon(string CouponType, function Function)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ—κ²Œ λ―Έμ‚¬μš© 쿠폰을 μ‚¬μš©ν•΄μš”. (쿠폰 νƒ€μž…μ΄λ¦„, 이벀트 등둝 ν›„ λ°˜ν™˜κ°’μ„ 받을 ν•¨μˆ˜) μ—°κ²°λœ ν•¨μˆ˜λ‘œ player, CouponData κ°€ μ „λ‹¬λ˜μš”.

-- μƒ˜ν”Œ --

local function DoUseRemainCoupon(player, couponReturnData)
    local state = couponReturnData.State --쿠폰의 μƒνƒœ
    local couponType = couponReturnData.CouponType --쿠폰의 보상 μ’…λ₯˜
    local result = couponReturnData.Result --쿠폰 μ‚¬μš© κ²°κ³Ό

    --쿠폰 μƒνƒœ 및 보상
    if state == Enum.CouponState.Wait then
        print("쿠폰 μƒνƒœ : λŒ€κΈ°")
    elseif state == Enum.CouponState.Doing then
        print("쿠폰 μƒνƒœ : μ§„ν–‰")
    elseif state == Enum.CouponState.Stop then
        print("쿠폰 μƒνƒœ : 쀑지")
    elseif state == Enum.CouponState.End then
        print("쿠폰 μƒνƒœ : μ’…λ£Œ")
    end
    print("쿠폰 보상 νƒ€μž… : ", couponType)

    --쿠폰 μ‚¬μš© κ²°κ³Όκ°€ Success이면
    if result == Enum.CouponResult.Success then
        print("쿠폰을 μ‚¬μš©ν–ˆμŠ΅λ‹ˆλ‹€!")

        if couponType == "Gold" then
            player.Gold = player.Gold + 1000
        end

    --쿠폰 μ‚¬μš© κ²°κ³Όκ°€ Exist이면
    elseif result == Enum.CouponResult.Exist then
        print("이미 μ‚¬μš©ν•œ μΏ ν°μž…λ‹ˆλ‹€!")

    --μ΄μ™Έμ—λŠ”
    else
        print("μœ νš¨ν•˜μ§€ μ•Šμ€ μΏ ν°μž…λ‹ˆλ‹€!")
    end
end

-- 남은 쿠폰 μ‚¬μš©
player:UseRemainCoupon(couponName, DoUseRemainCoupon)

void DoGetRemainCouponCount(string CouponType, function Function)

ν•΄λ‹Ή ν”Œλ ˆμ΄μ–΄μ˜ μ‚¬μš© κ°€λŠ₯ν•œ 쿠폰 μˆ˜λŸ‰μ„ μ–»μ–΄μ˜¬ 수 μžˆμ–΄μš”. μ—°κ²°λœ ν•¨μˆ˜λ‘œ player, number count κ°€ μ „λ‹¬λ˜μš”

-- μƒ˜ν”Œ --

local function DoGetRemainCouponCount(player, count)
    print("Remain Coupon Count : ", count)
end

-- 쿠폰 남은 μˆ˜λŸ‰ 확인
player:GetRemainCouponCount(couponName, DoGetRemainCouponCount)

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)

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μœ μ €κ°€ 좩돌 μ‹œ λ°œμƒ νƒ€μž…μ„ μ„€μ •ν•  수 μžˆμ–΄μš”. (좩돌 νƒ€μž… 이름 μ„€μ •, )

ν•΄λ‹Ή μœ μ €μ˜ μ €μž₯λ˜λŠ” 벑터λ₯Ό μΆ”κ°€ν•΄μš”. (Value 이름, Vector 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή μœ μ €μ˜ μ €μž₯λ˜λŠ” μ‹€μˆ˜λ₯Ό μΆ”κ°€ν•΄μš”. (Value 이름, number 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή μœ μ €μ˜ μ €μž₯λ˜λŠ” bool을 μΆ”κ°€ν•΄μš”. (Value 이름, bool 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή μœ μ €μ˜ μ €μž₯λ˜λŠ” λ¬Έμžμ—΄μ„ μΆ”κ°€ν•΄μš”. (Value 이름, string 데이터, , 동기화 μ‹œκ°„)

ν•΄λ‹Ή μœ μ €μ˜ μ €μž₯λ˜λŠ” 컬러λ₯Ό μΆ”κ°€ν•΄μš”. (Value 이름, Color 데이터, , 동기화 μ‹œκ°„)

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.CollisionResponse.νƒ€μž…
Enum.ReplicateType.νƒ€μž…
Enum.ReplicateType.νƒ€μž…
Enum.ReplicateType.νƒ€μž…
Enum.ReplicateType.νƒ€μž…
Enum.ReplicateType.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.νƒ€μž…
AddTimeEvent
DeleteTimeEvent