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À¯´ÏƼ 3D
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À¯´ÏƼ 3D ´Â Àü ¼¼°èÀÇ Àü¹® °³¹ßÀÚ, µ¶¸³ °³¹ßÀÚ, ¾Æ¸¶Ãß¾î °³¹ßÀÚµéÀÌ ³Î¸® »ç¿ëÇϰí ÀÖ´Â Çõ½ÅÀûÀÎ 3D °ÔÀÓ °³¹ß µµ±¸(¿£Áø)·Î, À¯´ÏƼ 3D ¼³Ä¡ºÎÅÍ ÀÌ¿ëÇÏ¿© PC¿ë °ÔÀÓ°ú ¾Èµå·ÎÀÌµå ¹× ¾ÆÀÌÆù¿ë ¸ð¹ÙÀÏ °ÔÀÓÀ» °³¹ßÇÒ ¼ö ÀÖ½À´Ï´Ù. ¾ËÁö¿À À¯´ÏƼ 3D ±âÃʺÎÅÍ ÁÂÇ¥°è, Á¶¸í, Ä«¸Þ¶ó, ¹°Ã¼ÀÇ Ãæµ¹ ¹Ý»ç, »ç¿îµå, ¿ÀºêÁ§Æ®¿¡ Áú°¨À» ºÎ¿©ÇÏ´Â ¹æ¹ý, ¾Ö´Ï¸ÞÀ̼Ç, GUI, ÆÄƼŬ ¸¸µå´Â ¹ý µî ½ÇÁ¦ °ÔÀÓ¿¡¼­ »ç¿ëÇÏ´Â Å×Å©´ÐÀ» ¹è¿ï ¼ö ÀÖ½À´Ï´Ù.
  • 01.59ºÐ À¯´ÏƼ3D¿Í Ä£ÇØÁö±â

    À¯´ÏƼ3D¸¦ ÅëÇØ °£´ÜÇÑ 3D ½´ÆÃ °ÔÀÓÀ» ¸¸µé¸é¼­ À¯´ÏƼ3D¸¦ ´Ù·ç´Â ¹ý ±×¸®°í ½ºÅ©¸³Æ® ÀÛ¼º¹ýÀ» ÇнÀÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:08] À¯´ÏƼ ½ÇÇà È­¸é »ìÆìº¸±â/[00:26] sceneºä Á¶ÀÛ¹ý/[00:45] ¿ÀºêÁ§Æ® »ý¼º/[01:07] À§Ä¡°ª 0À¸·Î º¯°æ/[01:29] ¶Ç´Ù¸¥ ¿ÀºêÁ§Æ® »ý¼º/[01:51] sphere»ý¼º ÈÄ À§Ä¡°ª º¯°æ/[02:13] light-directional light¼±ÅÃ/[02:23] ±×¸²ÀÚ Ãß°¡/[03:00] Ä«¸Þ¶ó À§Ä¡ º¯°æ/[03:46] ¿ÀºêÁ§Æ® »ö ÀÔÈ÷±â/[04:40] »öÀ» ÁöÁ¤ÇÑ materialÀ» µå·¡±×ÇØ¼­ sceneºä¿¡ ÀÖ´Â ¿ÀºêÁ§Æ®¿¡ ³õ±â/[04:53] ÅØ½ºÃÄ ÀÔ·Â/[05:56] °ø ¹Ù´ÚÀ¸·Î ¶³¾î¶ß¸®±â/[06:30] rigidbodyÃß°¡/[07:00] °ø Æ¢±â´Â ÀÛ¾÷/[07:29] bounciness°ª ¼³Á¤/[08:09] directional lightÀÇ bias°ª Á¶Àý/[08:54] »õ ÇÁ·ÎÁ§Æ® »ý¼º ÈÄ ¹Ù´Ú°ú °ø ¸¸µé±â/[09:30] ±¸Ã¼¸¦ ½ºÅ©¸³Æ®¸¦ »ç¿ëÇØ¼­ ¿òÁ÷À̱â/[09:48] project¿¡¼­ create-c#script/[10:05] monodevelop/[10:20] speedÁ¤Çϱâ/[10:58] ¹æÇâ Á¤Çϱâ/[11:37] À̵¿/[12:24] script¸¦ component¿¡ µå·¡±×/[12:43] ¿·À¸·Î ¿òÁ÷ÀÌ´Â°Í Ãß°¡/[13:35] ȸÀü Çϱâ/[13:50] 3d object¿¡¼­ cylinderÃß°¡/[14:18] scaleÁ¶Á¤/[14:56] À§Ä¡ Á¶Á¤/[15:33] vertical°ú horizontal/[15:58] vertical duplicateÇϱâ/[16:51] ȸÀüÇÏ´Â ½ºÇÇµå °ª/[17:47] ±âÁØÁ¡ ¼±ÅÃ/[18:02] ½ÇÇà È®ÀÎ/[18:48] ÃÑ¾Ë ¹ß»ç ÀÛ¾÷/[18:56] capsule»ý¼º/[19:36] scriptÃß°¡/[20:11] script º¯¼ö ¸¸µé±â/[20:55] translate/[21:29] ½ÇÇà È®ÀÎ/[22:06] ÃѾËÀÌ À§ÂÊÀ¸·Î ³¯¾Æ°¡µµ·Ï ¼öÁ¤/[22:51] ƯÁ¤Å°¸¦ ´©¸¦ ¶§¸¶´Ù ÃѾËÀÌ ¹ß»ç µÇµµ·Ï ¸¸µé±â/[23:22] scriptÃß°¡/[23:56] bulletprefabÀ¸·Î ¼³Á¤/[24:21] ¹ß»ç ½Ã°£ ¼³Á¤/[25:11] fire°ª ÀÌ¿ë/[26:03] shotime/[26:45] bullet¸¸µé±â/[27:18] bullet.position°ª ¼³Á¤/[27:59] ȸÀü/[28:48] ½ÇÇà/[29:41] ÃѾ˿¡ ¸ÂÀ» ¹°Ã¼ »ý¼º/[29:56] cubeÃß°¡/[30:47] cubeº¹»çÇØ¼­ »ç¿ë/[31:48] bulletscript¸¦ remove component/[32:36] ÃѾËÀÌ ºÒ¾ÈÁ¤ÇÏ°Ô ³ª°¡´Â ÀÌÀ¯/[33:00] creat empty/[34:06] transform shotpoint/[34:45] bulletÀÇ positionÀ» shotpoint·Î º¯°æ/[35:22] ½ÇÇà/[35:52] ¹öưÀ» Ŭ¸¯ ÇßÀ» ¶§ ÃÑ¾Ë ¹ß»ç ¼³Á¤/[37:00] bulletscript¸¦ component¿¡ ³Ö±â/[37:22] position y°ª/[37:59] gameObject¿Í GameObjectÀÇ Â÷ÀÌÁ¡/[38:22] ½ÇÇà/[39:00] ±âº»ÀûÀ¸·Î Á¦°øÇÏ´Â scriptȰ¿ë/[39:35] smoothfollow¸¦ component¿¡ ³Ö±â/[39:52] Ä«¸Þ¶ó°¡ Ç÷¹À̾ µû¶ó¿À´Â °Í È®ÀÎ/[40:52] assets-import package-particles/[41:22] small explosion/[41:43] inspectorâ¿¡¼­ one shotüũ/[42:04] ÃѾËÀ» ¹ß»ç ÇÒ ¶§ ÆÄƼŬ È¿°ú/[43:14] scale°ª Á¶Á¤/[43:42] effectprefab¿¡ small explosion³Ö±â/[44:22] position¼³Á¤±îÁö ÀÛ¾÷/[45:15] ½ÇÇà/[45:52] Àû ¸¸µé±â/[46:22] ¹Ù´Ú¿¡ »ö»ó ³Ö±â/[47:29] ÀûÀÇ ¸ð½ÀÀº cylinder¸ð¾çÀ¸·Î ¸¸µé±â/[48:07] script¸¦ »ç¿ëÇØ ÀûÀ» ¿òÁ÷ÀÌ°Ô ¸¸µé±â/[48:35] ±¸Ã¼¸¦ player·Î ÁöÁ¤/[49:27] º¤ÅͰ£ÀÇ °Å¸®¸¦ ±¸ÇÏ´Â ÇÔ¼ö/[50:00] lookat/[50:37] ½ÇÇà È­¸é È®ÀÎ/[51:45] prefabÀ» ¸¸µé¾î¼­ ÀûÀ» ¿©·¯°³ ¹èÄ¡/[52:15] ÀûÀÌ ÃѾËÀ» ¸Â¾Æ Á×´Â °Í ±¸Çö/[54:07] bulletÀÌ enemy¿¡ ´ê´Â ¼ø°£ È®ÀÎ/[54:35] enemy¿¡°Ô rigidbodyÃß°¡Çؼ­ enemy°¡ ³¯¾Æ°¡°Ô ¼³Á¤/[55:19] massÁ¶Á¤/[55:45] shoteffectȰ¿ë/[57:00] ellipsoid/[57:45] prefab¸ñ·ÏÀÇ apply¼±ÅÃ/[58:50] effectprefab¿¡ shoteffectÀÔ·Â
  • 02.43ºÐ À¯´ÏƼ3D¿¡¼­ GUI´Ù·ç±â

    À¯´ÏƼ3D¿¡¼­ 2D GUI¸¦ ÆíÁýÇÏ°í °ÔÀÓ¿¡ Àû¿ëÇÏ´Â °úÁ¤À» ¾Ë¾Æº¸°í ½Ç½ÀÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:02] GUI¾Ë¾Æº¸±â/[00:27] button»ý¼º/[01:11] 2d¼³Á¤ ÈÄ ÆíÁý/[01:26] rect transform/[01:49] pos x, y, z/[02:05] anchors/[02:46] pivot/[03:30] anchor presets/[04:11] layout¾Ë¾Æº¸±â/[04:30] aspect ratio fitter/[04:53] mode¿Í ratio¼³Á¤/[05:10] vertical layout group/[05:30] spacing, padding¼Ó¼º Á¶Àý/[05:54] horizontal layout group/[06:00] grid layout group/[06:42] ¿ÀºêÁ§Æ® ¼Ó¼º ¾Ë¾Æº¸±â/[07:00] text¼öÁ¤/[07:43] interactable/[08:18] color tintÈ¿°ú/[09:11] fade duration/[09:30] sprite swapÈ¿°ú/[10:16] navigation/[10:41] visualize¼±ÅÃ/[11:07] navigationÀÛµ¿ È®ÀÎ/[11:46] ¹öưÀ» Ŭ¸¯ÇÒ ¶§ ÇÏ´Â µ¿ÀÛ/[12:26] on click¿¡ ¸®½ºÆ® Ãß°¡/[13:13] unityengine.uiÀÛ¼º/[13:31] panel¿¡ button³Ö±â/[14:11] ½ÇÇà È®ÀÎ/[14:33] ¸î°¡Áö¸¦ ÇѲ¨¹ø¿¡ µ¿ÀÛ °¡´É/[15:35] ¹öư 9°³·Î °ÔÀÓ ¸¸µé±â/[16:00] ¹öư Ãß°¡/[16:59] À§Ä¡ Á¶Á¤/[17:33] text ÀÔ·Â/[18:00] best fitüũ/[18:41] panelScript¿¡ »õ·Î¿î ÇÔ¼ö ÀÛ¼º/[19:03] buttonScript¿¡ scriptÀÛ¼º/[19:41] ¹öưÀÇ À̸§ º¯°æ/[20:00] consoleºä¸¦ ÅëÇØ logÈ®ÀÎ/[20:45] text¸¦ Áö¿ì°í best fitüũ/[21:10] buttonÀ» Ŭ¸¯ÇßÀ» ¶§ ÁøÇà µÉ scriptÈ®ÀÎ/[22:03] ½ÇÇà È®ÀÎ/[22:29] ¿¹¿Üó¸® scriptÀÛ¼º/[23:11] ¹è¿­ Á¤¸®/[24:17] gameboardÀÇ index°ª/[24:45] ½ÂÆÐ ÆÇÁ¤/[25:37] for¹®À» »ç¿ëÇØ¼­ ÀÛ¼º/[27:11] ¼¼·Îüũ¿Í ´ë°¢¼±Ã¼Å© ÀÔ·Â/[28:07] return°ª 0ÀÛ¼º/[29:03] state text/[29:52] o's turn, x's turn/[30:33] ½ÇÇà È®ÀÎ/[30:59] À̹ÌÁö ÀÔ·Â/[31:11] texture typeÀ» sprite·Î º¯°æ ÈÄ apply/[31:37] ui-image/[32:15] lineÀ» ³Ö°í Å©±â Á¶Àý/[32:45] colorâ¿¡¼­ ¾ËÆÄ°ª Á¶Àý/[34:37] gameboardüũ/[35:07] ½ÇÇà/[35:45] ºñ±â´Â °æ¿ìÀÇ ¿¹¿Üó¸®/[36:22] stateText¸¦ draw·Î º¯°æ/[37:14] °ÔÀÓÁ¾·á ÈÄ ³ª°¡±â ¹öưÀ̳ª Àç½ÃÀÛ ¹öư ±¸Çö/[37:44] canvas¾È¿¡ panelÃß°¡/[38:19] panel¾È¿¡ buttonÃß°¡/[38:52] button¿¡ textÀÔ·Â/[39:22] scriptÃß°¡/[40:20] typeÀÌ 0ÀÏ °æ¿ì/[41:04] typeÀÌ 1ÀÏ °æ¿ì/[41:45] resultpopupÇÔ¼ö ¸¸µé±â/[42:20] panelscript¿¡¼­ canvasºÒ·¯¿À´Â ÀÛ¾÷/[43:07] ½ÇÇà È®ÀÎ
  • 03.55ºÐ °ÔÀÓ Á¦ÀÛ ±âÃÊ(1)

    ½´ÆÃ°ÔÀÓÀ» ¸¸µé¸ç ¿¡¼Â½ºÅä¾î¿Í ÆÄƼŬ Á¦ÀÛÀ» ¹è¿öº¸°í ½Ç½ÀÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:05] ½´ÆÃ°ÔÀÓ ¸¸µé±â/[00:20] ¿¡¼Â½ºÅä¾î¿¡¼­ ¸ðµ¨ ´Ù¿î¹Þ´Â ¹æ¹ý/[01:40] ´Ù¿î·Îµå ÈÄ import/[02:20] importÇÑ ¸ðµ¨ ¼¼ÆÃÇϱâ/[03:00] generate colliders/[03:30] ¸ðµ¨À» sceneºä·Î ³Ö°í À§Ä¡ Á¶Á¤/[04:00] animator Áö¿ì±â/[04:46] ¸ðµ¨ÀÇ prefab ¸¸µé±â/[06:12] Ä«¸Þ¶óÀÇ À§Ä¡ Á¶Á¤/[06:30] cameraÀÇ backgroundÁöÁ¤/[06:43] plane»ý¼º/[07:30] tiling°ª Á¶Àý/[08:07] script¸¦ »ý¼ºÇؼ­ ¹è°æ ¿òÁ÷À̵µ·Ï ¸¸µé±â/[08:48] offset°ª Á¶Àý/[09:30] mesh rendererÀÇ materials/[10:13] ¹è°æÈ­¸éÀÇ ½ºÅ©·Ñ¸µ È®ÀÎ/[10:39] Ä«¸Þ¶ó °¢µµ Á¶Á¤/[11:15] ÆÄƼŬ Á¦ÀÛ/[11:37] particle position°ª º¯°æ/[12:01] particle system¼³Á¤/[12:20] shape¼³Á¤/[13:11] start color¼³Á¤/[13:56] emissonÀÇ rate¼³Á¤/[14:35] material»ý¼º/[14:52] shaderÀÇ particles-additive¼±ÅÃ/[15:54] ½ÇÇà/[16:22] color over lifetime-alpha°ª ÁÙÀ̱â/[17:30] ÃѾËÀ» ¹ß»çÇÒ ¶§ »ý±â´Â ÆÄƼŬ »ý¼º/[19:11] »õ·Î »ý¼ºÇÑ shotparticle¼³Á¤/[19:37] emissionÀÇ bursts¼³Á¤/[20:26] play on awake¿Í loopingÃ¼Å©ÇØÁ¦/[20:56] ÀüÅõ±â À̵¿ ÀÛ¾÷/[21:18] fighterScript»ý¼º ÈÄ ¼öÁ¤/[22:07] ÀüÅõ±â°¡ È­¸é¹ÛÀ¸·Î ³ª°¡Áö ¾Êµµ·Ï ¼³Á¤/[22:59] screenpos°ª/[24:07] ÀüÅõ±âÀÇ °¡·ÁÁö´Â ºÎºÐ ¾øÀÌ ¼öÁ¤/[24:56] lscreenpos, rscreenpos/[25:52] ½ÇÇà/[26:07] ¿î¼® ¸¸µé±â/[26:56] ¿î¼® Áú°¨ º¯°æ/[27:14] normalmap/[28:30] bumped specular¼±ÅÃ/[29:03] meteoscript»ý¼º ÈÄ ¼öÁ¤/[29:52] randomsizeº¯¼ö ¼±¾ð/[30:40] speed¿Í hp¼³Á¤/[31:11] rotatespeed¼³Á¤/[31:41] ¿î¼®ÀÇ Ãʱâ À§Ä¡ ¼³Á¤/[32:37] random.range»ç¿ë/[33:05] ¿î¼®ÀÇ »ö ¼³Á¤/[34:04] ¿î¼® ¿òÁ÷À̱â/[34:45] space.world/[35:45] rotate/[36:19] ¸Þ¸ð¸® È¿À²À» À§ÇØ °ÔÀÓ¿ÀºêÁ§Æ® Á¦°Å/[36:37] ¿î¼®À» ÀÚµ¿ÀûÀ¸·Î »ý¼ºÇÏ°Ô ¸¸µé±â/[37:15] coroutine»ç¿ë ¹æ¹ý/[38:19] waitforsecondsÇÔ¼ö/[39:28] ½ÇÇà/[40:15] random.rangeÈ¿°ú/[40:58] ¹Ì»çÀÏ ¹ß»ç¿Í ¹Ì»çÀϰú ¿î¼®ÀÇ Ãæµ¹ ±¸Çö/[41:22] capsule»ý¼ºÇؼ­ ¹Ì»çÀÏ ¸¸µé±â/[41:52] ¹Ì»çÀÏ¿¡ ÆÄƼŬ È¿°ú/[43:15] ¹Ì»çÀÏ ¹ß»ç/[43:29] fighterScriptÈ®ÀÎ/[44:45] ¹Ì»çÀÏÀÌ ¿òÁ÷ÀÌ´Â script»ý¼º/[45:15] rigidbodyÃß°¡/[45:52] ¹Ì»çÀÏ ¾È¿¡ÀÖ´Â particle system/[46:13] simulation space¸¦ world·Î º¯°æ/[47:00] ¹Ì»çÀÏ ¹ß»çÇÒ ¶§ ÆÄƼŬ ¹ß»ý/[47:29] particlesystemÀ» play·Î ¼³Á¤/[47:57] ¹Ì»çÀϰú ¿î¼®ÀÌ Ãæµ¹ÇÒ ¶§ ±¸Çö/[50:37] ½ÇÇà/[51:15] ¹Ì»çÀϰú ¿î¼®ÀÌ Ãæµ¹ÇÒ ¶§ÀÇ ÆÄƼŬ/[52:12] ½ÇÇà È®ÀÎ/[53:04] bigexplosion¸¸µé±â/[54:37] bigexplosion¿¡ prefab³Ö°í ½ÇÇà
  • 04.40ºÐ °ÔÀÓ Á¦ÀÛ ±âÃÊ(2)

    ½´ÆÃ°ÔÀÓ¿¡ GUI¸¦ ÀÔÇô¼­ ¿Ï¼ºÇϰí PC¿ë Standalone°ú WebPlayer·Î Æ÷ÆÃÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:15] GUI ¸¸µé±â/[00:33] canvas¿¡ textÀÔ·Â/[00:51] À§Ä¡ À̵¿/[01:11] score¸¦ ¹Ù²Ù±â À§ÇÑ ÄÁÆ®·Ñ·¯ ¸¸µé±â/[01:23] ½ºÅ©¸³Æ® »ý¼º/[01:57] ÀüºÎ ¶È°°ÀÌ Àû¿ë/[02:23] »ý¼ºÀÚÀÇ ½ºÄÚ¾î ÃʱâÈ­/[03:00] UI ÄÁÆ®·Ñ·¯ ¸¸µé±â/[03:23] Start¿¡¼­ ScoreController ºÒ·¯¿À±â/[03:49] text°¡Á®¿À±â/[04:15] Updateó¸®/[04:43] ¿î¼®ÀÌ ÆÄ±«µÉ ¶§ ½ºÄÚ¾î ¿Ã¸®±â/[05:00] ½ÇÇà È®ÀÎ/[05:30] ScoreController¿¡ Á¡¼ö ÀúÀåÇØ¼­ highscore¸¸µé±â/[05:46] LoadHighScoreÇÔ¼ö »ý¼º/[06:46] SaveHighScoreÇÔ¼ö »ý¼º/[07:15] HighScore¸¦ 1¾¿ Áõ°¡½ÃŰ´Â ½ºÅ©¸³Æ®/[08:07] addScore·Î º¯°æ/[08:48] HighScore´Â ¿À¸¥ÂÊ¿¡ À§Ä¡/[09:13] UIÄÁÆ®·Ñ·¯¿¡ highScoreTextºÒ·¯¿À±â/[09:43] Å×½ºÆ® È®ÀÎ/[10:22] Ç÷¹À̾î¿Í ¿î¼®ÀÇ Ãæµ¹/[10:35] canvas¿¡ panel»ý¼º/[11:48] panel¾È¿¡ button»ý¼º/[12:52] button¾ÈÀÇ textÅ©±â Á¶Àý/[13:33] button Ãß°¡ »ý¼º/[14:28] Restart¿Í Exit¹öư ù È­¸é¿¡¼­ ¾ø¾Ö±â/[14:58] UI ÄÁÆ®·Ñ·¯¿¡ ÀúÀå/[15:48] Ãæµ¹ ó¸®Çϱâ/[16:15] 3D-omega fighter-body/[16:30] Mesh Collider¸¸µé±â/[18:00] convexüũ/[18:26] Ãæµ¹ ó¸®/[18:51] Debug.LogÀÔ·Â/[19:22] body¿¡ ÀÖ´Â Mesh Collider¸¦ »èÁ¦Çϰí omega fighter¿¡ Ãß°¡/[20:15] omega fighter¿¡ RigidbodyÃß°¡/[20:33] Triggerüũ/[21:11] meteo½ºÇǵå Á¶Àý ÈÄ ½ÇÇà È®ÀÎ/[21:41] game overÆÐ³Î ³ªÅ¸³ª°Ô ¸¸µé±â/[22:56] ½ÇÇà È®ÀÎ/[23:30] °ÔÀÓ¿À¹ö ÈÄ ¹ß»çµÇ´Â ÃÑ¾Ë º¯¼ö¸¦ ÅëÇØ ¸·±â/[24:00] updateºÎºÐ ½ÇÇàÇÏÁö ¾Ê°Ô Çϱâ/[24:41] restart¿Í exit¹öư ÀÛµ¿½Ã۱â/[24:59] ¹öư¿¡ ´ëÇÑ ÇÔ¼ö ¸¸µé±â/[25:37] ¹öư disabled½Ã۱â/[26:03] platform¼±ÅÃ/[26:48] restart¹öư¿¡ ¸®½º³Ê ³Ö±â/[27:03] exit¹öưµµ µ¿ÀÏ ÀÛ¾÷/[27:33] textÀÔ·Â/[28:07] FighterScript¿¡ gameover´Ù¸¥ ¹æ¹ý »ç¿ëÇϱâ/[28:32] coroutine¿¡ ¾µ ÇÔ¼ö ¸¸µé±â/[29:25] gameoverâÀ» 1ÃÊ ÈÄ¿¡ ¶ß°Ô º¯°æ/[30:00] Ãæµ¹ÇßÀ» ¶§ ºñÇà±â Á¦°Å/[31:11] ½ÇÇàÆÄÀÏÀ̳ª webPlayer·Î Æ÷ÆÃ/[31:22] file-build settings-Æ÷ÆÃÇÒ ¼ö ÀÖ´Â platform/[31:48] windows¼±Åà ÈÄ player settings/[32:12] macÀº fullscreen mode µû·Î ¼³Á¤/[32:37] platformº°·Î iconÀ» ´Ù¸£°Ô Çϰí½ÍÀ» °æ¿ì/[33:07] add current·Î ÇöÀç sceneÃß°¡/[33:22] ½´ÆÃ°ÔÀÓ ÀúÀå/[33:43] °ÔÀÓ ½ÇÇà/[34:30] ¹öưµéÀÌ È­¸é Å©±â¿¡ ¸ÂÃçÀÖ´Â °Í È®ÀÎ/[35:22] restart½Ã score°¡ ÃʱâÈ­ µÇµµ·Ï ¼³Á¤/[36:30] WebPlayer·Î Æ÷ÆÃ/[36:50] switch platform¼±ÅÃ/[37:13] Æú´õ ÁöÁ¤ ÈÄ ºôµå/[37:28] ½ÇÇà È®ÀÎ/[37:57] Exit¹öư disabled½Ã۱â/[38:28] file-Build&Run/[39:06] Application platform¾È¿¡ GUIº¯°æ
  • 05.41ºÐ °ÔÀÓÁ¦À۽ǽÀ - 1 (1)

    ´ßÀÌ µ¹À» ÇÇÇÏ´Â °ÔÀÓÀ» Á¦ÀÛÇØº¾´Ï´Ù.

    Ã¥°¥ÇÇ[00:10] °ÔÀÓ»ý¼º ÈÄ ¾Èµå·ÎÀ̵å·Î Æ÷ÆÃÇϱâ/[00:28] ¾Ö´Ï¸ÞÀ̼ÇÀ» »ç¿ëÇØ °ÔÀÓÁøÇà/[00:55] ¾Ö´Ï¸ÞÀ̼Ç-Àý´ë °ª/[01:22] window-animation/[01:49] position¹Ù²Ù±â/[02:07] add key·Î Ű Ãß°¡ »ý¼º/[02:42] »¡°£»öÀ¸·Î µÇ¾îÀÖ´Â °ªµéÀº ³ìÈ­ ÁøÇà/[03:13] play¹öư ´­·¯ È®ÀÎ/[04:00] position-y°ª È®ÀÎ/[04:15] Curves¸¦ ´­·¯ ±×·¡ÇÁ È®ÀÎ/[04:41] key¿¡¼­ ¿À¸¥ÂÊ ¼±Åà ÈÄ Flat/[05:46] x,z°ª-Àý´ë°ª/[06:24] ChickenParent¸¦ ¸¸µé¾î ±× ¾È¿¡ Chicken³Ö±â/[06:41] position x,y,z°ª ÁöÁ¤/[07:30] ChickenParentÀÇ position¼³Á¤/[08:22] ¾Ö´Ï¸ÞÀÌ¼Ç ¼Óµµ Á¶Àý/[09:11] window-animator/[09:35] chickenwalk/[09:58] create new clip/[10:20] chickenwait»ý¼º/[10:52] Rotation°ª ¼³Á¤/[11:33] keyº¹»ç ÈÄ ºÙ¿©³Ö±â/[12:22] chickenwait¸¦ ±âº»°ªÀ¸·Î ¼³Á¤/[12:48] chickenwait¿À¸¥ÂÊ ¼±ÅÃ-make transition/[13:11] exit time¼³Á¤/[14:31] wait·Î ÀÖ´Ù°¡ ´­·¶À» ¶§ walk·Î º¯ÇÏ°Ô ¸¸µé±â/[14:52] animator¾ÈÂÊ¿¡ ÀÖ´Â parameter»ý¼º/[15:31] ½ºÅ©¸³Æ® »ìÆìº¸±â/[16:17] ½ÇÇà È®ÀÎ/[16:48] ¸¶¿ì½º ¹æÇâÀ¸·Î ´ßÀÌ µû¶ó¿À°Ô ¸¸µé±â/[17:03] ChickenParent¿¡ ½ºÅ©¸³Æ® »ý¼º/[17:18] ½ºÅ©¸³Æ® ¼öÁ¤/[17:56] RaycastÇÔ¼ö »ç¿ë/[19:07] °ÔÀÓ ¿ÀºêÁ§Æ® transformÀÇ nameÃâ·Â/[19:41] colliderüũ¿Í ÇØÁ¦ ÇßÀ» °æ¿ì/[20:18] plane-layer-add layer/[20:48] ½ºÅ©¸³Æ® ¼öÁ¤/[22:37] ½ÇÇà È®ÀÎ/[23:11] ¼±ÅÃÇÑ ¹æÇâÀ¸·Î chicken¿òÁ÷À̱â/[24:21] chickenParent¸¦ ¿òÁ÷¿©¼­ chicken¿òÁ÷À̱â/[24:55] chickenÀÇ animation/[26:07] hit°¡ hitÀÇ ¹æÇâ´ë·Î µ¹¾Æº¸µµ·Ï ¸¸µé±â/[27:25] ChickenMoveScript¼öÁ¤/[28:26] chickenÀ̵¿Çϱâ/[28:47] ½ÇÇà È®ÀÎ/[29:07] ChickenMoveScript¼öÁ¤/[29:47] speedÁöÁ¤/[30:15] ½ÇÇà È®ÀÎ/[30:32] ´ßÀÌ ÇÇÇÒ Àå¾Ö¹° ¸¸µé±â/[30:59] stone¿ÀºêÁ§Æ® »ý¼º/[31:30] µ¹ÀÌ À§¿¡¼­ ¶³¾îÁ® ´ßÀÌ ¸ÂÀ¸¸é Á×µµ·Ï ¼³Á¤/[31:51] ´ßÀÌ Á×´Â ¸ð¼Ç ¸¸µé±â/[32:35] ´ßÀ» ¿·À¸·Î ³Ñ¾îÁö°Ô Çϱâ/[33:07] x°ª ȸÀüÃà ´¯È÷±â/[33:30] y°ª º¯°æ/[34:45] chickendieÀÇ Loop TimeÇØÁ¦/[35:07] Make Transition/[35:22] parametersÃß°¡/[36:00] chickenAnimationController¼öÁ¤/[36:27] stone¿¡ Rigidbody³Ö±â/[37:22] StoneScriptÀÛ¼º/[37:49] ½ÇÇà È®ÀÎ/[38:15] ChickenMoveScript¿¡ if¹® Ãß°¡/[39:37] ½ÇÇà È®ÀÎ/[39:57] camera ¼¼ÆÃ
  • 06.45ºÐ °ÔÀÓÁ¦À۽ǽÀ - 1 (2)

    ´ßÀÌ µ¹À» ÇÇÇÏ´Â °ÔÀÓÀ» Á¦ÀÛÇØº¾´Ï´Ù.

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  • 07.51ºÐ °ÔÀÓÁ¦À۽ǽÀ - 2

    2D½ºÇÁ¶óÀÌÆ®¿¡¼­ °ÔÀÓÀ» Á¦ÀÛÇØº¸°í, 2D¿Í 3DÀÇ Â÷ÀÌÁ¡À» ¸ÕÀú ¾Ë¾Æº¾´Ï´Ù.

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  • 08.44ºÐ °ÔÀÓÁ¦À۽ǽÀ - 3

    2D½ºÇÁ¶óÀÌÆ®¸¦ Ȱ¿ëÇÏ¿© °ÔÀÓÀ» Á¦ÀÛÇØº¸°í, 2D°ÔÀÓÀ» À¯µ¿Àû GUI¸¦ ÀÌ¿ëÇØ ¿Ï¼ºÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:08] GUIÀû¿ëÇϱâ/[00:21] spawnFireScript ¿­±â/[00:34] humanPrefab ¹Þ±â/[01:28] human¿¡ ÀÚ½ÄÀ¸·Î ¸¸µë/[01:33] ½ÇÇà °á°ú È®ÀÎ/[01:40] HelfhumanÀ» prefab¸¸µé±â/[01:42] spawnFire ¼³Á¤/[01:49] ¼³Á¤ °á°ú ½ÇÇà/[02:37] Human¾È¿¡ Script ÀÛ¼ºÇϱâ /[03:02] sprites¿¡ Çǹþ ¿òÁ÷¿©¼­ ¼öÁ¤/[03:13] Sprite Editor ¼³Á¤/[03:24] Çǹþ À̵¿ ¼³Á¤/[03:57] Apply Àû¿ë/[04:03] Human Script ÀÛ¼º/[04:17] ¼ö¸í ÁöÁ¤/[04:39] life ÃʱâÈ­ ¼³Á¤/[04:43] deltaTime ¼³Á¤/[04:56] ¼³Á¤ °á°ú ½ÇÇà/[05:11] ¼³Á¤ ¿À·ù È®ÀÎ ¹× ¼öÁ¤/[05:39] fire parent¸¦ null·ÎÁöÁ¤/[06:04] ¼³Á¤ °á°ú ½ÇÇà/[06:28] else if ¼³Á¤/[06:53] Fire¿¡¼­ HP¸¦ PublicÀ¸·Î¼³Á¤/[07:52] ¼³Á¤ °á°ú ½ÇÇà/[08:34] ½Ì±ÛÅÏÀ¸·Î ½ºÄÚ¾î¸Å´ÏÁ® ¼³Á¤/[08:53] GovalVariablesManager »ý¼º/[08:58] static class »ý¼º/[09:48] º¯¼öÃʱâÈ­ ÇÔ¼ö Àû¿ë/[10:15] ½ºÅ©¸³À̴ϼȻç¿ë ¼³¸í/[11:10] unity ·Î return/[11:16] Canvas »ý¼º.¼³Á¤/[12:29] Build Settings¿¡¼­ Android·Î ¼³Á¤/[13:22] ¹° °ÔÀÌÁö °Ç¹° hp°ÔÀÌÁö »ý¼º/[13:32] panel·Î 2°³ °ÔÀÌÁö »ý¼º/[14:36] waterGugeScript »ý¼º/[15:13] ¹°ÀǾç script ¼³Á¤/[15:45] RectTransformÀ» component ¾ò±â/[16:11] ¼³Á¤ °á°ú ½ÇÇà/[16:34] ¿À·ù ¼öÁ¤/[17:02] sprinklerScript ¼öÁ¤/[17:33] ¼³Á¤ °á°ú ½ÇÇà/[17:55] waterGugage º¹»ç.»ç¿ë/[18:23] buildingHpGuage·Î À̸§º¯°æ. »ö»ó ¼öÁ¤/[19:47] º¯¼ö ³»¿ë ¼öÁ¤/[20:52] Public °ª ¼³Á¤/[21:14] buildingHPGuage script º¯°æ/[21:22] Fire Prefab¿¡ damage ¼³Á¤/[21:29] ¼³Á¤ °á°ú ½ÇÇà/[21:53] Score º¯¼ö ¼³Á¤/[22:08] Scorescript »ý¼º/[23:04] Get component »ç¿ë ¼³Á¤/[23:54] showScore ¼³Á¤/[25:26] GVM¿¡ Score ´õÇϱ⠼³Á¤/[25:43] ParticleSystem.loop=false ¼³Á¤/[26:41] ¼³Á¤ °á°ú ½ÇÇà/[27:19] sprinklerScript ¼³Á¤ º¯°æ/[28:48] ¼³Á¤ °á°ú ½ÇÇà/[29:44] HumanScript ¼³Á¤ º¯°æ/[30:21] ¼³Á¤ °á°ú ½ÇÇà/[31:17] ScoreScript¿¡¼­ Àý´ë°ªÇÔ¼ö ¼³Á¤/[31:35] ¼³Á¤ °á°ú ½ÇÇà/[32:04] buildingHPGuage script ¼³Á¤ º¯°æ/[32:53] ¼³Á¤ °á°ú ½ÇÇà/[33:21] GAMEOVER »óÅ ¼³Á¤/[33:29] SpawnFireScript ¼³Á¤ º¯°æ/[33:49] GovalVariablesManager ÇÔ¼ö »ðÀÔ/[33:58] sprinklerScript . TargerScript ¼³Á¤/[34:12] ¼³Á¤ °á°ú ½ÇÇà/[34:55] GAMEOVER / ReSTART ±Û¾¾ »ý¼º/[35:21] void onGUI ÇÔ¼ö»ç¿ë/[37:20] ¼³Á¤ °á°ú ½ÇÇà/[37:44] Restart ¹öưÃß°¡ ÇÔ¼ö¼³Á¤/[38:02] ¼³Á¤ °á°ú ½ÇÇà/[38:52] GAMEOVER Å׵θ® »ý¼º/[39:54] ¿¹¿Ü if¹® »ì·ÁµÎ±â/[40:04] build settings¿¡ Add Current ¼³Á¤/[40:14] Landscape ¼³Á¤/[40:31] Android ¹öÁ¯ ¼±ÅÃ/[40:40] Create New Key ¼³Á¤/[40:46] Keysrore »ý¼º/[41:24] Build And Run »ç¿ë/[41:34] Á߷¼¾¼­ÀÌ¿ë Ÿ°ÙÀ̵¿ ¼³Á¤/[42:27] Build And Run ´­·¯ Build/[42:45] ¼³Á¤ °á°ú È®ÀÎ/[43:28] °¡¼Óµµ ¼Óµµ ¼³Á¤º¯°æ ¾È³»
  • 09.48ºÐ °ÔÀÓÁ¦À۽ǽÀ - 4

    Camera¸¦ ÄÁÆ®·ÑÇϰí, RigidBodyÀÇ ¼Óµµ¸¦ ±¸Çغ¸´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:14] »ó¿ëÈ­ µÈ °ÔÀÓ ±â¹ýÀ» ¸ð¹æÇÏ¿© °ÔÀÓ Á¦ÀÛÇϱâ/[00:31] ¾Þ±×¸®¹öµå °ÔÀÓ ¸¸µé±â/[00:43] Ãæµ¹ ¾Ë¾Æº¸±â/[00:59] ±âº»Æ² »ý¼ºÇϱâ/[01:16] Á÷±¤ ¸¸µé±â/[01:22] »óÀÚ ¸¸µé±â/[01:56] »õÃÑ ¸¸µé±â/[02:11] ´ß ¸¸µé±â/[02:57] ´ß ³¯¾Æ°¡°Ô ¸¸µé±â/[03:12] mesh collider/[03:32] prefabs Æú´õ ¸¸µé±â/[04:01] scripts »ý¼º/[04:31] chickenscript ÀÛ¼ºÇϱâ/[05:00] enum/[05:43] state º¯¼ö/[06:13] state.init/[06:19] state ¿­°ÅÇü/[06:55] switch¹®/[07:11] state.ready/[07:55] Ä«¸Þ¶óÀÇ Æ÷Áö¼Ç ¼³Á¤/[08:15] use gravity/[08:33] state.ready, state.aiming/[08:50] raycasthit/[09:29] if¹®/[10:31] state.aiming/[11:15] mouseposition/[11:34] screentoworldpoint/[13:25] ´ßÀÌ ¹ß»çµÇ¾î Å¥ºê¸¦ Ä¡´Â ½ºÅ©¸³Æ® ¸¸µé±â/[13:50] getmousebuttonup/[14:03] state.fired/[14:29] pivotposition/[14:51] rigidbody.addforce/[15:23] ½ÇÇà, °á°ú È®ÀÎ/[15:47] Ä«¸Þ¶ó°¡ ´ßÀ» ÂѾƿÀ°Ô Çϱâ/[16:03] ´Ù¸¥ Ä«¸Þ¶ó¸¦ ¸¸µé¾î ´ßÀ» ÂѾƿÀ°Ô ¸¸µé±â/[17:11] public/[17:31] state.ready/[17:37] Ä«¸Þ¶ó¸¦ ¹Ù²Ù´Â ÇÔ¼ö ¸¸µé±â/[18:28] switchcamera(followingcamera)/[18:47] followingcamera.transform/[19:39] ½ÇÇà, °á°ú È®ÀÎ/[20:05] ¿À·ù ÇØ°áÇϱâ/[20:50] pullvector/[21:19] sqrmagnitude/[22:51] pullvector/[23:21] transform.position/[24:16] ¿©·¯ ¸¶¸®ÀÇ ´ß ¸¸µé±â/[25:08] number of chicken/[27:09] Ä«¸Þ¶ó º¯¼ö º¹»ç, ºÙ¿©³Ö±â/[27:24] switchcamera/[28:14] public void setmanager()/[29:01] manager.switchcamera/[29:57] state.fired/[30:25] chickenmanager/[30:38] start(), update()/[31:16] if, return/[32:09] chicken prefab, ½ÇÇà, °á°ú È®ÀÎ/[33:04] ½Ã°£À» Àç´Â º¯¼ö ¸¸µé±â/[33:21] limittime/[34:00] velocity º¯¼ö/[34:18] sqrmagnitude/[34:59] limittime/[35:48] makechicken()/[36:15] else¹®/[36:35] ½ÇÇà, °á°ú È®ÀÎ/[37:44] ¸¶¿ì½º¸¦ Ŭ¸¯ÇÏ¿© È­¸é ½ºÅ©·ÑÇϱâ/[38:39] input.mouseposition/[39:15] input.getmousebuttondown/[40:51] screentoworldpoint/[41:10] previousmouseposition-presentmouseposition/[42:43] ½ÇÇà, °á°ú È®ÀÎ/[43:18] activechicken/[43:57] public enum/[44:26] getcomponent/[45:02] ½ÇÇà, °á°ú È®ÀÎ/[45:55] ³²Àº ¿ä¼Ò »ìÆìº¸±â/[46:31] ¹è¿î ³»¿ë Á¤¸®/[47:01] ´ÙÀ½½Ã°£¿¡ ¹è¿ï ³»¿ë È®ÀÎ/[47:17] mass
  • 10.43ºÐ °ÔÀÓÁ¦À۽ǽÀ - 5

    ºí·°À» ¿Ï¼ºÇϰí ÀûÀ» Ãß°¡ÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇØº¾´Ï´Ù.

    Ã¥°¥ÇÇ[00:00] Å¥ºêÀÇ materials »ý¼ºÇϱâ/[00:21] brickscript/[00:38] bricktype/[01:00] excuteineditmode/[01:45] debug.log()/[02:25] materials/[02:36] type.gethashcode()/[03:53] type - wood/[04:20] application.isplaying/[04:52] ice cube »ö»ó º¯°æÇϱâ/[05:08] ice (instance)/[06:24] renderer.material/[07:43] brick ¼öÁ¤Çϱâ/[08:03] switch~case¹®/[08:37] break/[08:59] rigidbody.mass °ª Á¶Á¤Çϱâ/[09:07] ½ÇÇà, °á°ú È®ÀÎ/[09:45] material hp °ª ¼³Á¤/[10:06] oncollisionenter/[11:01] ½ÇÇà, °á°ú È®ÀÎ/[12:06] Å¥ºêÀÇ Å©±â¿¡ µû¸¥ hp °ª Á¶Á¤Çϱâ/[13:08] Àû ¸¸µé±â/[13:26] Ãæµ¹Ã¼ ¸¸µé±â/[14:06] rigidbody/[14:58] prefabs/[15:13] c# script/[15:45] º¯¼ö ¼±¾ð/[16:17] ½ÇÇà, °á°ú È®ÀÎ/[16:32] °í¾çÀÌ hp ¼³Á¤/[17:15] ½ÇÇà, °á°ú È®ÀÎ/[17:52] transform x, y °ª ¼öÁ¤/[18:41] ½ÇÇà, °á°ú È®ÀÎ/[19:01] stage Á¦ÀÛÇϱâ/[19:20] ½ÇÇà, °á°ú È®ÀÎ/[20:07] constraints/[21:24] new scene/[23:12] build settings/[23:58] ½ºÅ×ÀÌÁö¸¦ ÀüºÎ °ü¸®Çϴ Ŭ·¡½º ¸¸µé±â/[24:52] ui¿¡ scoretext ¸¸µé±â/[25:10] È­¸é »çÀÌÁî ¼öÁ¤Çϱâ/[25:27] build settings - android - switch platform/[25:39] ÇØ»óµµ/[26:26] best fit/[26:45] instance/[27:21] Á¡¼ö¸¦ ¾ò´Â ¹æ¹ý/[28:18] using unityengine.ui/[29:19] ½ÇÇà, °á°ú È®ÀÎ/[29:42] ³²Àº °í¾çÀÌ ¼ö ³ªÅ¸³»±â/[29:45] text Ãß°¡/[30:16] game ºä¿¡¼­ ¹Ì¸® È®ÀÎÇϱâ/[30:55] start()/[31:47] ½ÇÇà, °á°ú È®ÀÎ/[32:15] ´ßÀÇ ¼ö°¡ 0ÀÏ ¶§ ½ÇÇà ÇÒ °æ¿ì ¿¡·¯ ¹ß»ýÇÏ´Â ÀÌÀ¯/[32:31] activechicken/[33:40] panel¸¦ »ç¿ëÇØ¼­ ½ÂÆÐ ui ³ªÅ¸³»±â/[34:08] anchors ¼³Á¤/[34:49] text º¯°æ/[35:23] µ¹¾Æ°¡´Â ¹öư ¸¸µé±â/[36:55] victiory â ¶ç¿ì´Â ¹öư ¸¸µé±â/[37:38] victiorypanel ¸¸µé±â/[38:20] victiorypanel ¿¬°áÇϱâ/[38:57] ½ÇÇà, °á°ú È®ÀÎ/[39:22] victiorypanel ¶ç¿ì´Â ÇÔ¼ö ¸¸µé±â/[40:01] cat¿¡ ÅÂ±× ÁöÁ¤Çϱâ/[41:18] ½Ã°£ º¯¼ö ¸¸µé±â/[41:36] °í¾çÀÌÀÇ object ¼ö¸¦ ÆÇÁ¤ÇÏ´Â ½ºÅ©¸³Æ® ÀÛ¼ºÇϱâ/[42:59] ½ÇÇà, °á°ú È®ÀÎ
  • 11.47ºÐ °ÔÀÓÁ¦À۽ǽÀ - 6

    ½ºÅ×ÀÌÁö Çü½ÄÀ» ¿Ï¼ºÇÏ°í µ¥ÀÌÅ͸¦ ¾À³¢¸® °øÀ¯ÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:13] ½ÇÆÐâ ¶ç¿ì±â/[00:44] ÆÐ³Î »ö»ó º¯°æ/[00:57] text¸¦ restart·Î º¯°æ/[01:37] setactive(false)/[02:52] failtime/[03:08] chicken tag ÁöÁ¤Çϱâ/[03:34] numberofchicken/[04:09] chickens.length/[04:37] ½ÇÇà, °á°ú È®ÀÎ/[05:20] ¸ÞÀΰú ½ºÅ×ÀÌÁö ¼±Åà ¸¸µé±â/[05:38] game start¸¦ ´©¸£¸é ½ºÅ×ÀÌÁö ¼±ÅÃâÀ¸·Î ³Ñ¾î°¡±â/[06:04] canvas - ui - image/[06:25] title - texture type - sprite(sd and ui)/[07:47] build settings/[08:47] new scene/[09:10] ½ºÅ×ÀÌÁö ¶ç¿ì±â/[11:12] recttransform/[12:14] ½ÇÇà, °á°ú È®ÀÎ/[13:49] using unityengine.ui/[14:41] stageselectbuttonÀ» ´ÙÀ½ stage·Î ³Ñ¾î°¡°Ô ¿¬°áÇϱâ/[15:05] buttonmanager ¸¸µé±â/[15:52] public/[16:04] loadlevel()/[18:16] loadlevel ÇØÁÖ´Â ÇÔ¼ö ¸¸µé±â/[18:29] gostage ÇÔ¼ö/[19:14] onclick.addlistener/[19:48] getcomponent/[21:17] debug.log/[21:41] int.parse/[22:47] ½ÇÇà, °á°ú È®ÀÎ/[23:11] ·¹º§ Á¦ÀÛÇϱâ/[23:54] ½ÇÇà, °á°ú È®ÀÎ/[24:19] À̺¥Æ® ³Ö±â/[25:31] Àç½ÃÀÛÇÏ´Â ÇÔ¼ö ¸¸µé±â/[25:42] ´ÙÀ½ ½ºÅ×ÀÌÁö·Î °¡´Â ½ºÅ©¸³Æ®/[26:37] ½ÇÇà, °á°ú È®ÀÎ/[27:36] ·¹º§¿¡ Á¡¼ö¸¦ »ç¿ëÇÏ¿© º°°¹¼ö ³ª´©±â/[28:03] º° À̹ÌÁö ºÒ·¯¿À±â/[28:29] À̹ÌÁö »ö»ó º¯°æ/[29:23] ÆÐ³ÎÀ» °ü¸®ÇÏ´Â ½ºÅ©¸³Æ®/[30:03] setstar()/[32:53] victory()/[33:31] º°¿¡ ÇÊ¿äÇÑ Á¡¼ö ÀÔ·ÂÇϱâ/[35:16] ½ÇÇà, °á°ú È®ÀÎ/[35:33] scripts Ãß°¡/[36:03] public int/[37:15] requirescore/[37:38] level2 Á¡¼ö ÀÔ·ÂÇϱâ/[37:45] ½ÇÇà, °á°ú È®ÀÎ/[38:48] ½ºÅ×ÀÌÁö ¹Ø¿¡ ´Þ¼ºÇÑ º° °¹¼ö ³ªÅ¸³»±â/[39:27] playerprefs.setint/[39:49] playerprefs.getint/[41:06] º° ³Ö¾îÁÖ±â/[41:35] preserve aspect/[43:18] starpanel ÀÚ½Ä ¿ä¼ÒÀÇ ÀÚ½ÄÀ» ÄÁÆ®·Ñ Çϱâ/[44:23] ½ÇÇà, °á°ú È®ÀÎ/[45:38] ¹è¿î ³»¿ë Á¤¸®
  • 12.46ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 7

    fps °ÔÀÓÀÎ Æ÷·¹½ºÆ®½´Å͸¦ Á¦ÀÛÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:00] ÃÑÀ¸·Î Ç¥ÀûÀ» ½î´Â °ÔÀÓ ¸¸µé±â/[00:49] ½£ ¸¸µé±â/[01:03] quad/[01:42] ±×¸²ÀÇ µÞ¸é Åõ¸íÇÏ°Ô ¸¸µé±â/[02:15] diffuse, transparent/[03:17] resources Æú´õ »ý¼º/[04:15] plantscript/[04:28] resources.loadall/[05:33] random ÇÔ¼ö/[05:54] ½ÇÇà, °á°ú È®ÀÎ/[06:30] ½Ä¹°µéÀ» ¼öÁ¤ÇÏ¿© ½£ Ç¥ÇöÇϱâ/[06:50] main camera - background/[07:03] ¹è°æÀ» Çϴ÷ΠǥÇöÇϱâ/[07:54] main camera - add component/[08:31] sky box/[09:38] ½Ä¹°µéÀÇ »ö»ó º¯°æÇϱâ/[10:25] plant ºÒ·¯¿À±â/[11:02] ¿òÁ÷À̰í ÃÑ ½î±â/[12:04] animator È®ÀÎ/[12:15] Àç»ý/[12:43] ÃÑ¾Ë ¹ß»çÇϱâ/[13:05] update()/[13:21] °á°ú È®ÀÎ/[14:24] assets - import package - character controller/[16:36] mouselook.cs/[16:51] mathf.clamp/[17:15] mathf.clamp/[19:07] °á°ú È®ÀÎ/[19:23] space.world/[21:25] getcomponent/[21:32] update()/[21:46] conditions - shoot/[22:09] ½ÇÇà, °á°ú È®ÀÎ/[22:39] machinegun_reload/[23:23] ÃÑ¾Ë ¹ß»çÇϱâ/[23:35] bullet »ý¼º/[24:29] bullet - prefab/[24:39] animation type - none/[25:14] ÃÑ¾Ë ¸¸µå´Â ½ºÅ©¸³Æ® ÀÛ¼ºÇϱâ/[25:41] shoot ()/[26:27] sppoint/[27:15] edit animation event/[28:25] bulletprefab/[29:04] ÃÑ¾Ë ¹ß»ç ¼Óµµ Á¶ÀýÇϱâ/[29:48] bullet.ratation/[30:31] ½ÇÇà/[31:35] gameobject ¸¸µé±â/[32:13] public transform/[33:06] start ()/[33:31] random.insideunitcircle/[34:45] ½ÇÇà/[35:23] Âß ´Ã¾î¼­ ÀÖ´Â ½Ä¹°µé ¸¸µé±â/[35:43] plant.parent/[36:19] ½Ä¹°µéÀ» ³Ð°Ô ÆÛÁö°Ô Çϱâ/[36:50] ½ÇÇà/[37:30] ½Ä¹°À» ´Ü¸éÀ¸·Î º¸ÀÌÁö ¾Ê°Ô Çϱâ/[39:07] ½ÇÇà/[40:10] for¹®/[40:56] plane Ãß°¡Çϱâ/[41:49] ½Ä¹°µéÀ» ´õ ³Ð°Ô Ç¥ÇöÇϱâ/[42:39] Ç¥ÀûÀÌ ¿Ã¶ó¿À°Ô Çϱâ/[44:00] transform.localscale/[45:08] ½ÇÇà
  • 13.46ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 8

    fps °ÔÀÓÀÎ Æ÷·¹½ºÆ®½´Å͸¦ Á¦ÀÛÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:15] Ÿ°Ù ¸¸µé±â/[00:49] add component/[01:16] target, prefab/[01:52] ÃѾËÀÇ ½ºÅ©¸³Æ® ¸¸µé±â/[02:31] update(), fixedupdate()/[02:57] fixedupdate()/[04:40] debug.log()/[04:53] ½ÇÇà/[05:09] update()/[05:51] distance.sqrmagnitude/[07:15] ¹«ÀÛÀ§·Î Ÿ°Ù »ý¼ºÇϱâ/[08:17] targetparent »ý¼ºÇϱâ/[08:58] animation - targetdie/[10:45] targetscript/[10:58] public void hit()/[11:22] destroy/[11:50] hit.collider.sendmessage/[12:09] ½ÇÇà/[13:02] Ÿ°ÙÀ» ·£´ýÇÏ°Ô »ý¼ºÇϱâ/[14:04] public transform targetprefab/[14:50] update()/[16:36] Ä«¸Þ¶ó ȸÀü ¹Ý°æ ´Ã¸®±â/[17:14] ½ÇÇà/[17:47] trail renderer/[19:10] ½ÇÇà/[19:41] Ÿ°ÙÀ» ¸ÂÃèÀ» ¶§ ÃÑ¾Ë »ç¶óÁö°Ô Çϱâ/[20:08] destroy/[20:32] Ÿ°ÙÀ» ¸ÂÃèÀ» ¶§ °­·ÄÇÑ È¿°ú ÁÖ±â/[21:00] particle »ý¼ºÇϱâ/[21:55] shape - sphere/[22:26] render mode - stretched billboard/[23:19] render mode - mesh/[23:55] destroy, hitparticle.position/[24:33] hitparticle - looping/[24:45] ½ÇÇà/[25:15] ÃÑÀÇ ½ºÇǵå Á¶ÀýÇϱâ/[26:17] ÃÑÀÇ ²¿¸®°¡ ÀÚ¿¬½º·´°Ô º¸ÀÌ°Ô Çϱâ/[26:54] ¹ß»ç½Ã Ãѱ¸ ¾Õ¿¡ ÆÄƼŬÀÌ Æ¢´Â È¿°ú ÁÖ±â/[27:58] shape - cone/[29:10] animation È®ÀÎ/[30:45] particlesystem.play()/[31:00] ½ÇÇà/[31:21] Á¤Á¶ÁØ»ç°Ý ¸¸µé±â/[32:19] Ä«¸Þ¶ó ¸¸µé±â/[33:10] field of view/[34:02] camera - skybox/[34:45] ½ÇÇà/[35:40] È®´ëµÈ Ä«¸Þ¶ó¿¡ ½ºÅ©¸³Æ® Ãß°¡Çϱâ/[37:07] camera.enabled/[37:32] ½ÇÇà/[39:31] ŸÄÏÀÌ ¹Ù¶óº¸°Ô ¸¸µé±â/[40:08] lookat()/[40:29] rotate()/[40:35] º¯¼öÀ̸§ º¯°æÇϱâ/[41:51] Á¤¹Ð Á¶ÁØ ¼Óµµ Á¶ÀýÇϱâ/[42:51] ¹Î°¨µµ Á¶Á¤Çϱâ/[43:21] getcomponent, zoom()/[44:46] ´ÙÀ½ ÇÒ ³»¿ë È®ÀÎ
  • 14.44ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 9

    fps °ÔÀÓÀÎ Æ÷·¹½ºÆ®½´Å͸¦ Á¦ÀÛÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

    Ã¥°¥ÇÇ[00:10] ¾Èµå·ÎÀÌµå Æ÷ÆÃ/[00:17] unity remote/[01:06] touchcount/[02:25] touch Å×½ºÆ®/[03:41] usb µå¶óÀ̹ö ¼³Ä¡/[04:10] standard assets(mobile)/[04:42] prefabs/[04:55] single joystick/[05:52] joystick.js/[06:13] resetjoystick()/[07:16] defaultrect/[07:42] ½ÇÇà/[09:13] public joystick joystick/[10:10] standard assets (mobile)/[10:30] debug.log()/[10:54] ½ÇÇà/[12:14] input.simulatemousewithtouches/[12:48] debug.log/[12:54] hittest/[14:25] delta.x/[14:35] sensitivity/[15:16] playerscript.cs/[15:34] rotatewithtouch/[15:52] ½ÇÇà/[16:22] »ç°Ý¹öư ¸¸µé±â/[18:54] start()/[19:48] color ·ÎÄà º¯¼ö ¸¸µé±â/[20:47] ½ÇÇà/[22:08] getcomponent, hittest/[23:31] firetouched/[24:40] input.getmousebuttondown/[25:28] shoottrigger ()/[26:21] ½ÇÇà/[27:06] zoombutton/[27:20] ½ÇÇà/[28:05] zoombutton¿¡ zoom ³Ö±â/[28:35] zoom()/[29:01] getmousebuttondown()/[29:27] ½ÇÇà/[30:11] runtimeplatform.android/[30:49] ¾Èµå·ÎÀ̵尡 ¾Æ´Ò½Ã ¹öư Á¦°ÅÇϱâ/[31:44] single joystick - add tag/[32:24] gameobject.findgameobjectswithtag()/[32:37] foreach/[34:10] pc¹öÀüÀ¸·Î ºôµåÇϱâ/[35:09] screen.lockcursor/[35:58] ½ÇÇà/[36:30] lockcursor Ç®±â/[37:00] keycode.escape/[37:35] À¥ ¹öÀüÀ¸·Î Å×½ºÆ®Çϱâ/[38:29] android Å×½ºÆ®Çϱâ/[40:41] ¾Èµå·ÎÀÌµå Æ÷ÆÃ½Ã ÁÖÀÇÁ¡/[41:12] player settings/[41:56] keystore/[42:18] ios·Î Æ÷ÆÃÇϱâ/[43:03] joystick Áö¿ø
  • 15.1½Ã°£ 44ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 10

    ÅÛÇ÷±À» ¸ð¹æÇÑ 3D ´Þ¸®±â °ÔÀÓÀ» Á¦ÀÛÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

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  • 16.1½Ã°£ 10ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 11

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  • 17.1½Ã°£ 1ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 12

    ÀνºÅÏÆ® ´øÀü Çü½ÄÀÇ °ÔÀÓÀ» Á¦ÀÛÇÏ´Â ½Ç½ÀÀ» ÁøÇàÇÕ´Ï´Ù.

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  • 18.45ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 13

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  • 19.1½Ã°£ 5ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 14

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  • 20.52ºÐ °ÔÀÓÁ¦ÀÛ ½Ç½À - 15

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