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¤ýÀÛ¼ºÀÏ 2011-09-22 (¸ñ) 11:58
¤ýȨÆäÀÌÁö http://ugame.tu.ac.kr/webboard
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Unity3D-Overview: The most important classes(3)
Animation
Behaviour·Î ºÎÅÍ »ó¼ÓµÊ, IEnumerable
¾Ö´Ï¸ÞÀÌ¼Ç ÄÄÆ÷³ÍÆ®´Â ¾Ö´Ï¸ÞÀ̼ÇÀ» Àç»ýÇϱâ À§ÇÏ¿© »ç¿ëµË´Ï´Ù.

»ç¿ëÀÚ´Â ¾Ö´Ï¸ÞÀÌ¼Ç Å¬¸³À» ¾Ö´Ï¸ÞÀÌ¼Ç ÄÄÆ÷³ÍÆ®¿¡ ÇÒ´çÇÏ°í ½ºÅ©¸³Æ®¸¦ ÅëÇØ ¾Ö´Ï¸ÞÀ̼ÇÀÇ Àç»ýÀ» Á¦¾îÇÒ ¼ö ÀÖ½À´Ï´Ù. À¯´ÏƼ¿¡¼­ÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç ½Ã½ºÅÛÀº °¡ÁßÄ¡ ±â¹Ý(weight-based)ÀÌ¸ç ¾Ö´Ï¸ÞÀÌ¼Ç ºí·»µù(Blending), ¾ÖµðƼºê(Additive) ¾Ö´Ï¸ÞÀ̼Ç, ¾Ö´Ï¸ÞÀÌ¼Ç ¹Í½Ì, ·¹À̾î¿Í ¾Ö´Ï¸ÞÀÌ¼Ç Àç»ýÀÇ ¸ðµç ºÎºÐÀÇ ¿Ïº® Á¦¾î¿Í °°Àº ±â´ÉµéÀ» Áö¿øÇÕ´Ï´Ù.

À¯´ÏƼ¿¡¼­ÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç ½ºÅ©¸³Æðú °ü·ÃµÈ °³¿ä¸¦ ÀÐ°í ½ÍÀ¸½Ã¸é ÀÌ°÷À» ÂüÁ¶ÇØ ÁֽʽÿÀ.

°£´ÜÇÑ ¾Ö´Ï¸ÞÀ̼ÇÀ» Àç»ýÇϱâ À§Çؼ­´Â Animation.Play¸¦ »ç¿ëÇØ ÁֽʽÿÀ.
¾Ö´Ï¸ÞÀÌ¼Ç »çÀÌ¿¡ Å©·Î½º ÆäÀ̵ùÀ» Çϱâ À§Çؼ­´Â Animation.CrossFade¸¦ »ç¿ëÇØ ÁֽʽÿÀ.
¾Ö´Ï¸ÞÀ̼ÇÀÇ ·¡ÇÎ(Wrap)¹æ½Ä(¹Ýº¹(Loop), ´ÜÀÏ Àç»ý(Once), ÇÎÆþ(PingPong))À» ¹Ù²Ù·Á¸é ÇØ´ç AnimationClipÀÇ µé¿©¿À±â ¼³Á¤(import settings)¿¡¼­ WrapMode¸¦ º¯°æÇϰųª, AnimationState.wrapMode¸¦ »ç¿ëÇÏ¿© ·±Å¸ÀÓ Áß¿¡ º¯°æÇϵµ·Ï ÇÒ¼ö ÀÖ½À´Ï´Ù.
AnimationState´Â ¾Ö´Ï¸ÞÀ̼ÇÀÇ ·¹ÀÌ¾î ¶Ç´Â Àç»ý ¼Óµµ¸¦ º¯È­½Ãų¶§, ±×¸®°í ºí·»µù°ú ¹Í½Ì¿¡ Á÷Á¢ÀûÀÎ Á¦¾î¸¦ ÇÒ¶§ »ç¿ëµÉ ¼ö ÀÖ½À´Ï´Ù.

À¯´ÏƼ¿¡¼­ÀÇ ¾Ö´Ï¸ÞÀ̼ÇÀº ¿­°ÅÇü(Enumerator)À» Áö¿øÇÏ¿© ¾Æ·¡¿Í °°ÀÌ ¸ðµç AnimationStateµéÀ» ¹Ýº¹ Àç»ýÇÒ ¼ö ÀÖ°Ô ÇÏ¿´½À´Ï´Ù:

1. JavaScript
// ÀÌ Ä³¸¯ÅÍÀÇ ¸ðµç ¾Ö´Ï¸ÞÀ̼ÇÀ» ±âº» ½ºÇǵåÀÇ ¹ÝÀ¸·Î Àç»ýµÇµµ·Ï ÇÑ´Ù
for (var state : AnimationState in animation) {
state.speed = 0.5;
}

2. C#
using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public void Awake() {
foreach (AnimationState state in animation) {
state.speed = 0.5F;
}
}
}
À̰͵µ Âü°í: À¯´ÏƼ¿¡¼­ÀÇ ¾Ö´Ï¸ÞÀÌ¼Ç ½ºÅ©¸³Æðú °ü·ÃµÈ °³¿ä´Â ¿©±â¼­ ã¾Æº¼ ¼ö ÀÖ½À´Ï´Ù.

º¯¼ö

clip ±âº» ¾Ö´Ï¸ÞÀ̼Ç.

playAutomatically ±âº» ¾Ö´Ï¸ÞÀ̼ÇÀÌ(Animation.clip) ÇÁ·Î±×·¥ÀÌ ½ÃÀ۵ɶ§ ÀÚµ¿À¸·Î Àç»ýµÇ¾î¾ß ÇÏ´ÂÁöÀÇ ´ëÇÑ ¿©ºÎ.

wrapMode ¾Ö´Ï¸ÞÀÌ¼Ç Å¬¸³ÀÇ Àç»ý ¹üÀ§¿¡ ¹þ¾î³­ ½Ã°£µéÀº ¾î¶»°Ô °ü¸®µÇ¾î¾ß Çϴ°¡?

isPlaying ÇöÀç ¾Ö´Ï¸ÞÀ̼ÇÀÌ Àç»ýµÇ°í ÀÖ´Â ÁßÀԴϱî?

this [string name] name ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ À̸§°ú µ¿ÀÏÇÑ ¾Ö´Ï¸ÞÀÌ¼Ç ½ºÅ×ÀÌÆ®¸¦ ºÒ·¯¿É´Ï´Ù.

animatePhysics ÀÌ º¯¼ö°¡ ÄÑÁø »óÅÂÀ̸é, ¾Ö´Ï¸ÞÀ̼ÇÀº ¹°¸®°¡ Àû¿ëµÈä·Î ¹Ýº¹ Àç»ýµÉ °ÍÀÔ´Ï´Ù. ÀÌ ±â´ÉÀº ¿îµ¿ÇÐÀû °­Ã¼(kinematic rigidbody)µé°ú ÇÔ²² ÇÒ¶§¿¡¸¸ À¯¿ëÇÕ´Ï´Ù.

animateOnlyIfVisible ÀÌ º¯¼ö°¡ ÄÑÁø »óÅÂÀ̸é, ÇØ´ç ¾Ö´Ï¸ÞÀ̼ÇÀÇ °á°ú°¡ »ç¿ëÀÚ¿¡°Ô º¸¿©ÁöÁö ¾ÊÀ»°ÍÀ̶ó À¯´ÏƼ°¡ ÀÚüÀûÀ¸·Î ÆÇ´ÜÇÒ°æ¿ì, ¾Ö´Ï¸ÞÀ̼ÇÀ» Á¤Áö½Ãų¼ö ÀÖ½À´Ï´Ù.

ÇÔ¼ö
Stop º» ¾Ö´Ï¸ÞÀ̼ǰú ÇÔ²² ½ÃÀÛµÈ ¸ðµç Àç»ýÁßÀÎ ¾Ö´Ï¸ÞÀ̼ÇÀ» Á¤Áö ½Ãŵ´Ï´Ù.

Rewind name ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ¾Ö´Ï¸ÞÀ̼ÇÀ» µÇ°¨½À´Ï´Ù.

Sample ¾Ö´Ï¸ÞÀ̼ÇÀÇ Çö »óÅ¿¡¼­ »ùÇøµÇÕ´Ï´Ù.

IsPlaying name ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ¾Ö´Ï¸ÞÀ̼ÇÀÌ Àç»ýÁßÀԴϱî?

Play ¾Ö´Ï¸ÞÀ̼ÇÀ» ºí·»µù ¾øÀÌ Àç»ýÇÕ´Ï´Ù.

CrossFade animation ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ¾Ö´Ï¸ÞÀ̼ÇÀ» time ÆĶó¹ÌÅÍ¿¡ ÀÔ·ÂµÈ Ãʸ¸Å­ ÆäÀ̵åÀÎ ½ÃÅ°¸ç ±× ¿ÜÀÇ ¾Ö´Ï¸ÞÀ̼ǵéÀº ÆäÀÌµå ¾Æ¿ô ½Ãŵ´Ï´Ù.

Blend animation ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ¾Ö´Ï¸ÞÀ̼ÇÀ» targetWeight ÆĶó¹ÌÅÍ °ª ¸¸Å­, time ÆĶó¹ÌÅÍ¿¡ ÀÔ·ÂµÈ ÃÊ µ¿¾È ºí·»µù ½Ãŵ´Ï´Ù.

CrossFadeQueued Àç»ýµÇ´ø ¾Ö´Ï¸ÞÀ̼ÇÀÇ Àç»ýÀÌ ³¡³ª¸é »õ·Î¿î ¾Ö´Ï¸ÞÀ̼ÇÀ» Å©·Î½ºÆäÀ̵å ÇÕ´Ï´Ù.

PlayQueued Àç»ýµÇ´ø ¾Ö´Ï¸ÞÀ̼ÇÀÇ Àç»ýÀÌ ³¡³ª¸é »õ·Î¿î ¾Ö´Ï¸ÞÀ̼ÇÀ» À̾ Àç»ýÇÕ´Ï´Ù.

AddClip clipÀ» ¾Ö´Ï¸ÞÀ̼ǿ¡ Ãß°¡ÇÏ°í ±× À̸§À» newName ÆĶó¹ÌÅÍ °ªÀ¸·Î ÁöÁ¤ÇÕ´Ï´Ù.

RemoveClip ÇØ´ç Ŭ¸³À» ¾Ö´Ï¸ÞÀÌ¼Ç ¸®½ºÆ®·Î ºÎÅÍ Á¦°ÅÇÕ´Ï´Ù.

GetClipCount ¾Ö´Ï¸ÞÀ̼ǿ¡ ÇÒ´çµÈ Ŭ¸³ÀÇ ¼ö¸¦ ¹Þ¾Æ¿É´Ï´Ù.

SyncLayer layer¿¡ Æ÷ÇÔµÈ ¸ðµç ¾Ö´Ï¸ÞÀ̼ÇÀÇ Àç»ý ¼Óµµ¸¦ µ¿±âÈ­ ½Ãŵ´Ï´Ù.

»ó¼ÓµÈ ±¸¼º¿ø(Members)
»ó¼ÓµÈ º¯¼ö
enabled È°¼ºÈ­µÈ(Enabled) Çൿ(Behaviours)Àº ¾÷µ¥ÀÌÆ®µÇ¸ç ºñÈ°¼ºÈ­µÈ(disabled) ÇൿµéÀº ¾÷µ¥ÀÌÆ® µÇÁö ¾Ê½À´Ï´Ù.

transform º» GameObject¿¡ ºÎÂøµÈ TransformÀ» ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

rigidbody º» GameObject¿¡ ºÎÂøµÈ Rigidbody¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

camera º» GameObject¿¡ ºÎÂøµÈ Camera¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

light º» GameObject¿¡ ºÎÂøµÈ Light¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

animation º» GameObject¿¡ ºÎÂøµÈ AnimationÀ» ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

constantForce º» GameObject¿¡ ºÎÂøµÈ ConstantForce¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

renderer º» GameObject¿¡ ºÎÂøµÈ Renderer¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

audio º» GameObject¿¡ ºÎÂøµÈ AudioSource¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

guiText º» GameObject¿¡ ºÎÂøµÈ GUIText¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

networkView º» GameObject¿¡ ºÎÂøµÈ NetworkView¸¦ ºÒ·¯¿É´Ï´Ù(Àбâ Àü¿ë). (¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù)

guiTexture º» GameObject¿¡ ºÎÂøµÈ GUITexture¸¦ ºÒ·¯¿É´Ï´Ù(Àбâ Àü¿ë). (¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù)

collider º» GameObject¿¡ ºÎÂøµÈ Collider¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

hingeJoint º» GameObject¿¡ ºÎÂøµÈ HingeJoint¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

particleEmitter º» GameObject¿¡ ºÎÂøµÈ ParticleEmitter¸¦ ºÒ·¯¿É´Ï´Ù(¸¸¾à ¾Æ¹«°Íµµ ºÎÂøµÇ¾î ÀÖÁö ¾ÊÀ¸¸é nullÀ» ºÒ·¯¿É´Ï´Ù).

gameObject º» ÄÄÆ÷³ÍÆ®°¡ ºÎÂøµÇ¾î ÀÖ´Â °ÔÀÓ °´Ã¼¸¦ ºÒ·¯¿É´Ï´Ù. ÄÄÆ÷³ÍÆ®´Â ¾ðÁ¦³ª °ÔÀÓ °´Ã¼¿¡ ºÎÂøµÇ¾î ÀÖ½À´Ï´Ù.

tag º» °ÔÀÓ °´Ã¼ÀÇ Å±×.

name º» °´Ã¼ÀÇ À̸§.

hideFlags º» °´Ã¼°¡ ¼û°ÜÁ®¾ß ÇÒÁö, ¾À°ú ÇÔ²² ÀúÀåµÇ¾î¾ß ÇÒÁö, ¶Ç´Â »ç¿ëÀÚÀÇ ÀÇÇØ ¼öÁ¤ÀÌ °¡´ÉÇϵµ·Ï ÇؾßÇÒÁö¸¦

»ó¼ÓµÈ ÇÔ¼ö
GetComponent °ÔÀÓ °´Ã¼¿¡ ÄÄÆ÷³ÍÆ®°¡ ÇÑ °³ÀÌ»ó ºÎÂøµÇ¾î ÀÖÀ¸¸é type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ ÄÄÆ÷³ÍÆ®¸¦ ºÒ·¯¿À¸ç, ±×·¸Áö ¾ÊÀ» °æ¿ì nullÀ» ºÒ·¯¿É´Ï´Ù.

GetComponentInChildren ±íÀÌ ¿ì¼± Ž»ö(Deapth First Search)¸¦ »ç¿ëÇÏ¿© type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ ÄÄÆ÷³ÍÆ®¸¦ GameObject ¶Ç´Â ÇÏÀ§ °´Ã¼µé·Î ºÎÅÍ ºÒ·¯¿É´Ï´Ù.

GetComponentsInChildren type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ ¸ðµç ÄÄÆ÷³ÍÆ®¸¦ GameObject ¶Ç´Â ÇÏÀ§ °´Ã¼µé·Î ºÒ·¯¿É´Ï´Ù.

GetComponents type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ ¸ðµç ÄÄÆ÷³ÍÆ®¸¦ GameObject·Î ºÎÅÍ ºÒ·¯¿É´Ï´Ù.

CompareTag º» °ÔÀÓ ¿ÀºêÁ§Æ®°¡ tag ÆĶó¹ÌÅÍ °ª°ú °°Àº ű׸¦ °¡Áö°í ÀÖ½À´Ï±î?

SendMessageUpwards º» °ÔÀÓ °´Ã¼¿¡ ºÎÂøµÈ °¢ MonoBehaviour¿Í ±× »óÀ§ Çൿ(Behaviours)µé¿¡°Ô methodName ÆĶó¹ÌÅÍ °ª°ú µ¿ÀÏÇÑ À̸§ÀÇ ÇÔ¼ö¸¦ È£ÃâÇÕ´Ï´Ù.

SendMessage º» °ÔÀÓ °´Ã¼¿¡ ºÎÂøµÈ °¢ MonoBehaviour¿¡ methodName ÆĶó¹ÌÅÍ °ª°ú µ¿ÀÏÇÑ À̸§ÀÇ ÇÔ¼ö¸¦ È£ÃâÇÕ´Ï´Ù.

BroadcastMessage º» °ÔÀÓ °´Ã¼¿Í ±× ÇÏÀ§ °´Ã¼¿¡ ºÎÂøµÈ °¢ MonoBehaviour¿¡ methodName ÆĶó¹ÌÅÍ °ª°ú µ¿ÀÏÇÑ À̸§ÀÇ ÇÔ¼ö¸¦ È£ÃâÇÕ´Ï´Ù.

GetInstanceID °´Ã¼ÀÇ ÀνºÅϽº ID¸¦ ºÒ·¯¿É´Ï´Ù.

»ó¼ÓµÈ Ŭ·¡½º ÇÔ¼ö
operator bool °´Ã¼°¡ Á¸ÀçÇմϱî?

Instantiate original ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ °´Ã¼¸¦ º¹Á¦ÇÑÈÄ º¹Á¦º»À» ºÒ·¯¿É´Ï´Ù.

Destroy °ÔÀÓ °´Ã¼, ÄÄÆ÷³ÍÆ® ¶Ç´Â ¿¡¼ÂÀ» Á¦°ÅÇÕ´Ï´Ù.

DestroyImmediate obj ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ °´Ã¼¸¦ Áï½Ã Á¦°ÅÇÕ´Ï´Ù. Ưº°ÇÑ °æ¿ì¸¦ Á¦¿ÜÇÏ°í´Â Destroy ÇÔ¼ö¸¦ »ç¿ëÇϱ⸦ °­·ÂÈ÷ ±ÇÀåÇÕ´Ï´Ù.

FindObjectsOfType type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ ¸ðµç È°¼ºÈ­µÈ °´Ã¼µéÀ» ¸®½ºÆ® ÇüÅ·ΠºÒ·¯¿É´Ï´Ù.

FindObjectOfType type ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ ŸÀÔÀÇ °´Ã¼µé Áß °¡Àå ¸ÕÀú È°¼ºÈ­µÈ °´Ã¼¸¦ ºÒ·¯¿É´Ï´Ù.

operator == µÎ°³ÀÇ °´Ã¼°¡ °°Àº °´Ã¼¸¦ ÂüÁ¶ÇÏ´ÂÁö¸¦ ºñ±³ÇÕ´Ï´Ù.

operator != µÎ°³ÀÇ °´Ã¼°¡ ¼­·Î ´Ù¸¥ °´Ã¼¸¦ ÂüÁ¶ÇÏ´ÂÁö¸¦ ºñ±³ÇÕ´Ï´Ù.

DontDestroyOnLoad target ÆĶó¹ÌÅÍ¿¡ ¸í½ÃµÈ °´Ã¼°¡ »õ ¾ÀÀÌ ºÒ·¯¿ÍÁ³À» ¶§ ÀÚµ¿À¸·Î Á¦°ÅµÇÁö ¾Êµµ·Ï ÇÕ´Ï´Ù.





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    N     ºÐ·ù     Á¦¸ñ    ±Û¾´ÀÌ ÀÛ¼ºÀÏ Á¶È¸
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123