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박경민_rmlab2 2026-01-26 20:59:13 +09:00
parent 4ab08a42e6
commit 825d8a8dbf
21 changed files with 2446 additions and 44 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour
{
public float speed = 8f;
private Rigidbody bulletRigidbody;
void Start()
{
bulletRigidbody = GetComponent<Rigidbody>();
bulletRigidbody.linearVelocity = transform.forward * speed;
Destroy(gameObject, 3f);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletSpawner : MonoBehaviour
{
public GameObject bulletPrefab;
public float spawnRateMin = 0.5f;
public float spawnRateMax = 0.3f;
private Transform target;
private float spawnRate;
private float timeAfterSpawn;
void Start()
{
timeAfterSpawn = 0f;
spawnRate = Random.Range(spawnRateMin, spawnRateMax);
target = FindFirstObjectByType<PlayerController>().transform;
}
void Update()
{
timeAfterSpawn += Time.deltaTime;
if (timeAfterSpawn >= spawnRate)
{
timeAfterSpawn = 0f;
GameObject bullet
= Instantiate(bulletPrefab, transform.position, transform.rotation);
bullet.transform.LookAt(target);
spawnRate = Random.Range(spawnRateMin, spawnRateMax);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 파일 이름이 'PlayerCtrller'와 정확히 일치해야 합니다.
public class PlayerController : MonoBehaviour
{
private Rigidbody playerRigidbody;
public float speed = 8f;
void Start()
{
playerRigidbody = GetComponent<Rigidbody>();
}
void Update()
{
float xInput = Input.GetAxis("Horizontal");
float zInput = Input.GetAxis("Vertical");
float xSpeed = xInput * speed;
float zSpeed = zInput * speed;
Vector3 newVelocity = new Vector3(xSpeed, 0f, zSpeed);
playerRigidbody.linearVelocity = newVelocity;
}
public void Die()
{
gameObject.SetActive(false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 파일 이름이 'PlayerCtrller'여야 합니다 (띄어쓰기 절대 금지!)
public class PlayerCtrller : MonoBehaviour
{
public Rigidbody playerRigidbody;
public float speed = 8f;
void Start()
{
}
void Update()
{
if (Input.GetKey(KeyCode.UpArrow))
{
playerRigidbody.AddForce(0f, 0f, speed);
}
if (Input.GetKey(KeyCode.DownArrow))
{
playerRigidbody.AddForce(0f, 0f, -speed);
}
if (Input.GetKey(KeyCode.RightArrow))
{
playerRigidbody.AddForce(speed, 0f, 0f);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
playerRigidbody.AddForce(-speed, 0f, 0f);
}
} // <--- Update 함수가 여기서 딱 끝나야 합니다!
// Die 함수는 Update 밖(아래)에 있어야 합니다.
public void Die()
{
gameObject.SetActive(false);
}
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</script></head><body><h1 _locID="ConversionReport">
마이그레이션 보고서 - </h1><div id="content"><h2 _locID="OverviewTitle">개요</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">프로젝트</th><th _locID="PathTableHeader">경로</th><th _locID="ErrorsTableHeader">오류</th><th _locID="WarningsTableHeader">경고</th><th _locID="MessagesTableHeader">메시지</th></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp">Assembly-CSharp</a></strong></td><td>Assembly-CSharp.csproj</td><td class="textCentered"><a href="#Assembly-CSharpError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#Assembly-CSharp-Editor">Assembly-CSharp-Editor</a></strong></td><td>Assembly-CSharp-Editor.csproj</td><td class="textCentered"><a href="#Assembly-CSharp-EditorError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">솔루션</span></a></strong></td><td>g1.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">1</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">솔루션 및 프로젝트</h2><div id="messages"><a name="Assembly-CSharp" /><h3>Assembly-CSharp</h3><table><tr id="Assembly-CSharpHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">메시지</th></tr><tr name="ErrorRowClassAssembly-CSharp"><td class="IconErrorEncoded"><a name="Assembly-CSharpError" /></td><td class="messageCell"><strong>Assembly-CSharp.csproj:
</strong><span>이 프로젝트 형식을 기반으로 하는 애플리케이션을 찾지 못했습니다. 추가 정보를 보려면 이 링크를 확인하십시오. http://go.microsoft.com/fwlink/?LinkID=299083&amp;projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Assembly-CSharp-Editor" /><h3>Assembly-CSharp-Editor</h3><table><tr id="Assembly-CSharp-EditorHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">메시지</th></tr><tr name="ErrorRowClassAssembly-CSharp-Editor"><td class="IconErrorEncoded"><a name="Assembly-CSharp-EditorError" /></td><td class="messageCell"><strong>Assembly-CSharp-Editor.csproj:
</strong><span>이 프로젝트 형식을 기반으로 하는 애플리케이션을 찾지 못했습니다. 추가 정보를 보려면 이 링크를 확인하십시오. http://go.microsoft.com/fwlink/?LinkID=299083&amp;projecttype=E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1</span></td></tr></table><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">솔루션</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">메시지</th></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
표시 1 추가 메시지
</a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>g1.sln:
</strong><span>솔루션 파일은 마이그레이션하지 않아도 됩니다.</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
숨기기 1 추가 메시지
</a></td></tr></table></div></div></body></html>