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김도환
2026-04-17 02:00:40 +09:00
parent 4946e16710
commit 00b52e8b79
20 changed files with 1896 additions and 2295 deletions

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8
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IMPORTANT NOTICE: This license only applies if you downloaded this vector as
an unsubscribed user. If you are a premium user (ie, you pay a subscription)
you are bound to the license terms described in the accompanying file
"License premium.txt".
---------------------
You must attribute the image to its author:
In order to use a vector or a part of it, you must attribute it to Layerace / Freepik,
so we will be able to continue creating new graphic resources every day.
How to attribute it?
For websites:
Please, copy this code on your website to accredit the author:
<a href="http://www.freepik.com">Designed by Layerace / Freepik</a>
For printing:
Paste this text on the final work so the authorship is known.
- For example, in the acknowledgements chapter of a book:
"Designed by Layerace / Freepik"
You are free to use this image:
- For both personal and commercial projects and to modify it.
- In a website or presentation template or application or as part of your design.
You are not allowed to:
- Sub-license, resell or rent it.
- Include it in any online or offline archive or database.
The full terms of the license are described in section 7 of the Freepik
terms of use, available online in the following link:
http://www.freepik.com/terms_of_use
The terms described in the above link have precedence over the terms described
in the present document. In case of disagreement, the Freepik Terms of Use
will prevail.

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
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private Queue<GameObject> _bulletPool = new Queue<GameObject>();
public GameObject bulletPrefab;
public int bulletCount = 30;
public int bulletCount = 21;
public GameObject backGround;
public int moveSpeed = 20;
[Header("연사 설정")]
public float fireRate = 0.1f; // 총알 발사 간격 (0.1초마다 1발)
@@ -23,8 +26,8 @@ public class Player : MonoBehaviour
_fireTimer = fireRate;
// 기존의 performed 대신 클릭 시작(started)과 종료(canceled) 이벤트를 연결합니다.
InputManager.InputSystem.UI.Click.started += OnShootStarted;
InputManager.InputSystem.UI.Click.canceled += OnShootCanceled;
InputManager.InputSystem.Player.Click.started += OnShootStarted;
InputManager.InputSystem.Player.Click.canceled += OnShootCanceled;
for (int i = 0; i < bulletCount; i++)
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}
}
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private void OnShootStarted(InputAction.CallbackContext obj)
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@@ -79,7 +90,7 @@ public class Player : MonoBehaviour
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transform.rotation = Quaternion.Euler(0, 0, rad2Deg - 90);
transform.rotation = Quaternion.Euler(0, 0, rad2Deg + 90);
// 2. 연사 처리 로직
_fireTimer += Time.deltaTime; // 타이머는 매 프레임 증가
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InputManager.InputSystem.UI.Click.canceled -= OnShootCanceled;
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@@ -109,8 +109,18 @@
},
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},
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@@ -221,6 +231,13 @@
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"depth": 1,
@@ -230,6 +247,17 @@
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