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๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด

ํ—ค์Šค๋” 2025. 3. 16. 22:36

์•ˆ๋…•ํ•˜์„ธ์š”, ์˜ค๋Š˜ ์ฃผ์ œ๋Š” ๋ฐ”๋กœ '๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์ž…๋‹ˆ๋‹ค!

๊ฒŒ์ž„ ๊ฐœ๋ฐœ์„ ํ•˜๋‹ค๋ณด๋ฉด ๊ฐ™์€ ๋ฌธ์ œ๋ฅผ ์—ฌ๋Ÿฌ ๋ฒˆ ํ•ด๊ฒฐํ•˜๋Š” ์ƒํ™ฉ์ด ์˜ต๋‹ˆ๋‹ค. ๊ทธ๋•Œ๋งˆ๋‹ค ํ•ด๊ฒฐํ•˜๋Š” ๊ฑด ๋น„ํšจ์œจ์ ์ด๊ณ , ์ฝ”๋“œ๊ฐ€ ๋ณต์žกํ•ด์งˆ์ˆ˜๋ก ์œ ์ง€๋ณด์ˆ˜๋„ ์–ด๋ ค์›Œ์ง‘๋‹ˆ๋‹ค. ์ด๋Ÿฐ ๊ณ ๋ฏผ์„ ํ•ด๊ฒฐํ•˜๋Š” ๋ฐฉ๋ฒ• ์ค‘ ํ•˜๋‚˜๊ฐ€ ๋ฐ”๋กœ ๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด(Game Programming Patterns) ์ž…๋‹ˆ๋‹ค. ์˜ค๋Š˜์€ ๋กœ๋ฒ„ํŠธ ๋‚˜์ด์ŠคํŠธ๋กฌ(Robert Nystrom)์˜ ์ €์„œ "Game Programming Patterns"์„ ๋ฐ”ํƒ•์œผ๋กœ ๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์ด๋ž€ ๋ฌด์—‡์ธ์ง€, ๋””์ž์ธ ํŒจํ„ด๊ณผ์˜ ์ฐจ์ด์ , ๊ทธ๋ฆฌ๊ณ  ์‹ค์ œ ๊ฒŒ์ž„์—์„œ ์–ด๋–ป๊ฒŒ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋Š”์ง€ ์‚ดํŽด๋ณด๊ฒ ์Šต๋‹ˆ๋‹ค.

 

 

 

 

๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์ด๋ž€?


๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์€ ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์—์„œ ๋ฐ˜๋ณต์ ์œผ๋กœ ๋ฐœ์ƒํ•˜๋Š” ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•œ ์„ค๊ณ„ ๊ธฐ๋ฒ•์ž…๋‹ˆ๋‹ค. ์ผ๋ฐ˜์ ์ธ ์†Œํ”„ํŠธ์›จ์–ด ๋””์ž์ธ ํŒจํ„ด๊ณผ ๋น„์Šทํ•˜์ง€๋งŒ, ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์˜ ํŠน์ˆ˜ํ•œ ์š”๊ตฌ ์‚ฌํ•ญ(์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง, ์„ฑ๋Šฅ ์ตœ์ ํ™”, ์ƒํƒœ ๊ด€๋ฆฌ ๋“ฑ)์— ๋งž์ถฐ ์ ์šฉ๋ฉ๋‹ˆ๋‹ค. ๋Š” ๋‹ค์–‘ํ•œ ํŒจํ„ด์„ ์†Œ๊ฐœํ•˜๋ฉฐ, ๊ฐ ํŒจํ„ด์ด ์–ด๋–ป๊ฒŒ ๋™์ž‘ํ•˜๋Š”์ง€ ๊ทธ๋ฆฌ๊ณ  ์™œ ํ•„์š”ํ•œ์ง€๋ฅผ ์„ค๋ช…ํ•˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.

 

 

 

 

๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์˜ ํ•ต์‹ฌ ๋ชฉํ‘œ


  1. ์„ฑ๋Šฅ ์ตœ์ ํ™”: ๊ฐ์ฒด ํ’€๋ง(Object Pooling), ํ”Œ๋ผ์ด์›จ์ดํŠธ(Flyweight) ๋“ฑ์„ ์‚ฌ์šฉํ•˜์—ฌ ๋ถˆํ•„์š”ํ•œ ์—ฐ์‚ฐ์„ ์ค„์ด๊ณ  ๋ฉ”๋ชจ๋ฆฌ ์‚ฌ์šฉ์„ ์ตœ์†Œํ™”ํ•ฉ๋‹ˆ๋‹ค.
  2. ์œ ์ง€๋ณด์ˆ˜ ์šฉ์ด์„ฑ: ๊ฒŒ์ž„์ด ๋ณต์žกํ•ด์งˆ์ˆ˜๋ก ์ฝ”๋“œ๊ฐ€ ์œ ์ง€๋ณด์ˆ˜ํ•˜๊ธฐ ์–ด๋ ค์›Œ์ง€๋Š”๋ฐ, ํŒจํ„ด์„ ํ™œ์šฉํ•˜๋ฉด ์ฝ”๋“œ๋ฅผ ๋ชจ๋“ˆํ™”ํ•˜๊ณ  ํ™•์žฅ์„ฑ์„ ํ™•๋ณดํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
  3. ๊ฒŒ์ž„ ๋กœ์ง์˜ ๊ตฌ์กฐํ™”: ์ด๋ฒคํŠธ ํ(Event Queue), ์ƒํƒœ ํŒจํ„ด(State Pattern) ๋“ฑ์„ ํ™œ์šฉํ•˜์—ฌ ๊ฒŒ์ž„์˜ ํ๋ฆ„์„ ์ฒด๊ณ„์ ์œผ๋กœ ๊ด€๋ฆฌํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
  4. ์ฝ”๋“œ์˜ ์žฌ์‚ฌ์šฉ์„ฑ ์ฆ๊ฐ€: ํ•œ ๋ฒˆ ์ •์˜ํ•œ ํŒจํ„ด์„ ์—ฌ๋Ÿฌ ํ”„๋กœ์ ํŠธ์—์„œ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ์–ด ๊ฐœ๋ฐœ ์†๋„๋ฅผ ๋†’์ผ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

 

 

 

 

๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด๊ณผ ๋””์ž์ธ ํŒจํ„ด์˜ ๊ด€๊ณ„


๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์€ ์†Œํ”„ํŠธ์›จ์–ด ๊ฐœ๋ฐœ์—์„œ ํ”ํžˆ ์‚ฌ์šฉ๋˜๋Š” ๋””์ž์ธ ํŒจํ„ด(Design Patterns) ๊ณผ ๋ฐ€์ ‘ํ•œ ๊ด€๋ จ์ด ์žˆ์Šต๋‹ˆ๋‹ค. ๋””์ž์ธ ํŒจํ„ด์€ GoF(Gang of Four) ๋””์ž์ธ ํŒจํ„ด์œผ๋กœ ๋„๋ฆฌ ์•Œ๋ ค์ ธ ์žˆ์œผ๋ฉฐ, ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์—์„œ๋„ ์œ ์šฉํ•˜๊ฒŒ ํ™œ์šฉ๋ฉ๋‹ˆ๋‹ค.

ํ•˜์ง€๋งŒ, ๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์€ ์ผ๋ฐ˜์ ์ธ ๋””์ž์ธ ํŒจํ„ด๋ณด๋‹ค ์„ฑ๋Šฅ ์ตœ์ ํ™”, ๊ฒŒ์ž„ ๋ฃจํ”„, AI, ์ƒํƒœ ๊ด€๋ฆฌ, ์ž์› ๊ด€๋ฆฌ ๋“ฑ์˜ ๊ฒŒ์ž„ ๊ฐœ๋ฐœ ํŠนํ™” ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๋Š” ๊ฒƒ์— ์ดˆ์ ์„ ๋งž์ถ”๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค. ์˜ˆ๋ฅผ ๋“ค์–ด, ์‹ฑ๊ธ€ํ†ค(Singleton) ํŒจํ„ด์€ ์ผ๋ฐ˜ ์†Œํ”„ํŠธ์›จ์–ด ๊ฐœ๋ฐœ์—์„œ๋Š” ๋‚จ์šฉ์„ ํ”ผํ•ด์•ผ ํ•˜์ง€๋งŒ, ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์—์„œ๋Š” ๊ธ€๋กœ๋ฒŒ ๋งค๋‹ˆ์ € ํด๋ž˜์Šค(์˜ˆ: ์˜ค๋””์˜ค ๋งค๋‹ˆ์ €, ์ž…๋ ฅ ๋งค๋‹ˆ์ €)๋กœ ๋งŽ์ด ์‚ฌ์šฉ๋ฉ๋‹ˆ๋‹ค.

 

 

 

 

๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด ์ข…๋ฅ˜


๊ฒŒ์ž„ ๊ฐœ๋ฐœ์—์„œ ๋งŽ์ด ์“ฐ์ด๋Š” ํŒจํ„ด๋“ค์„ ๋ช‡ ๊ฐ€์ง€ ์†Œ๊ฐœํ•ด๋ณผ๊ฒŒ์š”.

 

1๏ธโƒฃ ๊ฐ์ฒด ์ƒ์„ฑ ๋ฐ ๊ด€๋ฆฌ

  • ์‹ฑ๊ธ€ํ†ค(Singleton): ์˜ค์ง ํ•˜๋‚˜์˜ ์ธ์Šคํ„ด์Šค๋งŒ ์กด์žฌํ•ด์•ผ ํ•˜๋Š” ๊ฒฝ์šฐ(์˜ˆ: ์˜ค๋””์˜ค ๋งค๋‹ˆ์ €, ์ž…๋ ฅ ๋งค๋‹ˆ์ €).
  • ๊ฐ์ฒด ํ’€๋ง(Object Pooling): ๋นˆ๋ฒˆํ•˜๊ฒŒ ์ƒ์„ฑ ๋ฐ ์‚ญ์ œ๋˜๋Š” ๊ฐ์ฒด(์˜ˆ: ์ด์•Œ, ์ดํŽ™ํŠธ)๋ฅผ ๋ฏธ๋ฆฌ ์ƒ์„ฑํ•˜์—ฌ ์žฌ์‚ฌ์šฉํ•จ์œผ๋กœ์จ ์„ฑ๋Šฅ์„ ์ตœ์ ํ™”.

2๏ธโƒฃ ๊ฒŒ์ž„ ๋ฃจํ”„ ๋ฐ ์‹คํ–‰ ํ๋ฆ„

  • ๊ฒŒ์ž„ ๋ฃจํ”„(Game Loop): ํ”„๋ ˆ์ž„ ๋‹จ์œ„๋กœ ๊ฒŒ์ž„์„ ์—…๋ฐ์ดํŠธํ•˜๋Š” ํ•ต์‹ฌ ํŒจํ„ด.
  • ์ด๋ฒคํŠธ ํ(Event Queue): ๊ฒŒ์ž„ ๋‚ด ์ด๋ฒคํŠธ(์˜ˆ: UI ํด๋ฆญ, ๋ชฌ์Šคํ„ฐ ์‚ฌ๋ง)๋ฅผ ํ์— ์ €์žฅํ•˜๊ณ  ์ˆœ์ฐจ์ ์œผ๋กœ ์ฒ˜๋ฆฌ.
  • ์ƒํƒœ ํŒจํ„ด(State Pattern): ์บ๋ฆญํ„ฐ์˜ ํ–‰๋™(๊ฑท๊ธฐ, ๋›ฐ๊ธฐ, ๊ณต๊ฒฉ ๋“ฑ)์„ ์ƒํƒœ ๊ธฐ๋ฐ˜์œผ๋กœ ๊ด€๋ฆฌ.

3๏ธโƒฃ ์„ฑ๋Šฅ ์ตœ์ ํ™” ๋ฐ ๋ฐ์ดํ„ฐ ๊ด€๋ฆฌ

  • ํ”Œ๋ผ์ด์›จ์ดํŠธ(Flyweight): ๊ฐ™์€ ๋ฐ์ดํ„ฐ๋ฅผ ๊ณต์œ ํ•˜์—ฌ ๋ฉ”๋ชจ๋ฆฌ ์‚ฌ์šฉ๋Ÿ‰ ์ ˆ๊ฐ(์˜ˆ: UI ์š”์†Œ, ํŒŒํ‹ฐํด ์‹œ์Šคํ…œ).
  • ์„œ๋น„์Šค ๋กœ์ผ€์ดํ„ฐ(Service Locator): ๊ฐ์ฒด ๊ฐ„์˜ ์˜์กด์„ฑ์„ ์ค„์ด๋ฉด์„œ๋„ ํšจ์œจ์ ์œผ๋กœ ํ•„์š”ํ•œ ๊ฐ์ฒด๋ฅผ ์ฐพ๋Š” ๋ฐฉ๋ฒ•.
  • ์ปดํฌ๋„ŒํŠธ ํŒจํ„ด(Component Pattern): ์œ ๋‹ˆํ‹ฐ(Unity)์—์„œ ์‚ฌ์šฉ๋˜๋Š” ํŒจํ„ด์œผ๋กœ, ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์—ฌ๋Ÿฌ ๊ฐœ์˜ ๋…๋ฆฝ์ ์ธ ์ปดํฌ๋„ŒํŠธ๋กœ ๋ถ„๋ฆฌํ•˜์—ฌ ์œ ์—ฐํ•˜๊ฒŒ ๊ด€๋ฆฌ.

 

 

 

 

๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด ์‘์šฉ ์‚ฌ๋ก€


๊ทธ๋Ÿผ ์ด๋Ÿฌํ•œ ํŒจํ„ด๋“ค์ด ์‹ค์ œ ๊ฒŒ์ž„์—์„œ ์–ด๋–ป๊ฒŒ ํ™œ์šฉ๋˜๋Š”์ง€ ์˜ˆ๋ฅผ ๋“ค์–ด๋ณผ๊ฒŒ์š”.

 

 

๐ŸŽฎ ๊ฐ์ฒด ํ’€๋ง(Object Pooling) - ํƒ„ํ™˜ ์‹œ์Šคํ…œ

์ŠˆํŒ… ๊ฒŒ์ž„์—์„œ๋Š” ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์ˆ˜๋งŽ์€ ํƒ„ํ™˜์„ ๋ฐœ์‚ฌํ•ฉ๋‹ˆ๋‹ค. ๋งค๋ฒˆ ์ƒˆ๋กญ๊ฒŒ ๊ฐ์ฒด๋ฅผ ์ƒ์„ฑํ•˜๊ณ  ์‚ญ์ œํ•˜๋ฉด ์„ฑ๋Šฅ์ด ์ €ํ•˜๋  ์ˆ˜ ์žˆ์œผ๋ฏ€๋กœ, ๊ฐ์ฒด ํ’€๋ง ํŒจํ„ด์„ ํ™œ์šฉํ•˜์—ฌ ๋ฏธ๋ฆฌ ์ƒ์„ฑํ•œ ํƒ„ํ™˜์„ ์žฌ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

public class BulletPool : MonoBehaviour {
    public GameObject bulletPrefab;
    private Queue<GameObject> bulletPool = new Queue<GameObject>();

    public GameObject GetBullet() {
        if (bulletPool.Count > 0) {
            GameObject bullet = bulletPool.Dequeue();
            bullet.SetActive(true);
            return bullet;
        } else {
            return Instantiate(bulletPrefab);
        }
    }

    public void ReturnBullet(GameObject bullet) {
        bullet.SetActive(false);
        bulletPool.Enqueue(bullet);
    }
}

์ด์•Œ์„ ๋ฐœ์‚ฌํ•  ๋•Œ ๋น„ํ™œ์„ฑํ™”๋œ ์ด์•Œ์„ ์žฌ์‚ฌ์šฉํ•˜์—ฌ ์„ฑ๋Šฅ์„ ์ตœ์ ํ™”ํ•  ์ˆ˜ ์žˆ์–ด์š”.

 

 

๐ŸŽฎ ์ด๋ฒคํŠธ ํ(Event Queue) - UI ์ด๋ฒคํŠธ ๊ด€๋ฆฌ

public class EventQueue {
    private Queue<Action> events = new Queue<Action>();

    public void EnqueueEvent(Action newEvent) {
        events.Enqueue(newEvent);
    }

    public void ProcessEvents() {
        while (events.Count > 0) {
            events.Dequeue().Invoke();
        }
    }
}

UI ์ด๋ฒคํŠธ(์˜ˆ: ๋ฒ„ํŠผ ํด๋ฆญ, ํ€˜์ŠคํŠธ ์™„๋ฃŒ)๋ฅผ ํ•œ ๊ณณ์—์„œ ์ˆœ์ฐจ์ ์œผ๋กœ ์ฒ˜๋ฆฌํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

 

 

๐ŸŽฎ ํ”Œ๋ผ์ด์›จ์ดํŠธ(Flyweight) - ๋ฐ˜๋ณต๋˜๋Š” ๋ฆฌ์†Œ์Šค ์ตœ์ ํ™”

public class FlyweightSprite {
    private static Dictionary<string, Sprite> spriteCache = new Dictionary<string, Sprite>();

    public static Sprite GetSprite(string path) {
        if (!spriteCache.ContainsKey(path)) {
            spriteCache[path] = Resources.Load<Sprite>(path);
        }
        return spriteCache[path];
    }
}

๊ฐ™์€ ์ด๋ฏธ์ง€ ๋ฐ์ดํ„ฐ๋ฅผ ๊ณต์œ ํ•˜์—ฌ ๋ฉ”๋ชจ๋ฆฌ ์‚ฌ์šฉ๋Ÿ‰์„ ์ค„์ž…๋‹ˆ๋‹ค.

 

 

๐ŸŽฎ ์ƒํƒœ ํŒจํ„ด(State Pattern) - ์บ๋ฆญํ„ฐ ํ–‰๋™ ๊ด€๋ฆฌ

ํ”Œ๋ ˆ์ด์–ด ์บ๋ฆญํ„ฐ๊ฐ€ ๊ฑท๊ณ , ๋›ฐ๊ณ , ๊ณต๊ฒฉํ•˜๋Š” ํ–‰๋™์„ ์ƒํƒœ ํŒจํ„ด์œผ๋กœ ๊ตฌํ˜„ํ•˜๋ฉด ์ฝ”๋“œ ์œ ์ง€๋ณด์ˆ˜๊ฐ€ ์‰ฌ์›Œ์ง€๊ณ  ํ™•์žฅ์„ฑ์ด ์ฆ๊ฐ€ํ•ฉ๋‹ˆ๋‹ค.

public abstract class CharacterState {
    public abstract void HandleInput(Character character, string input);
}

public class WalkingState : CharacterState {
    public override void HandleInput(Character character, string input) {
        if (input == "Jump") {
            character.SetState(new JumpingState());
        }
    }
}

public class JumpingState : CharacterState {
    public override void HandleInput(Character character, string input) {
        if (input == "Land") {
            character.SetState(new WalkingState());
        }
    }
}

์ƒํƒœ๋ฅผ ๊ด€๋ฆฌํ•˜๋ฉด ์บ๋ฆญํ„ฐ์˜ ํ–‰๋™์ด ๋…๋ฆฝ์ ์ธ ํด๋ž˜์Šค๋กœ ๋ถ„๋ฆฌ๋˜์–ด ์ฝ”๋“œ๊ฐ€ ๊น”๋”ํ•ด์ง‘๋‹ˆ๋‹ค.

 

 

๐ŸŽฎ ์ปดํฌ๋„ŒํŠธ ํŒจํ„ด(Component Pattern) - ์œ ์—ฐํ•œ ์˜ค๋ธŒ์ ํŠธ ์„ค๊ณ„

public class Character : MonoBehaviour {
    private IMovement movement;
    private IAttack attack;

    public void SetMovement(IMovement newMovement) {
        movement = newMovement;
    }

    public void SetAttack(IAttack newAttack) {
        attack = newAttack;
    }
}

public interface IMovement {
    void Move();
}

public class WalkMovement : IMovement {
    public void Move() { Debug.Log("Walking"); }
}

public class RunMovement : IMovement {
    public void Move() { Debug.Log("Running"); }
}

๊ฑท๊ธฐ, ๋›ฐ๊ธฐ ๋“ฑ์„ ๋…๋ฆฝ์ ์ธ ์ปดํฌ๋„ŒํŠธ๋กœ ๊ด€๋ฆฌํ•˜์—ฌ ์œ ์—ฐํ•œ ๊ตฌ์กฐ๋ฅผ ์œ ์ง€ํ•ฉ๋‹ˆ๋‹ค.

 

 

 

 

๋งˆ๋ฌด๋ฆฌ


๊ฒŒ์ž„ ๊ฐœ๋ฐœ์€ ๋ณต์žกํ•œ ์‹œ์Šคํ…œ์„ ๋‹ค๋ฃจ๋Š” ์ž‘์—…์ด๊ณ , ์ ์ ˆํ•œ ํŒจํ„ด์„ ํ™œ์šฉํ•˜๋ฉด ์œ ์ง€๋ณด์ˆ˜์™€ ํ™•์žฅ์„ฑ์ด ํ›จ์”ฌ ์‰ฌ์›Œ์ง‘๋‹ˆ๋‹ค. ์ด๋ฒˆ ๊ธ€์—์„œ๋Š” ๊ฒŒ์ž„ ํ”„๋กœ๊ทธ๋ž˜๋ฐ ํŒจํ„ด์ด ๋ฌด์—‡์ธ์ง€, ๋””์ž์ธ ํŒจํ„ด๊ณผ์˜ ์ฐจ์ด์ , ์ฃผ์š” ํŒจํ„ด ๋ฐ ์‹ค์ œ ๊ฒŒ์ž„์—์„œ์˜ ํ™œ์šฉ ์‚ฌ๋ก€๋ฅผ ์‚ดํŽด๋ดค์–ด์š”.

์•ž์œผ๋กœ ๊ฒŒ์ž„์„ ๊ฐœ๋ฐœํ•˜๋ฉด์„œ ์–ด๋–ค ํŒจํ„ด์„ ์ ์šฉํ•  ์ˆ˜ ์žˆ์„์ง€ ๊ณ ๋ฏผํ•ด๋ณด๋Š” ๊ฒƒ๋งŒ์œผ๋กœ๋„ ์ฝ”๋“œ์˜ ํ’ˆ์งˆ์„ ๋†’์ด๋Š” ๋ฐ ํฐ ๋„์›€์ด ๋  ๊ฑฐ์˜ˆ์š”. ์˜ค๋Š˜๋„ ์ฝ์–ด์ฃผ์…”์„œ ๊ฐ์‚ฌํ•ฉ๋‹ˆ๋‹ค! ๐ŸŽฎ