現在unityをYoutubeの動画で勉強しています。
以下のようなエラーが出た場合どの部分を修正すればよいのでしょうか?
Assets\Script\Obstaclespawner.cs(39,9): error CS0103: The name 'GanerateObstacles' does not exist in the current context
詳しい方よろしくお願いします。
参考までに下記にコード全体を添付します。
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Obstaclespawner : MonoBehaviour { [SerializeField] private GameObject makibisiPrefab, rockPrefab, fallenPrefab; [SerializeField] private float makibisiYPos = -3.75f, rockYPos = -3.5f, fallenTreeYPos = -3.5f; [SerializeField] private float minSpawnWaitTime = 2f, maxSpawnWaitTime = 3.5f; private float spawnWaitTime; private int obstacleTypesCount = 3; private int obstacleToSpawne; private Camera mainCamera; private Vector3 obstacleSpawnePos = Vector3.zero; private GameObject newObstacle; [SerializeField] private List<GameObject> makibisiPool, rockPool, fallentreePool; [SerializeField] private int initialObstacleToSpawn = 5; private void Awake() { mainCamera = Camera.main; GanerateObstacles(); } // Update is called once per frame void Update() { ObstacleSpawning(); } void GenerateObstacles() { for (int i = 0; i < 3; i++) { SpawneObstacles(i); } } void SpawneObstacles(int obstacleType) { switch (obstacleType) { case 0: for (int i = 0; i < initialObstacleToSpawn; i++) { newObstacle = Instantiate(makibisiPrefab); newObstacle.transform.SetParent(transform); makibisiPool.Add(newObstacle); newObstacle.SetActive(false); } break; case 1: for (int i = 0; i < initialObstacleToSpawn; i++) { newObstacle = Instantiate(rockPrefab); newObstacle.transform.SetParent(transform); rockPool.Add(newObstacle); newObstacle.SetActive(false); } break; case 2: for (int i = 0; i < initialObstacleToSpawn; i++) { newObstacle = Instantiate(fallenPrefab); newObstacle.transform.SetParent(transform); fallentreePool.Add(newObstacle); newObstacle.SetActive(false); } break; } } void ObstacleSpawning() { if(Time.time > spawnWaitTime) { SpawneObstacleInGame(); spawnWaitTime = Time.time + Random.Range(minSpawnWaitTime, maxSpawnWaitTime); } } void SpawneObstacleInGame() { obstacleToSpawne = Random.Range(0, obstacleTypesCount); obstacleSpawnePos.x = mainCamera.transform.position.x + 20f; switch(obstacleToSpawne) { case 0: for (int i = 0; i <makibisiPool.Count; i++) { if (!makibisiPool[i].activeInHierarchy) { makibisiPool[i].SetActive(true); obstacleSpawnePos.y = makibisiYPos; newObstacle = makibisiPool[i]; break; } } break; case 1: for (int i = 0; i < rockPool.Count; i++) { if (!rockPool[i].activeInHierarchy) { rockPool[i].SetActive(true); obstacleSpawnePos.y = rockYPos; newObstacle = rockPool[i]; break; } } break; case 2: for (int i = 0; i < fallentreePool.Count; i++) { if (!fallentreePool[i].activeInHierarchy) { fallentreePool[i].SetActive(true); obstacleSpawnePos.y = fallenTreeYPos; newObstacle = fallentreePool[i]; break; } } break; } newObstacle.transform.position = obstacleSpawnePos; } }
回答1件
あなたの回答
tips
プレビュー
バッドをするには、ログインかつ
こちらの条件を満たす必要があります。
2022/05/15 08:02