質問編集履歴
5
カyラクターアタッチスクリプト追加。
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@@ -11,19 +11,18 @@
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このポーズをしている状態で、コライダーを設置する方法はありますか?
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もしくは
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もしくは何か良い方法はありますか?
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ご教示のほどよろしくお願いします。
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### 追記①
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アセットは以下です。
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現在
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現在ダウンロードできないかもしれません。
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https://www.assetstore.unity3d.com/jp/#!/content/48768
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### 追記②
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spine_2を調べたら、swordの下にswordcolliderというコライダーらしきゲームオブジェクトを見つけました。
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しかし、インスペクタを表示してみると、コライダーがアタッチされていません。
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もうちょっと調べてみようと思います。
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@@ -39,12 +38,10 @@
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public Transform spawnobject;
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public float radius = 3.0f;
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public float power = 100.0f;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update ()
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{
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if (hitpoints <= 0)
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}
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}
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```
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### 追記④
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キャラクターにアタッチされているスクリプト。
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```
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class simplecontroller : MonoBehaviour {
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public Transform mycamera;
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private Transform reference;
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public float jumpHeight = 2.0f;
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public float jumpinterval = 1.5f;
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private float nextjump = 1.2f;
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private float maxhitpoints = 1000f;
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private float hitpoints = 1000f;
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public float regen = 100f;
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public AudioClip[] hurtsounds;
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public AudioClip[] jumpsounds;
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public AudioClip[] attacksounds;
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public float gravity = 20.0f;
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public float rotatespeed = 4.0f;
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private float wantedrotatespeed;
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public float normalspeed = 4.0f;
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public float runspeed = 8.0f;
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public float dampTime = 2.0f;
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private bool isattack;
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public Transform target;
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private float moveAmount;
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public float smoothSpeed = 2.0f;
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private Vector3 forward = Vector3.forward;
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private Vector3 moveDirection = Vector3.zero;
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private Vector3 right;
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private float movespeed;
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public Vector3 localvelocity;
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public bool running = false;
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public bool canrun = true;
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AudioSource myaudiosource;
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Vector3 targetDirection = Vector3.zero;
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Vector3 targetVelocity;
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public GameObject impactprefab;
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public LayerMask mask;
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public float rayfiredelay = 0.35f;
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public float force = 1000f;
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public float damage = 50f;
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public Transform Deadprefab;
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Animator animator;
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CharacterController controller;
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Quaternion oldrotation;
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Quaternion currentrotation;
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public int attackanimcount;
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private int prevrandom = 0;
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private float randomattackfloat;
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public Transform shield;
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public Transform weapon;
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public Transform lefthandpos;
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public Transform righthandpos;
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public Transform chestposshield;
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public Transform chestposweapon;
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public AudioClip[] switchsounds;
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public AudioClip[] wooshsounds;
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private float addfloat = 0f;
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private bool fightmodus = false;
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private bool didselect;
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private bool canattack= false;
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void Awake ()
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{
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myaudiosource = GetComponent<AudioSource>();
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myaudiosource.loop = false;
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reference = new GameObject().transform;
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animator = GetComponent<Animator>();
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controller = GetComponent<CharacterController>();
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}
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void Start ()
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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void Update ()
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{
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reference.eulerAngles = new Vector3(0, mycamera.eulerAngles.y, 0);
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forward = reference.forward;
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right = new Vector3(forward.z, 0, -forward.x);
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float hor = Input.GetAxis("Horizontal") * 5f * Time.deltaTime;
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float ver = Input.GetAxis("Vertical") * 5f * Time.deltaTime;
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Vector3 velocity = controller.velocity;
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localvelocity = transform.InverseTransformDirection(velocity);
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bool ismovingforward =localvelocity.z > .5f;
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targetDirection = (hor * right) + (ver * forward);
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targetDirection = targetDirection.normalized;
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targetVelocity = targetDirection;
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if (fightmodus)
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{
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if (targetDirection == Vector3.zero) {
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Vector3 localTarget = transform.InverseTransformPoint (target.position);
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addfloat = (Mathf.Atan2 (localTarget.x, localTarget.z));
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}
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else
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{
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addfloat = 0f;
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}
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if (running)
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{
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if (targetDirection != Vector3.zero)
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{(省略)
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}
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}
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else
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{(省略)
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}
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}
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else
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{
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addfloat = 0f;
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lookweight = 0.1f;
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if (targetDirection != Vector3.zero)
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{
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var lookrotation2 = Quaternion.LookRotation(targetDirection,Vector3.up);
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lookrotation2.x = 0;
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lookrotation2.z = 0;
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transform.rotation = Quaternion.Lerp(transform.rotation,lookrotation2,Time.deltaTime * wantedrotatespeed);
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}
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}
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if (Input.GetButtonDown("Fire3") && Time.time > nextselect && canequip)
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{
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StartCoroutine (weaponselect ());
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nextselect = Time.time + 2f;
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}
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if (canattack && controller.isGrounded)
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{
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bool attackState = animator.GetCurrentAnimatorStateInfo(1).IsName("attacks");
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if (attackState) {
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canjump = false;
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//animator.applyRootMotion = true;
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}
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else
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{
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canjump = true;
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//animator.applyRootMotion = false;
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}
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if (Input.GetButtonDown("Fire1"))
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{
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if (!attackState)
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{
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StartCoroutine(raycastattack());
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int randomattack = randomIntExcept (0, attackanimcount, prevrandom);
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randomattackfloat = randomattack * 1.0f;
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animator.SetBool ("attack", true);
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animator.SetFloat ("random", randomattackfloat);
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int n = Random.Range (1, attacksounds.Length);
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myaudiosource.clip = attacksounds [n];
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myaudiosource.pitch = 0.9f + 0.1f * Random.value;
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myaudiosource.Play ();
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attacksounds [n] = attacksounds [0];
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attacksounds [0] = myaudiosource.clip;
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prevrandom = randomattack;
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}
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}
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else
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{
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animator.SetBool("attack",false);
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}
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}
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if (controller.isGrounded)
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{
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canequip = true;
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lastspeed = Mathf.Lerp(lastspeed,speed,Time.deltaTime * 3f);
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if (Input.GetButton ("Jump") && canjump && Time.time > nextjump)
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{ (省略)
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}
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}
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else
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{
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canequip = false;
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moveDirection.y -= (gravity) * Time.deltaTime;
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nextjump = Time.time + jumpinterval;
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animator.SetBool ("jump",false);
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}
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if (Input.GetButton ("Fire2") && canrun && ismovingforward)
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{
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speed = runspeed;
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running = true;
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wantedrotatespeed = rotatespeed;
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}
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else
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{
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speed = normalspeed;
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running = false;
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wantedrotatespeed = rotatespeed;
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}
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targetVelocity *= lastspeed;
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moveDirection.z = targetVelocity.z;
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moveDirection.x = targetVelocity.x;
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animator.SetFloat("hor",((localvelocity.x/normalspeed) + addfloat), dampTime , 0.8f);
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animator.SetFloat("ver",((localvelocity.z/normalspeed)), dampTime , 0.8f);
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if (hitpoints <= 0)
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{
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//die
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Instantiate(Deadprefab, transform.position, transform.rotation);
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Destroy(gameObject);
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}
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animator.SetBool("grounded",controller.isGrounded);
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controller.Move (moveDirection * Time.deltaTime);
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if (hitpoints < maxhitpoints)
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hitpoints += regen * Time.deltaTime;
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}
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void Damage (float damage)
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{
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if (!myaudiosource.isPlaying && hitpoints >= 0)
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{
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int n = Random.Range(1,hurtsounds.Length);
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myaudiosource.clip = hurtsounds[n];
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myaudiosource.pitch = 0.9f + 0.1f *Random.value;
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myaudiosource.Play();
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hurtsounds[n] = hurtsounds[0];
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hurtsounds[0] = myaudiosource.clip;
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}
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//damaged = true;
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//myAudioSource.PlayOneShot(hurtsound);
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hitpoints = hitpoints - damage;
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}
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IEnumerator equip()
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{
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(省略)
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}
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IEnumerator raycastattack()
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{
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yield return new WaitForSeconds(rayfiredelay);
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Vector3 fwrd = mycamera.transform.forward;
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Vector3 camUp = mycamera.transform.up;
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Vector3 camRight = mycamera.transform.right;
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Vector3 wantedvector = fwrd;
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wantedvector += Random.Range( -.1f, .1f ) * camUp + Random.Range( -.1f, .1f ) * camRight;
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Ray ray = new Ray (transform.position + Vector3.up,wantedvector);
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RaycastHit hit = new RaycastHit();
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if (Physics.Raycast(ray,out hit, 3f,mask))
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{
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if(hit.rigidbody) hit.rigidbody.AddForceAtPosition (force * fwrd , hit.point);
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hit.transform.SendMessageUpwards ("Damage",damage, SendMessageOptions.DontRequireReceiver);
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GameObject decal;
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decal = Instantiate(impactprefab, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject ;
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decal.transform.localRotation = decal.transform.localRotation * Quaternion.Euler(0f,Random.Range(-90f,90f),0f);
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}
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}
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IEnumerator holster()
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{
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yield return new WaitForSeconds(.3f);
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shield.parent = chestposshield;
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shield.position = chestposshield.position;
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shield.rotation = chestposshield.rotation;
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int n = Random.Range(1,switchsounds.Length);
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myaudiosource.clip = switchsounds[n];
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myaudiosource.pitch = 0.9f + 0.1f *Random.value;
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myaudiosource.Play();
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switchsounds[n] = switchsounds[0];
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switchsounds[0] = myaudiosource.clip;
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390
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weapon.parent = chestposweapon;
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weapon.position = chestposweapon.position;
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weapon.rotation = chestposweapon.rotation;
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}
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}
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```
|
4
樽アセットスクリプト
title
CHANGED
File without changes
|
body
CHANGED
@@ -25,4 +25,52 @@
|
|
25
25
|
しかし、インスペクタを表示してみると、コライダーがアタッチされていません。
|
26
26
|
もうちょっと調べてみようと思います。
|
27
27
|
|
28
|
-

|
28
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+

|
29
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+
|
30
|
+
### 追記③
|
31
|
+
|
32
|
+
樽アセットのスクリプト。
|
33
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+
```C#
|
34
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+
using UnityEngine;
|
35
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using System.Collections;
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36
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+
|
37
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+
public class crate : MonoBehaviour {
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38
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public float hitpoints = 100f;
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39
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public Transform spawnobject;
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40
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+
public float radius = 3.0f;
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41
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+
public float power = 100.0f;
|
42
|
+
// Use this for initialization
|
43
|
+
void Start () {
|
44
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+
|
45
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+
}
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46
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+
|
47
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+
// Update is called once per frame
|
48
|
+
void Update ()
|
49
|
+
{
|
50
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+
if (hitpoints <= 0)
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51
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+
{
|
52
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+
Instantiate(spawnobject, transform.position, transform.rotation);
|
53
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+
Vector3 explosionPos = transform.position;
|
54
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+
Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
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55
|
+
foreach (Collider hit in colliders)
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56
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+
{
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57
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+
if (hit.GetComponent<Rigidbody>() != null)
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58
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+
{
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|
+
Rigidbody rb = hit.GetComponent<Rigidbody>();
|
60
|
+
rb.AddExplosionForce(power, explosionPos, radius, 3.0f);
|
61
|
+
|
62
|
+
}
|
63
|
+
}
|
64
|
+
Destroy (gameObject);
|
65
|
+
}
|
66
|
+
|
67
|
+
}
|
68
|
+
void Damage (float damage)
|
69
|
+
{
|
70
|
+
|
71
|
+
|
72
|
+
hitpoints = hitpoints - damage;
|
73
|
+
}
|
74
|
+
}
|
75
|
+
|
76
|
+
```
|
3
修正
title
CHANGED
File without changes
|
body
CHANGED
File without changes
|
2
修正
title
CHANGED
File without changes
|
body
CHANGED
@@ -14,8 +14,13 @@
|
|
14
14
|
もしくは剣だけにコライダー設置したいのですが、何か良い方法はありますか?
|
15
15
|
ご教示のほどよろしくお願いします。
|
16
16
|
|
17
|
-
### 追記
|
17
|
+
### 追記①
|
18
|
+
アセットは以下です。
|
19
|
+
現在、ダウンロードできないかもしれません。
|
20
|
+
https://www.assetstore.unity3d.com/jp/#!/content/48768
|
18
21
|
|
22
|
+
### 追記②
|
23
|
+
|
19
24
|
spine_2を調べたら、swordの下にswordcolliderというコライダーらしきゲームオブジェクトを見つけました。
|
20
25
|
しかし、インスペクタを表示してみると、コライダーがアタッチされていません。
|
21
26
|
もうちょっと調べてみようと思います。
|
1
修正
title
CHANGED
File without changes
|
body
CHANGED
@@ -12,4 +12,12 @@
|
|
12
12
|
|
13
13
|
このポーズをしている状態で、コライダーを設置する方法はありますか?
|
14
14
|
もしくは剣だけにコライダー設置したいのですが、何か良い方法はありますか?
|
15
|
-
ご教示のほどよろしくお願いします。
|
15
|
+
ご教示のほどよろしくお願いします。
|
16
|
+
|
17
|
+
### 追記
|
18
|
+
|
19
|
+
spine_2を調べたら、swordの下にswordcolliderというコライダーらしきゲームオブジェクトを見つけました。
|
20
|
+
しかし、インスペクタを表示してみると、コライダーがアタッチされていません。
|
21
|
+
もうちょっと調べてみようと思います。
|
22
|
+
|
23
|
+

|