質問編集履歴
5
カyラクターアタッチスクリプト追加。
test
CHANGED
File without changes
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test
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@@ -24,7 +24,7 @@
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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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@@ -34,7 +34,7 @@
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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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@@ -48,8 +48,6 @@
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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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-
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![イメージ説明](3da95404018f7262b304005fb9467b09.jpeg)
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@@ -80,8 +78,6 @@
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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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// Update is called once per frame
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void Update ()
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{
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@@ -149,3 +143,655 @@
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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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416
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}
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418
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419
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if (running)
|
420
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421
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{
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422
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423
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if (targetDirection != Vector3.zero)
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424
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{(省略)
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426
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|
427
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}
|
428
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|
429
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}
|
430
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|
431
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else
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432
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433
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{(省略)
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434
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435
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}
|
436
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|
437
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}
|
438
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|
439
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else
|
440
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|
441
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{
|
442
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443
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addfloat = 0f;
|
444
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445
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lookweight = 0.1f;
|
446
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|
447
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if (targetDirection != Vector3.zero)
|
448
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+
|
449
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{
|
450
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+
|
451
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var lookrotation2 = Quaternion.LookRotation(targetDirection,Vector3.up);
|
452
|
+
|
453
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+
lookrotation2.x = 0;
|
454
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+
|
455
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+
lookrotation2.z = 0;
|
456
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+
|
457
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+
transform.rotation = Quaternion.Lerp(transform.rotation,lookrotation2,Time.deltaTime * wantedrotatespeed);
|
458
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+
|
459
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+
}
|
460
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+
|
461
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+
|
462
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+
|
463
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+
}
|
464
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+
|
465
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+
|
466
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+
|
467
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+
|
468
|
+
|
469
|
+
if (Input.GetButtonDown("Fire3") && Time.time > nextselect && canequip)
|
470
|
+
|
471
|
+
{
|
472
|
+
|
473
|
+
StartCoroutine (weaponselect ());
|
474
|
+
|
475
|
+
nextselect = Time.time + 2f;
|
476
|
+
|
477
|
+
}
|
478
|
+
|
479
|
+
|
480
|
+
|
481
|
+
if (canattack && controller.isGrounded)
|
482
|
+
|
483
|
+
{
|
484
|
+
|
485
|
+
bool attackState = animator.GetCurrentAnimatorStateInfo(1).IsName("attacks");
|
486
|
+
|
487
|
+
if (attackState) {
|
488
|
+
|
489
|
+
canjump = false;
|
490
|
+
|
491
|
+
//animator.applyRootMotion = true;
|
492
|
+
|
493
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+
}
|
494
|
+
|
495
|
+
else
|
496
|
+
|
497
|
+
{
|
498
|
+
|
499
|
+
canjump = true;
|
500
|
+
|
501
|
+
//animator.applyRootMotion = false;
|
502
|
+
|
503
|
+
}
|
504
|
+
|
505
|
+
if (Input.GetButtonDown("Fire1"))
|
506
|
+
|
507
|
+
{
|
508
|
+
|
509
|
+
if (!attackState)
|
510
|
+
|
511
|
+
{
|
512
|
+
|
513
|
+
StartCoroutine(raycastattack());
|
514
|
+
|
515
|
+
int randomattack = randomIntExcept (0, attackanimcount, prevrandom);
|
516
|
+
|
517
|
+
|
518
|
+
|
519
|
+
randomattackfloat = randomattack * 1.0f;
|
520
|
+
|
521
|
+
animator.SetBool ("attack", true);
|
522
|
+
|
523
|
+
animator.SetFloat ("random", randomattackfloat);
|
524
|
+
|
525
|
+
|
526
|
+
|
527
|
+
int n = Random.Range (1, attacksounds.Length);
|
528
|
+
|
529
|
+
myaudiosource.clip = attacksounds [n];
|
530
|
+
|
531
|
+
myaudiosource.pitch = 0.9f + 0.1f * Random.value;
|
532
|
+
|
533
|
+
myaudiosource.Play ();
|
534
|
+
|
535
|
+
attacksounds [n] = attacksounds [0];
|
536
|
+
|
537
|
+
attacksounds [0] = myaudiosource.clip;
|
538
|
+
|
539
|
+
prevrandom = randomattack;
|
540
|
+
|
541
|
+
}
|
542
|
+
|
543
|
+
}
|
544
|
+
|
545
|
+
else
|
546
|
+
|
547
|
+
{
|
548
|
+
|
549
|
+
animator.SetBool("attack",false);
|
550
|
+
|
551
|
+
}
|
552
|
+
|
553
|
+
}
|
554
|
+
|
555
|
+
|
556
|
+
|
557
|
+
if (controller.isGrounded)
|
558
|
+
|
559
|
+
{
|
560
|
+
|
561
|
+
canequip = true;
|
562
|
+
|
563
|
+
lastspeed = Mathf.Lerp(lastspeed,speed,Time.deltaTime * 3f);
|
564
|
+
|
565
|
+
if (Input.GetButton ("Jump") && canjump && Time.time > nextjump)
|
566
|
+
|
567
|
+
{ (省略)
|
568
|
+
|
569
|
+
}
|
570
|
+
|
571
|
+
}
|
572
|
+
|
573
|
+
|
574
|
+
|
575
|
+
else
|
576
|
+
|
577
|
+
{
|
578
|
+
|
579
|
+
canequip = false;
|
580
|
+
|
581
|
+
moveDirection.y -= (gravity) * Time.deltaTime;
|
582
|
+
|
583
|
+
nextjump = Time.time + jumpinterval;
|
584
|
+
|
585
|
+
animator.SetBool ("jump",false);
|
586
|
+
|
587
|
+
}
|
588
|
+
|
589
|
+
|
590
|
+
|
591
|
+
if (Input.GetButton ("Fire2") && canrun && ismovingforward)
|
592
|
+
|
593
|
+
{
|
594
|
+
|
595
|
+
speed = runspeed;
|
596
|
+
|
597
|
+
running = true;
|
598
|
+
|
599
|
+
wantedrotatespeed = rotatespeed;
|
600
|
+
|
601
|
+
}
|
602
|
+
|
603
|
+
else
|
604
|
+
|
605
|
+
{
|
606
|
+
|
607
|
+
speed = normalspeed;
|
608
|
+
|
609
|
+
running = false;
|
610
|
+
|
611
|
+
wantedrotatespeed = rotatespeed;
|
612
|
+
|
613
|
+
|
614
|
+
|
615
|
+
}
|
616
|
+
|
617
|
+
targetVelocity *= lastspeed;
|
618
|
+
|
619
|
+
moveDirection.z = targetVelocity.z;
|
620
|
+
|
621
|
+
moveDirection.x = targetVelocity.x;
|
622
|
+
|
623
|
+
|
624
|
+
|
625
|
+
animator.SetFloat("hor",((localvelocity.x/normalspeed) + addfloat), dampTime , 0.8f);
|
626
|
+
|
627
|
+
animator.SetFloat("ver",((localvelocity.z/normalspeed)), dampTime , 0.8f);
|
628
|
+
|
629
|
+
if (hitpoints <= 0)
|
630
|
+
|
631
|
+
{
|
632
|
+
|
633
|
+
//die
|
634
|
+
|
635
|
+
Instantiate(Deadprefab, transform.position, transform.rotation);
|
636
|
+
|
637
|
+
Destroy(gameObject);
|
638
|
+
|
639
|
+
}
|
640
|
+
|
641
|
+
|
642
|
+
|
643
|
+
animator.SetBool("grounded",controller.isGrounded);
|
644
|
+
|
645
|
+
controller.Move (moveDirection * Time.deltaTime);
|
646
|
+
|
647
|
+
|
648
|
+
|
649
|
+
if (hitpoints < maxhitpoints)
|
650
|
+
|
651
|
+
hitpoints += regen * Time.deltaTime;
|
652
|
+
|
653
|
+
|
654
|
+
|
655
|
+
}
|
656
|
+
|
657
|
+
void Damage (float damage)
|
658
|
+
|
659
|
+
{
|
660
|
+
|
661
|
+
if (!myaudiosource.isPlaying && hitpoints >= 0)
|
662
|
+
|
663
|
+
{
|
664
|
+
|
665
|
+
int n = Random.Range(1,hurtsounds.Length);
|
666
|
+
|
667
|
+
myaudiosource.clip = hurtsounds[n];
|
668
|
+
|
669
|
+
myaudiosource.pitch = 0.9f + 0.1f *Random.value;
|
670
|
+
|
671
|
+
myaudiosource.Play();
|
672
|
+
|
673
|
+
hurtsounds[n] = hurtsounds[0];
|
674
|
+
|
675
|
+
hurtsounds[0] = myaudiosource.clip;
|
676
|
+
|
677
|
+
}
|
678
|
+
|
679
|
+
//damaged = true;
|
680
|
+
|
681
|
+
//myAudioSource.PlayOneShot(hurtsound);
|
682
|
+
|
683
|
+
hitpoints = hitpoints - damage;
|
684
|
+
|
685
|
+
}
|
686
|
+
|
687
|
+
|
688
|
+
|
689
|
+
IEnumerator equip()
|
690
|
+
|
691
|
+
{
|
692
|
+
|
693
|
+
(省略)
|
694
|
+
|
695
|
+
}
|
696
|
+
|
697
|
+
IEnumerator raycastattack()
|
698
|
+
|
699
|
+
{
|
700
|
+
|
701
|
+
yield return new WaitForSeconds(rayfiredelay);
|
702
|
+
|
703
|
+
Vector3 fwrd = mycamera.transform.forward;
|
704
|
+
|
705
|
+
|
706
|
+
|
707
|
+
Vector3 camUp = mycamera.transform.up;
|
708
|
+
|
709
|
+
Vector3 camRight = mycamera.transform.right;
|
710
|
+
|
711
|
+
|
712
|
+
|
713
|
+
Vector3 wantedvector = fwrd;
|
714
|
+
|
715
|
+
wantedvector += Random.Range( -.1f, .1f ) * camUp + Random.Range( -.1f, .1f ) * camRight;
|
716
|
+
|
717
|
+
|
718
|
+
|
719
|
+
Ray ray = new Ray (transform.position + Vector3.up,wantedvector);
|
720
|
+
|
721
|
+
RaycastHit hit = new RaycastHit();
|
722
|
+
|
723
|
+
|
724
|
+
|
725
|
+
if (Physics.Raycast(ray,out hit, 3f,mask))
|
726
|
+
|
727
|
+
{
|
728
|
+
|
729
|
+
|
730
|
+
|
731
|
+
if(hit.rigidbody) hit.rigidbody.AddForceAtPosition (force * fwrd , hit.point);
|
732
|
+
|
733
|
+
hit.transform.SendMessageUpwards ("Damage",damage, SendMessageOptions.DontRequireReceiver);
|
734
|
+
|
735
|
+
GameObject decal;
|
736
|
+
|
737
|
+
|
738
|
+
|
739
|
+
decal = Instantiate(impactprefab, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject ;
|
740
|
+
|
741
|
+
decal.transform.localRotation = decal.transform.localRotation * Quaternion.Euler(0f,Random.Range(-90f,90f),0f);
|
742
|
+
|
743
|
+
}
|
744
|
+
|
745
|
+
|
746
|
+
|
747
|
+
|
748
|
+
|
749
|
+
}
|
750
|
+
|
751
|
+
IEnumerator holster()
|
752
|
+
|
753
|
+
{
|
754
|
+
|
755
|
+
yield return new WaitForSeconds(.3f);
|
756
|
+
|
757
|
+
shield.parent = chestposshield;
|
758
|
+
|
759
|
+
shield.position = chestposshield.position;
|
760
|
+
|
761
|
+
shield.rotation = chestposshield.rotation;
|
762
|
+
|
763
|
+
|
764
|
+
|
765
|
+
int n = Random.Range(1,switchsounds.Length);
|
766
|
+
|
767
|
+
myaudiosource.clip = switchsounds[n];
|
768
|
+
|
769
|
+
myaudiosource.pitch = 0.9f + 0.1f *Random.value;
|
770
|
+
|
771
|
+
myaudiosource.Play();
|
772
|
+
|
773
|
+
switchsounds[n] = switchsounds[0];
|
774
|
+
|
775
|
+
switchsounds[0] = myaudiosource.clip;
|
776
|
+
|
777
|
+
|
778
|
+
|
779
|
+
|
780
|
+
|
781
|
+
weapon.parent = chestposweapon;
|
782
|
+
|
783
|
+
weapon.position = chestposweapon.position;
|
784
|
+
|
785
|
+
weapon.rotation = chestposweapon.rotation;
|
786
|
+
|
787
|
+
|
788
|
+
|
789
|
+
|
790
|
+
|
791
|
+
}
|
792
|
+
|
793
|
+
|
794
|
+
|
795
|
+
}
|
796
|
+
|
797
|
+
```
|
4
樽アセットスクリプト
test
CHANGED
File without changes
|
test
CHANGED
@@ -53,3 +53,99 @@
|
|
53
53
|
|
54
54
|
|
55
55
|
![イメージ説明](3da95404018f7262b304005fb9467b09.jpeg)
|
56
|
+
|
57
|
+
|
58
|
+
|
59
|
+
### 追記③
|
60
|
+
|
61
|
+
|
62
|
+
|
63
|
+
樽アセットのスクリプト。
|
64
|
+
|
65
|
+
```C#
|
66
|
+
|
67
|
+
using UnityEngine;
|
68
|
+
|
69
|
+
using System.Collections;
|
70
|
+
|
71
|
+
|
72
|
+
|
73
|
+
public class crate : MonoBehaviour {
|
74
|
+
|
75
|
+
public float hitpoints = 100f;
|
76
|
+
|
77
|
+
public Transform spawnobject;
|
78
|
+
|
79
|
+
public float radius = 3.0f;
|
80
|
+
|
81
|
+
public float power = 100.0f;
|
82
|
+
|
83
|
+
// Use this for initialization
|
84
|
+
|
85
|
+
void Start () {
|
86
|
+
|
87
|
+
|
88
|
+
|
89
|
+
}
|
90
|
+
|
91
|
+
|
92
|
+
|
93
|
+
// Update is called once per frame
|
94
|
+
|
95
|
+
void Update ()
|
96
|
+
|
97
|
+
{
|
98
|
+
|
99
|
+
if (hitpoints <= 0)
|
100
|
+
|
101
|
+
{
|
102
|
+
|
103
|
+
Instantiate(spawnobject, transform.position, transform.rotation);
|
104
|
+
|
105
|
+
Vector3 explosionPos = transform.position;
|
106
|
+
|
107
|
+
Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
|
108
|
+
|
109
|
+
foreach (Collider hit in colliders)
|
110
|
+
|
111
|
+
{
|
112
|
+
|
113
|
+
if (hit.GetComponent<Rigidbody>() != null)
|
114
|
+
|
115
|
+
{
|
116
|
+
|
117
|
+
Rigidbody rb = hit.GetComponent<Rigidbody>();
|
118
|
+
|
119
|
+
rb.AddExplosionForce(power, explosionPos, radius, 3.0f);
|
120
|
+
|
121
|
+
|
122
|
+
|
123
|
+
}
|
124
|
+
|
125
|
+
}
|
126
|
+
|
127
|
+
Destroy (gameObject);
|
128
|
+
|
129
|
+
}
|
130
|
+
|
131
|
+
|
132
|
+
|
133
|
+
}
|
134
|
+
|
135
|
+
void Damage (float damage)
|
136
|
+
|
137
|
+
{
|
138
|
+
|
139
|
+
|
140
|
+
|
141
|
+
|
142
|
+
|
143
|
+
hitpoints = hitpoints - damage;
|
144
|
+
|
145
|
+
}
|
146
|
+
|
147
|
+
}
|
148
|
+
|
149
|
+
|
150
|
+
|
151
|
+
```
|
3
修正
test
CHANGED
File without changes
|
test
CHANGED
File without changes
|
2
修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -30,7 +30,17 @@
|
|
30
30
|
|
31
31
|
|
32
32
|
|
33
|
-
### 追記
|
33
|
+
### 追記①
|
34
|
+
|
35
|
+
アセットは以下です。
|
36
|
+
|
37
|
+
現在、ダウンロードできないかもしれません。
|
38
|
+
|
39
|
+
https://www.assetstore.unity3d.com/jp/#!/content/48768
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
### 追記②
|
34
44
|
|
35
45
|
|
36
46
|
|
1
修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -27,3 +27,19 @@
|
|
27
27
|
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?
|
28
28
|
|
29
29
|
ご教示のほどよろしくお願いします。
|
30
|
+
|
31
|
+
|
32
|
+
|
33
|
+
### 追記
|
34
|
+
|
35
|
+
|
36
|
+
|
37
|
+
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。
|
38
|
+
|
39
|
+
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。
|
40
|
+
|
41
|
+
もうちょっと調べてみようと思います。
|
42
|
+
|
43
|
+
|
44
|
+
|
45
|
+
![イメージ説明](3da95404018f7262b304005fb9467b09.jpeg)
|