質問編集履歴
4
プログラムの変更
test
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複数の敵キャラの中で自機から弾が出て当たると敵キャラが消えるソースを作りたい。
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test
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Unity 初心者です。
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複数の敵キャラの中で自機から弾が出て当たると敵キャラが消えるソースを作りたい。
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```ここに言語を入力
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コード
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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static class GlobalVariables
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{
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static public bool Shoot_Flag = false;
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}
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[System.Serializable]
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public struct Human_Status
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{
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public GameObject Human; //敵キャラのx,y座標
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public int Dir; //敵キャラの横移動、縦移動
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public int Atack_Counter; //敵キャラの縦移動を決めるカウンター
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public int T_Counter; //敵キャラのタイミングカウンター
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public float Ho_x; //敵キャラの出現位置
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public float Ho_y; //敵キャラの出現位置
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}
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public class Deseart_Hyouji : MonoBehaviour
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{
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private GameObject[,] Desert_obj;
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}
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public class Desert_load5 : MonoBehaviour
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{
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public int HUMAN_num = 7;
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public List<Human_Status> Chara = new List<Human_Status>();
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public Human_Status human_status = new Human_Status();
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private GameObject Trump_obj;
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private float tx = 0.0f;
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private float ty = -2.75f;
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private float tz = 0.00f;
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private Vector3 pos;
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private Vector3 WorldPointPos;
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private float point_x = 0.0f;
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private float point_y = 0.0f;
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private float rad;
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private float dx;
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private float dy;
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private float r_dx;
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private float r_dy;
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private float S_x;
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private float S_y;
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public GameObject Shot_obj;
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public GameObject Taget_obj;
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private int rote_z = 0;
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void Start()
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{
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Deseart_Hyouji hyouji = new Deseart_Hyouji();
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hyouji.Hyouji();
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GameObject Mexico_Man_obj = new GameObject();
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human_status.Human = Mexico_Man_obj;
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human_status.Human.name = "Mexico_Man";
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for (int k = 0; k < HUMAN_num; k++)
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{
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Vector2 tmp2 = GameObject.Find("Mexico_Man").transform.position;
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GameObject.Find("Mexico_Man").transform.position = new Vector2(UnityEngine.Random.Range(-1.0f, 2.3f), UnityEngine.Random.Range(1.8f, 4.6f));
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tmp2.x = UnityEngine.Random.Range(-1.0f, 2.3f);
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tmp2.y = UnityEngine.Random.Range(1.8f, 4.6f);
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Mexico_Man_obj = Instantiate(Resources.Load("Mexicoman_pref"), new Vector2(tmp2.x, tmp2.y), Quaternion.identity) as GameObject;
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human_status.Human = Mexico_Man_obj;
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human_status.Dir = UnityEngine.Random.Range(1, 3);
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human_status.T_Counter = 0;
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human_status.Ho_x = 0.00f;
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human_status.Ho_y = 0.00f;
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Chara.Add(human_status);
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}
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Trump_obj = Instantiate(Resources.Load("trump_pref"), new Vector3(tx, ty, tz), Quaternion.identity) as GameObject;
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Trump_obj.name = "Trump";
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}
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void Update()
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{
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for (int i = 0; i < HUMAN_num; i++)
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{
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Human_Status human_status = Chara[i];
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Vector3 pos = human_status.Human.transform.position;
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human_status.T_Counter = human_status.T_Counter + 1;
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if (human_status.T_Counter > 5)
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{
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human_status.T_Counter = 0;
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Unity にて、prefabにBox Collider 2D設定し下記ソースを、敵キャラクターPrefabに設定したのですが、
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if (human_status.Atack_Counter == 6)
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{
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human_status.Dir = 3;
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}
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}
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if (human_status.Dir == 1)
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{
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pos.x = pos.x - 0.05f;
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human_status.Human.transform.position = pos;
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if (human_status.Human.transform.position.x < -1.62f)
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{
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human_status.Dir = 2;
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}
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else if ((human_status.Atack_Counter == 7) || (human_status.Atack_Counter == 8))
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{
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human_status.Dir = 2;
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human_status.Atack_Counter = 0;
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}
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}
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else if (human_status.Dir == 2)
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{
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pos.x = pos.x + 0.05f;
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human_status.Human.transform.position = pos;
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if (human_status.Human.transform.position.x > 2.3f)
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{
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human_status.Dir = 1;
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}
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else if ((human_status.Atack_Counter == 1) || (human_status.Atack_Counter == 2))
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{
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human_status.Dir = 1;
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human_status.Atack_Counter = 0;
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}
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}
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else if (human_status.Dir == 3)
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{
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if (human_status.Human.transform.position.y < -5.0f)
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{
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human_status.Ho_x = UnityEngine.Random.Range(-1.0f, 2.3f);//最小-1.2f(-1.0f)最大(2.5f)2.3f
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human_status.Human.transform.position = new Vector3(human_status.Ho_x, 5.0f, 0.00f);
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}
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else if (human_status.Human.transform.position.y > 4.6f)
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{
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human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
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}
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else
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{
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human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
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human_status.Ho_y = UnityEngine.Random.Range(1.8f, 4.6f);//最小1.8f最大4.6f
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if (human_status.Ho_y <= 4.6f)
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{
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if ((human_status.Ho_y >= 1.8f) | (human_status.Ho_y <= 4.6f))
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{
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if (human_status.Human.transform.position.y > human_status.Ho_y)
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{
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human_status.Dir = UnityEngine.Random.Range(1, 4);
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}
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}
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}
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}
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}
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Chara[i] = human_status;
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}
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if (Input.GetMouseButtonDown(0) && GlobalVariables.Shoot_Flag == false)
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{
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//マウス位置座標をVector3で取得
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pos = Input.mousePosition;
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// マウス位置座標をスクリーン座標からワールド座標に変換する
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WorldPointPos = Camera.main.ScreenToWorldPoint(pos);
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point_x = WorldPointPos.x;
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point_y = WorldPointPos.y;
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if (point_x < -1.39f)
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{
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point_x = -1.35f;
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}
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if (point_y < -4.25f)
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{
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point_y = -4.25f;
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}
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//trumpの座標を取る。
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Vector3 tmp3 = GameObject.Find("Trump").transform.position;
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GameObject.Find("Trump").transform.position = new Vector3(tmp3.x, tmp3.y, tmp3.z);
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dx = tmp3.x;
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dy = tmp3.y;
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r_dx = point_x - dx;
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r_dy = point_y - dy;
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rad = Mathf.Atan2(r_dy, r_dx);
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397
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398
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Shot_obj = Instantiate(Resources.Load("Frying_pan_pref"), new Vector3(dx, dy, 0.0f), Quaternion.identity) as GameObject;
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400
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401
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Taget_obj = Instantiate(Resources.Load("taget3_pref"), new Vector3(point_x, point_y, 0.0f), Quaternion.identity) as GameObject;
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402
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403
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Shot_obj.transform.Rotate(new Vector3(0, 0, rad * 45.0f));
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GlobalVariables.Shoot_Flag = true;
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}
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else if(GlobalVariables.Shoot_Flag == true)
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{
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412
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413
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Vector3 Position = Shot_obj.transform.position;
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float xx = Mathf.Cos(rad);
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417
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float yy = Mathf.Sin(rad);
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xx *= -0.1f;//idatenn
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yy *= -0.1f;//idatenn
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Position.x -= xx; //* Time.deltaTime ;
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Position.y -= yy; //* Time.deltaTime;
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Debug.Log("xx=" + xx);
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Debug.Log("yy=" + yy);
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S_x = Position.x;
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435
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S_y = Position.y;
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436
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Shot_obj.transform.position = new Vector3(S_x, S_y, 0.0f);
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438
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439
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440
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// Shot_obj.transform.Rotate(new Vector3(0, 0, rote_z));
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// rote_z = rote_z + 30;
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444
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445
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446
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447
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if (rote_z == 360)
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448
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449
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{
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451
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rote_z = 0;
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452
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453
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}
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454
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455
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-
}
|
456
|
-
|
457
|
-
}
|
458
|
-
|
459
|
-
}
|
460
6
|
|
461
7
|
|
462
8
|
|
463
9
|
```
|
464
|
-
|
465
|
-
|
466
|
-
|
467
|
-
"Mexicoman_pref"にBox Collider 2D設定をすると、動きがおかしくなり困ってます。
|
468
|
-
|
469
|
-
|
470
|
-
|
471
|
-
Box Collider 2Dと下記スクリプトを追加すると動きは、おかしくならないようになったのですが、
|
472
|
-
|
473
|
-
コンソールに代わりにnullで止ま表示され止まり動きが止まるキャラクタが出ます。
|
474
|
-
|
475
|
-
解決方法をアドバイス下さい。
|
476
|
-
|
477
|
-
```ここに言語を入力
|
478
10
|
|
479
11
|
using System.Collections;
|
480
12
|
|
@@ -492,29 +24,23 @@
|
|
492
24
|
|
493
25
|
|
494
26
|
|
495
|
-
|
496
|
-
|
497
|
-
|
498
|
-
|
499
|
-
|
500
|
-
|
501
27
|
// Use this for initialization
|
502
28
|
|
503
29
|
void Start () {
|
504
30
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|
505
31
|
|
506
32
|
|
507
|
-
|
33
|
+
}
|
508
34
|
|
509
35
|
|
510
36
|
|
511
|
-
|
37
|
+
// Update is called once per frame
|
512
38
|
|
513
|
-
|
39
|
+
void Update () {
|
514
40
|
|
515
|
-
|
41
|
+
|
516
42
|
|
517
|
-
|
43
|
+
}
|
518
44
|
|
519
45
|
void OnTriggerEnter2D(Collider2D c)
|
520
46
|
|
@@ -524,23 +50,35 @@
|
|
524
50
|
|
525
51
|
{
|
526
52
|
|
527
|
-
|
53
|
+
GameObject.Destroy(M_obj);
|
528
54
|
|
529
|
-
|
55
|
+
M_obj = null;
|
530
56
|
|
531
57
|
}
|
532
58
|
|
59
|
+
if (M_obj == null)
|
533
60
|
|
61
|
+
{
|
534
62
|
|
63
|
+
Debug.Log("hoge hoge");
|
64
|
+
|
65
|
+
}
|
66
|
+
|
67
|
+
if (M_obj != null)
|
68
|
+
|
69
|
+
{
|
70
|
+
|
71
|
+
Debug.Log("homo homo");
|
72
|
+
|
73
|
+
}
|
74
|
+
|
535
|
-
Debug.Log("hit
|
75
|
+
Debug.Log("hit3 Object COLLISION");
|
536
76
|
|
537
77
|
Debug.Log("M_obj " + M_obj);
|
538
78
|
|
539
79
|
return;
|
540
80
|
|
541
81
|
}
|
542
|
-
|
543
|
-
|
544
82
|
|
545
83
|
}
|
546
84
|
|
@@ -549,3 +87,43 @@
|
|
549
87
|
コード
|
550
88
|
|
551
89
|
```
|
90
|
+
|
91
|
+
エラーコードから、
|
92
|
+
|
93
|
+
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
|
94
|
+
|
95
|
+
Your script should either check if it is null or you should not destroy the object.
|
96
|
+
|
97
|
+
Desert_load5.Update () (at Assets/Desert_load5.cs:151)
|
98
|
+
|
99
|
+
該当行で、
|
100
|
+
|
101
|
+
|
102
|
+
|
103
|
+
``` void Update()
|
104
|
+
|
105
|
+
{
|
106
|
+
|
107
|
+
for (int i = 0; i < HUMAN_num; i++)
|
108
|
+
|
109
|
+
{
|
110
|
+
|
111
|
+
Human_Status human_status = Chara[i];
|
112
|
+
|
113
|
+
|
114
|
+
|
115
|
+
Vector3 pos = human_status.Human.transform.position;//151行目
|
116
|
+
|
117
|
+
human_status.T_Counter = human_status.T_Counter + 1;
|
118
|
+
|
119
|
+
|
120
|
+
|
121
|
+
|
122
|
+
|
123
|
+
コード
|
124
|
+
|
125
|
+
```
|
126
|
+
|
127
|
+
プレファブをnullにした後、どのように振るまっていいのか解りません。
|
128
|
+
|
129
|
+
アドバイスの程、よろしくお願いいたします。
|
3
Box Collider 2Dと下記スクリプトを追加しまた。
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
prefabにBox Collider 2D
|
1
|
+
prefabにBox Collider 2Dのnullで困っています。
|
test
CHANGED
@@ -24,10 +24,6 @@
|
|
24
24
|
|
25
25
|
{
|
26
26
|
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
27
|
static public bool Shoot_Flag = false;
|
32
28
|
|
33
29
|
}
|
@@ -58,480 +54,498 @@
|
|
58
54
|
|
59
55
|
|
60
56
|
|
61
|
-
|
62
|
-
|
63
|
-
|
64
|
-
|
65
|
-
|
66
|
-
|
67
|
-
|
68
|
-
|
69
57
|
public class Deseart_Hyouji : MonoBehaviour
|
70
58
|
|
71
59
|
{
|
72
60
|
|
73
61
|
private GameObject[,] Desert_obj;
|
74
62
|
|
75
|
-
|
63
|
+
}
|
64
|
+
|
65
|
+
|
66
|
+
|
67
|
+
|
68
|
+
|
69
|
+
|
70
|
+
|
76
|
-
|
71
|
+
public class Desert_load5 : MonoBehaviour
|
72
|
+
|
73
|
+
{
|
74
|
+
|
75
|
+
public int HUMAN_num = 7;
|
76
|
+
|
77
|
+
public List<Human_Status> Chara = new List<Human_Status>();
|
78
|
+
|
79
|
+
public Human_Status human_status = new Human_Status();
|
80
|
+
|
81
|
+
private GameObject Trump_obj;
|
82
|
+
|
83
|
+
private float tx = 0.0f;
|
84
|
+
|
85
|
+
private float ty = -2.75f;
|
86
|
+
|
87
|
+
private float tz = 0.00f;
|
88
|
+
|
89
|
+
|
90
|
+
|
91
|
+
private Vector3 pos;
|
92
|
+
|
93
|
+
private Vector3 WorldPointPos;
|
94
|
+
|
95
|
+
private float point_x = 0.0f;
|
96
|
+
|
97
|
+
private float point_y = 0.0f;
|
98
|
+
|
99
|
+
private float rad;
|
100
|
+
|
101
|
+
private float dx;
|
102
|
+
|
103
|
+
private float dy;
|
104
|
+
|
105
|
+
private float r_dx;
|
106
|
+
|
107
|
+
private float r_dy;
|
108
|
+
|
109
|
+
private float S_x;
|
110
|
+
|
111
|
+
private float S_y;
|
112
|
+
|
113
|
+
|
114
|
+
|
115
|
+
public GameObject Shot_obj;
|
116
|
+
|
117
|
+
public GameObject Taget_obj;
|
118
|
+
|
119
|
+
private int rote_z = 0;
|
120
|
+
|
121
|
+
|
122
|
+
|
123
|
+
void Start()
|
124
|
+
|
125
|
+
{
|
126
|
+
|
127
|
+
Deseart_Hyouji hyouji = new Deseart_Hyouji();
|
128
|
+
|
77
|
-
|
129
|
+
hyouji.Hyouji();
|
130
|
+
|
131
|
+
GameObject Mexico_Man_obj = new GameObject();
|
132
|
+
|
133
|
+
human_status.Human = Mexico_Man_obj;
|
134
|
+
|
135
|
+
human_status.Human.name = "Mexico_Man";
|
136
|
+
|
137
|
+
for (int k = 0; k < HUMAN_num; k++)
|
78
138
|
|
79
139
|
{
|
80
140
|
|
141
|
+
Vector2 tmp2 = GameObject.Find("Mexico_Man").transform.position;
|
142
|
+
|
143
|
+
GameObject.Find("Mexico_Man").transform.position = new Vector2(UnityEngine.Random.Range(-1.0f, 2.3f), UnityEngine.Random.Range(1.8f, 4.6f));
|
144
|
+
|
145
|
+
tmp2.x = UnityEngine.Random.Range(-1.0f, 2.3f);
|
146
|
+
|
147
|
+
tmp2.y = UnityEngine.Random.Range(1.8f, 4.6f);
|
148
|
+
|
149
|
+
Mexico_Man_obj = Instantiate(Resources.Load("Mexicoman_pref"), new Vector2(tmp2.x, tmp2.y), Quaternion.identity) as GameObject;
|
150
|
+
|
151
|
+
human_status.Human = Mexico_Man_obj;
|
152
|
+
|
153
|
+
human_status.Dir = UnityEngine.Random.Range(1, 3);
|
154
|
+
|
155
|
+
human_status.T_Counter = 0;
|
156
|
+
|
157
|
+
human_status.Ho_x = 0.00f;
|
158
|
+
|
159
|
+
human_status.Ho_y = 0.00f;
|
160
|
+
|
161
|
+
|
162
|
+
|
163
|
+
Chara.Add(human_status);
|
164
|
+
|
165
|
+
}
|
166
|
+
|
167
|
+
Trump_obj = Instantiate(Resources.Load("trump_pref"), new Vector3(tx, ty, tz), Quaternion.identity) as GameObject;
|
168
|
+
|
81
|
-
|
169
|
+
Trump_obj.name = "Trump";
|
170
|
+
|
82
|
-
|
171
|
+
}
|
83
|
-
|
84
|
-
|
172
|
+
|
173
|
+
|
174
|
+
|
85
|
-
|
175
|
+
void Update()
|
86
|
-
|
176
|
+
|
87
|
-
|
177
|
+
{
|
88
|
-
|
89
|
-
|
90
|
-
|
178
|
+
|
91
|
-
|
179
|
+
for (int i = 0; i < HUMAN_num; i++)
|
92
|
-
|
180
|
+
|
93
|
-
|
181
|
+
{
|
182
|
+
|
94
|
-
|
183
|
+
Human_Status human_status = Chara[i];
|
184
|
+
|
185
|
+
|
186
|
+
|
187
|
+
Vector3 pos = human_status.Human.transform.position;
|
188
|
+
|
189
|
+
human_status.T_Counter = human_status.T_Counter + 1;
|
190
|
+
|
191
|
+
|
192
|
+
|
95
|
-
|
193
|
+
if (human_status.T_Counter > 5)
|
194
|
+
|
195
|
+
{
|
196
|
+
|
197
|
+
human_status.T_Counter = 0;
|
198
|
+
|
199
|
+
human_status.Atack_Counter = UnityEngine.Random.Range(1, 9);
|
200
|
+
|
201
|
+
|
202
|
+
|
203
|
+
if (human_status.Atack_Counter == 6)
|
204
|
+
|
205
|
+
{
|
206
|
+
|
207
|
+
human_status.Dir = 3;
|
208
|
+
|
209
|
+
}
|
210
|
+
|
211
|
+
|
212
|
+
|
213
|
+
}
|
214
|
+
|
215
|
+
if (human_status.Dir == 1)
|
216
|
+
|
217
|
+
{
|
218
|
+
|
219
|
+
|
220
|
+
|
221
|
+
pos.x = pos.x - 0.05f;
|
222
|
+
|
223
|
+
human_status.Human.transform.position = pos;
|
224
|
+
|
225
|
+
if (human_status.Human.transform.position.x < -1.62f)
|
226
|
+
|
227
|
+
{
|
228
|
+
|
229
|
+
human_status.Dir = 2;
|
230
|
+
|
231
|
+
}
|
232
|
+
|
233
|
+
else if ((human_status.Atack_Counter == 7) || (human_status.Atack_Counter == 8))
|
234
|
+
|
235
|
+
{
|
236
|
+
|
237
|
+
human_status.Dir = 2;
|
238
|
+
|
239
|
+
human_status.Atack_Counter = 0;
|
240
|
+
|
241
|
+
}
|
242
|
+
|
243
|
+
}
|
244
|
+
|
245
|
+
else if (human_status.Dir == 2)
|
246
|
+
|
247
|
+
{
|
248
|
+
|
249
|
+
pos.x = pos.x + 0.05f;
|
250
|
+
|
251
|
+
human_status.Human.transform.position = pos;
|
252
|
+
|
253
|
+
if (human_status.Human.transform.position.x > 2.3f)
|
254
|
+
|
255
|
+
{
|
256
|
+
|
257
|
+
human_status.Dir = 1;
|
258
|
+
|
259
|
+
}
|
260
|
+
|
261
|
+
else if ((human_status.Atack_Counter == 1) || (human_status.Atack_Counter == 2))
|
262
|
+
|
263
|
+
{
|
264
|
+
|
265
|
+
human_status.Dir = 1;
|
266
|
+
|
267
|
+
human_status.Atack_Counter = 0;
|
268
|
+
|
269
|
+
}
|
270
|
+
|
271
|
+
}
|
272
|
+
|
273
|
+
else if (human_status.Dir == 3)
|
274
|
+
|
275
|
+
{
|
276
|
+
|
277
|
+
if (human_status.Human.transform.position.y < -5.0f)
|
278
|
+
|
279
|
+
{
|
280
|
+
|
281
|
+
human_status.Ho_x = UnityEngine.Random.Range(-1.0f, 2.3f);//最小-1.2f(-1.0f)最大(2.5f)2.3f
|
282
|
+
|
283
|
+
human_status.Human.transform.position = new Vector3(human_status.Ho_x, 5.0f, 0.00f);
|
284
|
+
|
285
|
+
}
|
286
|
+
|
287
|
+
else if (human_status.Human.transform.position.y > 4.6f)
|
288
|
+
|
289
|
+
{
|
290
|
+
|
291
|
+
human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
|
292
|
+
|
293
|
+
}
|
294
|
+
|
295
|
+
|
296
|
+
|
297
|
+
else
|
298
|
+
|
299
|
+
{
|
300
|
+
|
301
|
+
human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
|
302
|
+
|
303
|
+
human_status.Ho_y = UnityEngine.Random.Range(1.8f, 4.6f);//最小1.8f最大4.6f
|
304
|
+
|
305
|
+
if (human_status.Ho_y <= 4.6f)
|
96
306
|
|
97
307
|
{
|
98
308
|
|
99
|
-
|
309
|
+
if ((human_status.Ho_y >= 1.8f) | (human_status.Ho_y <= 4.6f))
|
310
|
+
|
311
|
+
{
|
312
|
+
|
313
|
+
if (human_status.Human.transform.position.y > human_status.Ho_y)
|
314
|
+
|
315
|
+
{
|
316
|
+
|
317
|
+
human_status.Dir = UnityEngine.Random.Range(1, 4);
|
318
|
+
|
319
|
+
}
|
320
|
+
|
321
|
+
}
|
322
|
+
|
323
|
+
|
100
324
|
|
101
325
|
}
|
102
326
|
|
103
|
-
// else if (j <= 1)
|
104
|
-
|
105
|
-
// {
|
106
|
-
|
107
|
-
// Desert_obj[i, j] = Instantiate(Resources.Load("b_choice"), new Vector2(-2.9f + (0.64f * j), 5.0f - (0.64f * i)), Quaternion.identity) as GameObject;
|
108
|
-
|
109
|
-
// }
|
110
|
-
|
111
|
-
else if (i >= 13)
|
112
|
-
|
113
|
-
{
|
114
|
-
|
115
|
-
Desert_obj[i, j] = Instantiate(Resources.Load("b_choice"), new Vector2(-2.9f + (0.64f * j), 5.0f - (0.64f * i)), Quaternion.identity) as GameObject;
|
116
|
-
|
117
|
-
|
327
|
+
}
|
118
|
-
|
119
|
-
|
328
|
+
|
120
|
-
|
121
|
-
|
329
|
+
|
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}
|
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-
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332
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|
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|
+
Chara[i] = human_status;
|
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}
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334
|
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335
|
}
|
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336
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+
if (Input.GetMouseButtonDown(0) && GlobalVariables.Shoot_Flag == false)
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+
{
|
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//マウス位置座標をVector3で取得
|
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+
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|
+
pos = Input.mousePosition;
|
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+
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+
// マウス位置座標をスクリーン座標からワールド座標に変換する
|
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+
|
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|
+
WorldPointPos = Camera.main.ScreenToWorldPoint(pos);
|
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+
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point_x = WorldPointPos.x;
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point_y = WorldPointPos.y;
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+
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if (point_x < -1.39f)
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{
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point_x = -1.35f;
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}
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if (point_y < -4.25f)
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{
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point_y = -4.25f;
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+
}
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379
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+
//trumpの座標を取る。
|
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+
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381
|
+
Vector3 tmp3 = GameObject.Find("Trump").transform.position;
|
382
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+
|
383
|
+
GameObject.Find("Trump").transform.position = new Vector3(tmp3.x, tmp3.y, tmp3.z);
|
384
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+
|
385
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+
|
386
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387
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+
dx = tmp3.x;
|
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+
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|
+
dy = tmp3.y;
|
390
|
+
|
391
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+
r_dx = point_x - dx;
|
392
|
+
|
393
|
+
r_dy = point_y - dy;
|
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|
+
|
395
|
+
rad = Mathf.Atan2(r_dy, r_dx);
|
396
|
+
|
397
|
+
|
398
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+
|
399
|
+
Shot_obj = Instantiate(Resources.Load("Frying_pan_pref"), new Vector3(dx, dy, 0.0f), Quaternion.identity) as GameObject;
|
400
|
+
|
401
|
+
Taget_obj = Instantiate(Resources.Load("taget3_pref"), new Vector3(point_x, point_y, 0.0f), Quaternion.identity) as GameObject;
|
402
|
+
|
403
|
+
Shot_obj.transform.Rotate(new Vector3(0, 0, rad * 45.0f));
|
404
|
+
|
405
|
+
GlobalVariables.Shoot_Flag = true;
|
406
|
+
|
407
|
+
}
|
408
|
+
|
409
|
+
else if(GlobalVariables.Shoot_Flag == true)
|
410
|
+
|
411
|
+
{
|
412
|
+
|
413
|
+
Vector3 Position = Shot_obj.transform.position;
|
414
|
+
|
415
|
+
float xx = Mathf.Cos(rad);
|
416
|
+
|
417
|
+
float yy = Mathf.Sin(rad);
|
418
|
+
|
419
|
+
xx *= -0.1f;//idatenn
|
420
|
+
|
421
|
+
yy *= -0.1f;//idatenn
|
422
|
+
|
423
|
+
Position.x -= xx; //* Time.deltaTime ;
|
424
|
+
|
425
|
+
Position.y -= yy; //* Time.deltaTime;
|
426
|
+
|
427
|
+
Debug.Log("xx=" + xx);
|
428
|
+
|
429
|
+
Debug.Log("yy=" + yy);
|
430
|
+
|
431
|
+
|
432
|
+
|
433
|
+
S_x = Position.x;
|
434
|
+
|
435
|
+
S_y = Position.y;
|
436
|
+
|
437
|
+
Shot_obj.transform.position = new Vector3(S_x, S_y, 0.0f);
|
438
|
+
|
439
|
+
|
440
|
+
|
441
|
+
// Shot_obj.transform.Rotate(new Vector3(0, 0, rote_z));
|
442
|
+
|
443
|
+
// rote_z = rote_z + 30;
|
444
|
+
|
445
|
+
|
446
|
+
|
447
|
+
if (rote_z == 360)
|
448
|
+
|
449
|
+
{
|
450
|
+
|
451
|
+
rote_z = 0;
|
452
|
+
|
453
|
+
}
|
454
|
+
|
455
|
+
}
|
456
|
+
|
133
457
|
}
|
134
458
|
|
135
|
-
|
136
|
-
|
137
|
-
|
138
|
-
|
139
|
-
|
140
|
-
|
141
|
-
|
142
|
-
|
143
|
-
|
144
|
-
|
145
|
-
|
146
|
-
|
147
|
-
|
148
|
-
|
149
|
-
|
150
|
-
|
151
|
-
|
152
|
-
|
153
|
-
|
154
|
-
|
155
|
-
|
156
|
-
|
157
|
-
|
158
|
-
|
159
|
-
|
160
|
-
|
161
|
-
|
162
|
-
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
p
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
|
176
|
-
|
177
|
-
|
178
|
-
|
179
|
-
|
180
|
-
|
181
|
-
|
182
|
-
|
183
|
-
|
184
|
-
|
185
|
-
|
186
|
-
|
187
|
-
|
188
|
-
|
189
|
-
|
190
|
-
|
191
|
-
|
192
|
-
|
193
|
-
|
459
|
+
}
|
460
|
+
|
461
|
+
|
462
|
+
|
463
|
+
```
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
"Mexicoman_pref"にBox Collider 2D設定をすると、動きがおかしくなり困ってます。
|
468
|
+
|
469
|
+
|
470
|
+
|
471
|
+
Box Collider 2Dと下記スクリプトを追加すると動きは、おかしくならないようになったのですが、
|
472
|
+
|
473
|
+
コンソールに代わりにnullで止ま表示され止まり動きが止まるキャラクタが出ます。
|
474
|
+
|
475
|
+
解決方法をアドバイス下さい。
|
476
|
+
|
477
|
+
```ここに言語を入力
|
478
|
+
|
479
|
+
using System.Collections;
|
480
|
+
|
481
|
+
using System.Collections.Generic;
|
482
|
+
|
483
|
+
using UnityEngine;
|
484
|
+
|
485
|
+
|
486
|
+
|
487
|
+
public class Trigger3 : MonoBehaviour {
|
488
|
+
|
489
|
+
|
490
|
+
|
491
|
+
public GameObject M_obj;
|
492
|
+
|
493
|
+
|
494
|
+
|
495
|
+
|
496
|
+
|
497
|
+
|
498
|
+
|
499
|
+
|
500
|
+
|
501
|
+
// Use this for initialization
|
502
|
+
|
503
|
+
void Start () {
|
504
|
+
|
505
|
+
|
506
|
+
|
507
|
+
}
|
508
|
+
|
509
|
+
|
510
|
+
|
511
|
+
// Update is called once per frame
|
512
|
+
|
513
|
+
void Update () {
|
514
|
+
|
515
|
+
|
516
|
+
|
517
|
+
}
|
518
|
+
|
519
|
+
void OnTriggerEnter2D(Collider2D c)
|
194
520
|
|
195
521
|
{
|
196
522
|
|
197
|
-
Deseart_Hyouji hyouji = new Deseart_Hyouji();
|
198
|
-
|
199
|
-
hyouji.Hyouji();
|
200
|
-
|
201
|
-
GameObject Mexico_Man_obj = new GameObject();
|
202
|
-
|
203
|
-
human_status.Human = Mexico_Man_obj;
|
204
|
-
|
205
|
-
|
523
|
+
if (c.gameObject.tag == "Hit")
|
206
|
-
|
207
|
-
for (int k = 0; k < HUMAN_num; k++)
|
208
524
|
|
209
525
|
{
|
210
526
|
|
211
|
-
Vector2 tmp2 = GameObject.Find("Mexico_Man").transform.position;
|
212
|
-
|
213
|
-
GameObject.Find("Mexico_Man").transform.position = new Vector2(UnityEngine.Random.Range(-1.0f, 2.3f), UnityEngine.Random.Range(1.8f, 4.6f));
|
214
|
-
|
215
|
-
tmp2.x = UnityEngine.Random.Range(-1.0f, 2.3f);
|
216
|
-
|
217
|
-
tmp2.y = UnityEngine.Random.Range(1.8f, 4.6f);
|
218
|
-
|
219
|
-
Mexico_Man_obj = Instantiate(Resources.Load("Mexicoman_pref"), new Vector2(tmp2.x, tmp2.y), Quaternion.identity) as GameObject;
|
220
|
-
|
221
|
-
human_status.Human = Mexico_Man_obj;
|
222
|
-
|
223
|
-
human_status.Dir = UnityEngine.Random.Range(1, 3);
|
224
|
-
|
225
|
-
human_status.T_Counter = 0;
|
226
|
-
|
227
|
-
human_status.Ho_x = 0.00f;
|
228
|
-
|
229
|
-
|
527
|
+
Destroy(M_obj);
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
|
528
|
+
|
529
|
+
|
234
530
|
|
235
531
|
}
|
236
532
|
|
533
|
+
|
534
|
+
|
237
|
-
|
535
|
+
Debug.Log("hit2 Object COLLISION");
|
238
|
-
|
536
|
+
|
239
|
-
|
537
|
+
Debug.Log("M_obj " + M_obj);
|
538
|
+
|
539
|
+
return;
|
240
540
|
|
241
541
|
}
|
242
542
|
|
243
543
|
|
244
544
|
|
245
|
-
void Update()
|
246
|
-
|
247
|
-
{
|
248
|
-
|
249
|
-
for (int i = 0; i < HUMAN_num; i++)
|
250
|
-
|
251
|
-
{
|
252
|
-
|
253
|
-
Human_Status human_status = Chara[i];
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
Vector3 pos = human_status.Human.transform.position;
|
258
|
-
|
259
|
-
human_status.T_Counter = human_status.T_Counter + 1;
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
if (human_status.T_Counter > 5)
|
264
|
-
|
265
|
-
{
|
266
|
-
|
267
|
-
human_status.T_Counter = 0;
|
268
|
-
|
269
|
-
human_status.Atack_Counter = UnityEngine.Random.Range(1, 9);
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
if (human_status.Atack_Counter == 6)
|
274
|
-
|
275
|
-
{
|
276
|
-
|
277
|
-
human_status.Dir = 3;
|
278
|
-
|
279
|
-
}
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
}
|
284
|
-
|
285
|
-
if (human_status.Dir == 1)
|
286
|
-
|
287
|
-
{
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
pos.x = pos.x - 0.05f;
|
292
|
-
|
293
|
-
human_status.Human.transform.position = pos;
|
294
|
-
|
295
|
-
if (human_status.Human.transform.position.x < -1.62f)
|
296
|
-
|
297
|
-
{
|
298
|
-
|
299
|
-
human_status.Dir = 2;
|
300
|
-
|
301
|
-
}
|
302
|
-
|
303
|
-
else if ((human_status.Atack_Counter == 7) || (human_status.Atack_Counter == 8))
|
304
|
-
|
305
|
-
{
|
306
|
-
|
307
|
-
human_status.Dir = 2;
|
308
|
-
|
309
|
-
human_status.Atack_Counter = 0;
|
310
|
-
|
311
|
-
}
|
312
|
-
|
313
|
-
}
|
314
|
-
|
315
|
-
else if (human_status.Dir == 2)
|
316
|
-
|
317
|
-
{
|
318
|
-
|
319
|
-
pos.x = pos.x + 0.05f;
|
320
|
-
|
321
|
-
human_status.Human.transform.position = pos;
|
322
|
-
|
323
|
-
if (human_status.Human.transform.position.x > 2.3f)
|
324
|
-
|
325
|
-
{
|
326
|
-
|
327
|
-
human_status.Dir = 1;
|
328
|
-
|
329
|
-
}
|
330
|
-
|
331
|
-
else if ((human_status.Atack_Counter == 1) || (human_status.Atack_Counter == 2))
|
332
|
-
|
333
|
-
{
|
334
|
-
|
335
|
-
human_status.Dir = 1;
|
336
|
-
|
337
|
-
human_status.Atack_Counter = 0;
|
338
|
-
|
339
|
-
}
|
340
|
-
|
341
|
-
}
|
342
|
-
|
343
|
-
else if (human_status.Dir == 3)
|
344
|
-
|
345
|
-
{
|
346
|
-
|
347
|
-
if (human_status.Human.transform.position.y < -5.0f)
|
348
|
-
|
349
|
-
{
|
350
|
-
|
351
|
-
human_status.Ho_x = UnityEngine.Random.Range(-1.0f, 2.3f);//最小-1.2f(-1.0f)最大(2.5f)2.3f
|
352
|
-
|
353
|
-
human_status.Human.transform.position = new Vector3(human_status.Ho_x, 5.0f, 0.00f);
|
354
|
-
|
355
|
-
}
|
356
|
-
|
357
|
-
else if (human_status.Human.transform.position.y > 4.6f)
|
358
|
-
|
359
|
-
{
|
360
|
-
|
361
|
-
human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
|
362
|
-
|
363
|
-
}
|
364
|
-
|
365
|
-
|
366
|
-
|
367
|
-
else
|
368
|
-
|
369
|
-
{
|
370
|
-
|
371
|
-
human_status.Human.transform.position = new Vector3(human_status.Human.transform.position.x, human_status.Human.transform.position.y + -0.05f, 0.00f);
|
372
|
-
|
373
|
-
human_status.Ho_y = UnityEngine.Random.Range(1.8f, 4.6f);//最小1.8f最大4.6f
|
374
|
-
|
375
|
-
if (human_status.Ho_y <= 4.6f)
|
376
|
-
|
377
|
-
{
|
378
|
-
|
379
|
-
if ((human_status.Ho_y >= 1.8f) | (human_status.Ho_y <= 4.6f))
|
380
|
-
|
381
|
-
{
|
382
|
-
|
383
|
-
if (human_status.Human.transform.position.y > human_status.Ho_y)
|
384
|
-
|
385
|
-
{
|
386
|
-
|
387
|
-
human_status.Dir = UnityEngine.Random.Range(1, 4);
|
388
|
-
|
389
|
-
}
|
390
|
-
|
391
|
-
}
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
}
|
396
|
-
|
397
|
-
}
|
398
|
-
|
399
|
-
|
400
|
-
|
401
|
-
}
|
402
|
-
|
403
|
-
Chara[i] = human_status;
|
404
|
-
|
405
|
-
}
|
406
|
-
|
407
|
-
if (Input.GetMouseButtonDown(0) && GlobalVariables.Shoot_Flag == false)
|
408
|
-
|
409
|
-
{
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
//マウス位置座標をVector3で取得
|
414
|
-
|
415
|
-
pos = Input.mousePosition;
|
416
|
-
|
417
|
-
// マウス位置座標をスクリーン座標からワールド座標に変換する
|
418
|
-
|
419
|
-
WorldPointPos = Camera.main.ScreenToWorldPoint(pos);
|
420
|
-
|
421
|
-
point_x = WorldPointPos.x;
|
422
|
-
|
423
|
-
point_y = WorldPointPos.y;
|
424
|
-
|
425
|
-
|
426
|
-
|
427
|
-
if (point_x < -1.39f)
|
428
|
-
|
429
|
-
{
|
430
|
-
|
431
|
-
point_x = -1.35f;
|
432
|
-
|
433
|
-
|
434
|
-
|
435
|
-
}
|
436
|
-
|
437
|
-
if (point_y < -4.25f)
|
438
|
-
|
439
|
-
{
|
440
|
-
|
441
|
-
point_y = -4.25f;
|
442
|
-
|
443
|
-
|
444
|
-
|
445
|
-
}
|
446
|
-
|
447
|
-
|
448
|
-
|
449
|
-
//trumpの座標を取る。
|
450
|
-
|
451
|
-
Vector3 tmp3 = GameObject.Find("Trump").transform.position;
|
452
|
-
|
453
|
-
GameObject.Find("Trump").transform.position = new Vector3(tmp3.x, tmp3.y, tmp3.z);
|
454
|
-
|
455
|
-
|
456
|
-
|
457
|
-
dx = tmp3.x;
|
458
|
-
|
459
|
-
dy = tmp3.y;
|
460
|
-
|
461
|
-
r_dx = point_x - dx;
|
462
|
-
|
463
|
-
r_dy = point_y - dy;
|
464
|
-
|
465
|
-
rad = Mathf.Atan2(r_dy, r_dx);
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
Shot_obj = Instantiate(Resources.Load("Frying_pan_pref"), new Vector3(dx, dy, 0.0f), Quaternion.identity) as GameObject;
|
470
|
-
|
471
|
-
Taget_obj = Instantiate(Resources.Load("taget3_pref"), new Vector3(point_x, point_y, 0.0f), Quaternion.identity) as GameObject;
|
472
|
-
|
473
|
-
Shot_obj.transform.Rotate(new Vector3(0, 0, rad * 45.0f));
|
474
|
-
|
475
|
-
GlobalVariables.Shoot_Flag = true;
|
476
|
-
|
477
|
-
}
|
478
|
-
|
479
|
-
else if(GlobalVariables.Shoot_Flag == true)
|
480
|
-
|
481
|
-
{
|
482
|
-
|
483
|
-
Vector3 Position = Shot_obj.transform.position;
|
484
|
-
|
485
|
-
float xx = Mathf.Cos(rad);
|
486
|
-
|
487
|
-
float yy = Mathf.Sin(rad);
|
488
|
-
|
489
|
-
xx *= -0.1f;//idatenn
|
490
|
-
|
491
|
-
yy *= -0.1f;//idatenn
|
492
|
-
|
493
|
-
Position.x -= xx; //* Time.deltaTime ;
|
494
|
-
|
495
|
-
Position.y -= yy; //* Time.deltaTime;
|
496
|
-
|
497
|
-
Debug.Log("xx=" + xx);
|
498
|
-
|
499
|
-
Debug.Log("yy=" + yy);
|
500
|
-
|
501
|
-
|
502
|
-
|
503
|
-
S_x = Position.x;
|
504
|
-
|
505
|
-
S_y = Position.y;
|
506
|
-
|
507
|
-
Shot_obj.transform.position = new Vector3(S_x, S_y, 0.0f);
|
508
|
-
|
509
|
-
|
510
|
-
|
511
|
-
// Shot_obj.transform.Rotate(new Vector3(0, 0, rote_z));
|
512
|
-
|
513
|
-
// rote_z = rote_z + 30;
|
514
|
-
|
515
|
-
|
516
|
-
|
517
|
-
if (rote_z == 360)
|
518
|
-
|
519
|
-
{
|
520
|
-
|
521
|
-
rote_z = 0;
|
522
|
-
|
523
|
-
}
|
524
|
-
|
525
|
-
}
|
526
|
-
|
527
|
-
}
|
528
|
-
|
529
545
|
}
|
530
546
|
|
531
547
|
|
532
548
|
|
549
|
+
コード
|
550
|
+
|
533
551
|
```
|
534
|
-
|
535
|
-
|
536
|
-
|
537
|
-
"Mexicoman_pref"にBox Collider 2D設定をすると、動きがおかしくなり困ってます。
|
2
prefabに下記スクリプトを追加する事で動きがおかしくなる現象は、なくなったのですが、代わりにnullが返って来ておかしくなる
test
CHANGED
File without changes
|
test
CHANGED
File without changes
|
1
prefabにスクリプトを追加すると、nullが返ってきます。
test
CHANGED
File without changes
|
test
CHANGED
File without changes
|