質問編集履歴
4
補足情報
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### 補足情報(FW/ツールのバージョンなど)
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クラロワとゆうのは、フィールドにキャラを出して戦うカードゲームです
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クラロワとゆうのは、フィールドにキャラを出して戦うカードゲームです
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https://clashroyale.com/ja/
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3
補足情報
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### 補足情報(FW/ツールのバージョンなど)
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-
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クラロワとゆうのは、フィールドにキャラを出して戦うカードゲームです
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2
言語名
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}
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}
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}
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C♯ここに言語名を入力
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ソースコード
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```
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1
ソースコード
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```
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エラーメッセージ
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特にないですが、キャラは自動生成です。
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### 該当のソースコード
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using UnityEngine;
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using UnityEngine.AI;
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[RequireComponent(typeof(NavMeshAgent))]
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public class Character : MonoBehaviour
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{
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private GameObject target;
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private NavMeshAgent agent;
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[SerializeField] private GameObject[] enemies;
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[SerializeField] private string attackTag;
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[SerializeField] private string attackTag1;//Inspectorで設定
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private float stopDistance;
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private float attackTimer;
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private bool isAttack;
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//ここから
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public int distance;
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public int hp;
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public int power;
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public int attackTime;
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//ここまでInspectorで設定
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private enum targetType
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{
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normal,
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castle,
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}
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private targetType currentTargetType;
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private void Awake()
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{
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agent = GetComponent<NavMeshAgent>();
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}
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private void Start()
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{
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target = GameObject.Find(attackTag+attackTag1 + "Castle");
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isAttack = false;
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}
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private void Update()
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{
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if (target == null)
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{
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target = GameObject.Find(attackTag+ attackTag1 + "Castle");
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}
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SetStopDistance();
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FintTarget();
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agent.SetDestination(target.transform.position);
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if (Vector3.Distance(transform.position, target.transform.position) <= stopDistance)
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{
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isAttack = true;
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agent.speed = 0;
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}
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if (isAttack)
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{
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CheckNearTarget();
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SetStopDistance(); //攻撃中にtargetが変わった時のためにここでも記述
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Attack();
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}
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}
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//targetが近くにいるのかどうか判定する
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private void CheckNearTarget()
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{
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if (Vector3.Distance(transform.position, target.transform.position) > stopDistance)
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{
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isAttack = false;
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agent.speed = 1;
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}
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}
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private void SetStopDistance()
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{
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if (target.gameObject.name.Contains("Castle"))
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{
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currentTargetType = targetType.castle;
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stopDistance = distance;
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}
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else
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{
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currentTargetType = targetType.normal;
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stopDistance = distance;
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}
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}
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private void FintTarget()
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{
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enemies = GameObject.FindGameObjectsWithTag(attackTag+ attackTag1);
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float closestDistance = Vector3.Distance(transform.position, target.transform.position);
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foreach (GameObject enemy in enemies)
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{
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if (Vector3.Distance(transform.position, enemy.transform.position) < closestDistance)
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{
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target = enemy;
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}
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}
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}
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private void Attack()
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{
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attackTimer += Time.deltaTime;
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switch (currentTargetType)
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{
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case (targetType.normal):
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if (attackTimer > 1)
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{
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target.GetComponent<Character>().hp -= power;
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+
attackTimer = 0f;
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119
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+
}
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120
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+
if (target.GetComponent<Character>().hp <= 0)
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{
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isAttack = false;
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123
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+
Destroy(target.gameObject);
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+
agent.speed = 1;
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125
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+
}
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+
break;
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127
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+
case (targetType.castle):
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+
if (attackTimer > attackTime)
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129
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+
{
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130
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+
target.GetComponent<Castle>().hp -= power;
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+
attackTimer = 0f;
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132
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+
}
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133
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+
break;
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134
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+
}
|
135
|
+
}
|
136
|
+
}
|
15
137
|
```ここに言語名を入力
|
16
138
|
ソースコード
|
17
139
|
```
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