質問編集履歴
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```c```ここに言語を入力
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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 UnityEngine.UI;
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public class boost:MonoBehaviour
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{
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public GameObject score_object = null;
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public GameObject bulletPrefab;
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public float shotSpeed;
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public int shotCount = 30;
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private float shotInterval;
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void Update()
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{
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if (Input.GetKey(KeyCode.Space ))
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{
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shotInterval += 1;
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if (shotInterval % 5 == 0 && shotCount > 0)
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{
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shotCount -= 1;
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GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position, Quaternion.Euler(transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0));
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Rigidbody bulletRb = bullet.GetComponent<Rigidbody>();
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bulletRb.AddForce(transform.forward * shotSpeed);
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//射撃されてから3秒後に銃弾のオブジェクトを破壊する.
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Destroy(bullet, 0.2f);
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}
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}
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else if (Input.GetKeyDown(KeyCode.R))
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{
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shotCount = 300;
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}
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Text score_text = score_object.GetComponent<Text>();
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// テキストの表示を入れ替える
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score_text.text = "fuel" + shotCount;
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}
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}
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```
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```c
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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 UnityEngine.AI;
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public class Chase : MonoBehaviour
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{
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public GameObject target;
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private NavMeshAgent agent;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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}
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void Update()
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{
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// ターゲットの位置を目的地に設定する。
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agent.destination = target.transform.position;
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}
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}
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c
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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.Collections;
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public class oto : MonoBehaviour
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{
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private AudioSource sound01;
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private AudioSource sound02;
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void Start()
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{
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//AudioSourceコンポーネントを取得し、変数に格納
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AudioSource[] audioSources = GetComponents<AudioSource>();
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sound01 = audioSources[0];
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}
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void Update()
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{
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//指定のキーが押されたら音声ファイル再生
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if (Input.GetKey(KeyCode.Mouse0))
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{
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sound01.PlayOneShot(sound01.clip);
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}
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if (Input.GetKey(KeyCode.Space))
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{
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sound02.PlayOneShot(sound02.clip);
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}
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}
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}
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c
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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.Collections;
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public class oto2 : MonoBehaviour
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{
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private AudioSource sound01;
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void Start()
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{
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//AudioSourceコンポーネントを取得し、変数に格納
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sound01 = GetComponent<AudioSource>();
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}
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void Update()
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{
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//指定のキーが押されたら音声ファイル再生
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if (Input.GetKey(KeyCode.Space))
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{
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sound01.PlayOneShot(sound01.clip);
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}
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}
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c
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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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public class Seisei : MonoBehaviour
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{
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// 出現させる敵を入れておく
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[SerializeField] GameObject[] enemys;
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// 次に敵が出現するまでの時間
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[SerializeField] float appearNextTime;
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// この場所から出現する敵の数
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[SerializeField] int maxNumOfEnemys;
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// 今何人の敵を出現させたか(総数)
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private int numberOfEnemys;
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// 待ち時間計測フィールド
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private float elapsedTime;
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// Use this for initialization
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void Start()
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{
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numberOfEnemys = 0;
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elapsedTime = 0f;
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}
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void Update()
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{
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// この場所から出現する最大数を超えてたら何もしない
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if (numberOfEnemys >= maxNumOfEnemys)
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{
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return;
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}
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// 経過時間を足す
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elapsedTime += Time.deltaTime;
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// 経過時間が経ったら
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if (elapsedTime > appearNextTime)
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{
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elapsedTime = 0f;
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AppearEnemy();
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}
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}
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void AppearEnemy()
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{
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// 出現させる敵をランダムに選ぶ
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var randomValue = Random.Range(0, enemys.Length);
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// 敵の向きをランダムに決定
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var randomRotationY = Random.value * 360f;
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GameObject.Instantiate(enemys[randomValue], transform.position, Quaternion.Euler(0f, randomRotationY, 0f));
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numberOfEnemys++;
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elapsedTime = 0f;
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}
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}
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c
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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 UnityEngine.UI;
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public class Shooting : MonoBehaviour
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{
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public GameObject score_object = null;
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public GameObject bulletPrefab;
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public float shotSpeed;
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public int shotCount = 30;
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private float shotInterval;
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public Explosion m_explosionPrefab;
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public AudioClip audioClip1;
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private AudioSource audioSource;
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void Update()
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{
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if (Input.GetKey(KeyCode.Mouse0))
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{
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shotInterval += 1;
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if (shotInterval % 5 == 0 && shotCount > 0)
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{
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shotCount -= 1;
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GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position, Quaternion.Euler(transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0));
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Rigidbody bulletRb = bullet.GetComponent<Rigidbody>();
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bulletRb.AddForce(transform.forward * shotSpeed);
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//射撃されてから3秒後に銃弾のオブジェクトを破壊する.
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Destroy(bullet, 3.0f);
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}
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}
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else if (Input.GetKeyDown(KeyCode.R))
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{
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shotCount = 30;
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}
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Text score_text = score_object.GetComponent<Text>();
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// テキストの表示を入れ替える
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score_text.text = "bullet" + shotCount;
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}
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}
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c
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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 UnityEngine.SceneManagement;
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public class teki : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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void OnTriggerEnter(Collider other)
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{
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//ぶつかったオブジェクトのTagにShellという名前が書いてあったならば(条件).
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if (other.CompareTag("teki"))
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{
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//HPクラスのDamage関数を呼び出す
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//ぶつかってきたオブジェクトを破壊する.
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SceneManager.LoadScene("result");
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}
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}
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}
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c
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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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public class Explosion : MonoBehaviour
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{
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private void Start()
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{
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// 演出が完了したら削除する
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var particleSystem = GetComponent<ParticleSystem>();
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Destroy(gameObject, particleSystem.main.duration);
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}
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}
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c
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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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public class bakuhatsu : MonoBehaviour
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{
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private AudioSource audioSource;
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public AudioClip audioClip1;
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public Explosion m_explosionPrefab;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{if (Input.GetKey(KeyCode.Mouse0)) ;
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Instantiate(
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m_explosionPrefab,
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transform.localPosition,
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Quaternion.identity);
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audioSource = gameObject.GetComponent<AudioSource>();
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audioSource.clip = audioClip1;
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audioSource.Play();
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}
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}
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```
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```
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1
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unityでc#でゲームを作っているのですが、先ほどunityのパッケージをインポートして再生しよう
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314
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```unityでc#でfpsゲームを作っているのですが、先ほどunityのパッケージをインポートして再生しよう
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としたら
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(1) Library\PackageCache\com.unity.postprocessing@2.0.3-preview\PostProcessing\Runtime\PostProcessManager.cs(424,66): error CS0117: 'EditorSceneManager' does not contain a definition for 'IsGameObjectInScene'
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(2) Library\PackageCache\com.unity.postprocessing@2.0.3-preview\PostProcessing\Runtime\PostProcessManager.cs(425,66): error CS0117: 'EditorSceneManager' does not contain a definition for 'IsGameObjectInMainScenes'
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(3) PlayerSettings Validation: Requested build target group (20) doesn't exist; #define symbols for scripting won't be added.
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UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
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UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:SetEnabled(String, Boolean, Boolean) (at Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:127)
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UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:.cctor() (at Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:22)
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UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes(Type[])
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と出てきてしまいます。初心者なのでよくわかりません。なので
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1 解決策
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