質問編集履歴
2
情報の追加
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Unityバージョン:Unity 2019.2.15f1 (64-bit)
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Unityバージョン:Unity 2019.2.15f1 (64-bit)
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<追記>
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↓Debug.Logを入れた弾のスクリプト
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```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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public class EnemyAttack : MonoBehaviour
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{
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[Header("スピード")] public float speed = 3.0f;
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[Header("最大移動距離")] public float maxDistance = 100.0f;
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private Rigidbody2D rb;
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private Vector3 defaultPos;
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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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rb = GetComponent<Rigidbody2D>();
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if (rb == null)
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{
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Debug.Log("設定が足りません");
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Destroy(this.gameObject);
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}
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defaultPos = transform.position;
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Debug.Log(defaultPos);
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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float d = Vector3.Distance(transform.position, defaultPos);
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Debug.Log(transform.position);
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//最大移動距離を超えている
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if (d > maxDistance)
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{
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Debug.Log("超えました");
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Destroy(this.gameObject);
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}
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else
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{
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rb.MovePosition(transform.position + Vector3.left * Time.deltaTime * speed);
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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Debug.Log("ぶつかりました");
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Destroy(this.gameObject);
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}
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}
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```
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↓移動しない足場の敵で確認 (親オブジェクトである敵の座標:(10.9,-2.5,0))
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生成されてすぐにぶつかり消滅、
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2発目は、y座標の数値が-0.1違う状態で生成され、移動距離の限界まで移動している様です。
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↓移動する足場の敵で確認 (親オブジェクトである敵の座標:(22.9,-2.5,0))
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同じく、生成されてすぐにぶつかり消滅、
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その後、移動する足場の関係で上下に移動している敵から生成され、
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しばらくの間、y座標の数値だけ0.1ずつ変化し続け、
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再びぶつかり判定で消滅していました。
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↓移動する足場のスクリプト
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```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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public class MoveObject : MonoBehaviour
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{
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[Header("移動経路")] public GameObject[] movePoint;
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[Header("速さ")] public float speed = 1.0f;
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private Rigidbody2D rb;
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private int nowPoint = 0;
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private bool returnPoint = false;
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private Vector2 oldPos = Vector2.zero;
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private Vector2 myVelocity = Vector2.zero;
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private void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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if (movePoint != null && movePoint.Length > 0 && rb != null)
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{
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rb.position = movePoint[0].transform.position;
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oldPos = rb.position;
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}
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}
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public Vector2 GetVelocity()
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{
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return myVelocity;
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}
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private void FixedUpdate()
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{
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if (movePoint != null && movePoint.Length > 1 && rb != null)
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{
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//通常進行
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if (!returnPoint)
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{
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int nextPoint = nowPoint + 1;
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//目標ポイントとの誤差がわずかになるまで移動
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if (Vector2.Distance(transform.position, movePoint[nextPoint].transform.position) > 0.1f)
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{
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//現在地から次のポイントへのベクトルを作成
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Vector2 toVector = Vector2.MoveTowards(transform.position, movePoint[nextPoint].transform.position, speed * Time.deltaTime);
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//次のポイントへ移動
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rb.MovePosition(toVector);
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}
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//次のポイントを1つ進める
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else
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{
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rb.MovePosition(movePoint[nextPoint].transform.position);
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++nowPoint;
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//現在地が配列の最後だった場合
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if (nowPoint + 1 >= movePoint.Length)
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{
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returnPoint = true;
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}
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}
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}
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//折返し進行
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else
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{
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int nextPoint = nowPoint - 1;
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//目標ポイントとの誤差がわずかになるまで移動
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if (Vector2.Distance(transform.position, movePoint[nextPoint].transform.position) > 0.1f)
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{
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//現在地から次のポイントへのベクトルを作成
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Vector2 toVector = Vector2.MoveTowards(transform.position, movePoint[nextPoint].transform.position, speed * Time.deltaTime);
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//次のポイントへ移動
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rb.MovePosition(toVector);
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}
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//次のポイントを1つ戻す
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else
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{
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rb.MovePosition(movePoint[nextPoint].transform.position);
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--nowPoint;
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//現在地が配列の最初だった場合
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if (nowPoint <= 0)
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{
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returnPoint = false;
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}
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}
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}
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myVelocity = (rb.position - oldPos) / Time.deltaTime;
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oldPos = rb.position;
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}
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}
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}
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```
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1
スクリプトを「画像で添付」から、「コードの挿入」に変更
title
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File without changes
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CHANGED
@@ -13,14 +13,171 @@
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可能であれば、1つ目の問題と併せてご回答・アドバイス頂きたいです。
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↓敵のスクリプト
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```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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public class Enemy_Zako9 : MonoBehaviour
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{
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[Header("攻撃オブジェクト")] public GameObject attackObj;
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[Header("攻撃間隔")] public float interval;
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[Header("重力")] public float gravity;
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[Header("やられた時に鳴らすSE")] public AudioClip deadSE;
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private Rigidbody2D rb = null;
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private SpriteRenderer sr = null;
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private ObjectCollision oc = null;
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private BoxCollider2D col = null;
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private bool isDead = false;
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private float deadTimer = 0.0f;
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private Animator anim;
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private float timer;
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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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rb = GetComponent<Rigidbody2D>();
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sr = GetComponent<SpriteRenderer>();
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oc = GetComponent<ObjectCollision>();
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col = GetComponent<BoxCollider2D>();
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anim = GetComponent<Animator>();
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if (anim == null || attackObj == null)
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{
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Debug.Log("設定が足りません");
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Destroy(this.gameObject);
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}
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else
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{
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attackObj.SetActive(false);
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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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{
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AnimatorStateInfo currentState = anim.GetCurrentAnimatorStateInfo(0);
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//通常の状態
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if (currentState.IsName("zako-9_idle"))
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{
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if (timer > interval)
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{
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anim.SetTrigger("attack");
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timer = 0.0f;
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}
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else
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{
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timer += Time.deltaTime;
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}
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}
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}
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void FixedUpdate()
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{
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if (!oc.playerStepOn)
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{
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if (sr.isVisible )
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{
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}
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}
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else
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{
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if (!isDead)
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{
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anim.Play("zako-9_dead");
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rb.velocity = new Vector2(0, -gravity);
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isDead = true;
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col.enabled = false;
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if (GManager.instance != null)
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{
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GManager.instance.PlaySE(deadSE);
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}
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}
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else
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{
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if (deadTimer > 1.0f)
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{
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Destroy(this.gameObject);
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}
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else
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{
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deadTimer += Time.deltaTime;
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}
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}
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}
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}
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public void Attack()
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{
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GameObject g = Instantiate(attackObj);
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g.transform.SetParent(transform);
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g.transform.position = attackObj.transform.position;
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g.SetActive(true);
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}
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}
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```
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132
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↓敵が発射する弾のスクリプト
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133
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```ここに言語を入力
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using System.Collections;
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21
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using System.Collections.Generic;
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using UnityEngine;
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public class EnemyAttack : MonoBehaviour
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{
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[Header("スピード")] public float speed = 3.0f;
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[Header("最大移動距離")] public float maxDistance = 100.0f;
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private Rigidbody2D rb;
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private Vector3 defaultPos;
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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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rb = GetComponent<Rigidbody2D>();
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if (rb == null)
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{
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Debug.Log("設定が足りません");
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Destroy(this.gameObject);
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}
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defaultPos = transform.position;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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float d = Vector3.Distance(transform.position, defaultPos);
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//最大移動距離を超えている
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if (d > maxDistance)
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{
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Destroy(this.gameObject);
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}
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else
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{
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rb.MovePosition(transform.position + Vector3.left * Time.deltaTime * speed);
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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Destroy(this.gameObject);
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}
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}
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```
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+
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24
181
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↓移動する足場にいる敵の情報
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25
182
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26
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