質問編集履歴
7
test
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ここでcosを求めないといけませんでした。
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```c#
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var en_up = transform.up;
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var en_to_pi = (playerPos.transform.position-transform.position);
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619
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621
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-
ここでcosを求めないといけませんでした。
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-
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-
```c#
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624
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-
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-
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626
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-
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var cos = Vector3.Dot(en_up,en_to_pi)/(en_up.magnitude*en_to_pi.magnitude );
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var deg = Mathf.Rad2Deg * Mathf.Acos(cos);
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6
test
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test
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ここでcosを求めないといけませんでした。
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+
```c#
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623
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var cos = Vector3.Dot(en_up,en_to_pi)/(en_up.magnitude*en_to_pi.magnitude );
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624
628
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625
629
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var deg = Mathf.Rad2Deg * Mathf.Acos(cos);
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```
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5
test
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-
### 追記
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### 追記1
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@@ -603,3 +603,23 @@
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}
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```
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606
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### 追記2
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610
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611
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そもそもコードが違いました。
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612
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613
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614
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615
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var en_up = transform.up;
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var en_to_pi = (playerPos.transform.position-transform.position);
|
618
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+
|
619
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+
|
620
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+
|
621
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+
ここでcosを求めないといけませんでした。
|
622
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+
|
623
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+
var cos = Vector3.Dot(en_up,en_to_pi)/(en_up.magnitude*en_to_pi.magnitude );
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+
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var deg = Mathf.Rad2Deg * Mathf.Acos(cos);
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4
era-
test
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test
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@@ -598,4 +598,8 @@
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}
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}
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}
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605
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```
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3
おういえす
test
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test
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@@ -458,7 +458,7 @@
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461
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-
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461
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+
変更後のコード
|
462
462
|
|
463
463
|
```C#
|
464
464
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|
2
era-NullReferenceException: Object reference not set to an instance of an object PlayerMove.Update (
test
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|
test
CHANGED
@@ -451,3 +451,151 @@
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451
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どうか回答お願いします。
|
454
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+
|
455
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+
|
456
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+
|
457
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+
### 追記
|
458
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+
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459
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+
|
460
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+
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461
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462
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```C#
|
464
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+
|
465
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+
using System.Collections;
|
466
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+
|
467
|
+
using System.Collections.Generic;
|
468
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+
|
469
|
+
using UnityEngine;
|
470
|
+
|
471
|
+
|
472
|
+
|
473
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+
public class Enemy_Move : RandomMove
|
474
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+
|
475
|
+
{
|
476
|
+
|
477
|
+
[SerializeField] Enemy_Status enemy; // ステータス
|
478
|
+
|
479
|
+
[SerializeField] Enemy_Collision enemyColl; // 探索範囲
|
480
|
+
|
481
|
+
|
482
|
+
|
483
|
+
Transform my_Vec; // 自身の座標
|
484
|
+
|
485
|
+
Quaternion direction; // 向き
|
486
|
+
|
487
|
+
|
488
|
+
|
489
|
+
GameObject playerPos;
|
490
|
+
|
491
|
+
|
492
|
+
|
493
|
+
private void Start()
|
494
|
+
|
495
|
+
{
|
496
|
+
|
497
|
+
playerPos = Player.player;
|
498
|
+
|
499
|
+
my_Vec = transform;
|
500
|
+
|
501
|
+
my_Vec.rotation = direction;
|
502
|
+
|
503
|
+
}
|
504
|
+
|
505
|
+
void Update()
|
506
|
+
|
507
|
+
{
|
508
|
+
|
509
|
+
var a = transform.up.normalized;
|
510
|
+
|
511
|
+
var b = (playerPos.transform.position - transform.position).normalized;
|
512
|
+
|
513
|
+
|
514
|
+
|
515
|
+
var dot = Vector3.Dot(a, b);
|
516
|
+
|
517
|
+
var rad = Mathf.Rad2Deg * dot;/*Mathf.Acos(dot)*/
|
518
|
+
|
519
|
+
|
520
|
+
|
521
|
+
if(rad <= 60 || rad >= -60) {
|
522
|
+
|
523
|
+
|
524
|
+
|
525
|
+
if (NowAct != null) {//NowActの中がnullでない場合、非追従処理が走っている可能性が高い。→非追従処理を止めて、破棄。
|
526
|
+
|
527
|
+
|
528
|
+
|
529
|
+
StopCoroutine(NowAct);
|
530
|
+
|
531
|
+
NowAct = null;
|
532
|
+
|
533
|
+
}
|
534
|
+
|
535
|
+
|
536
|
+
|
537
|
+
//print("ラジアン値"+rad);
|
538
|
+
|
539
|
+
print("視界に入っている");
|
540
|
+
|
541
|
+
|
542
|
+
|
543
|
+
if(rad != 0) {
|
544
|
+
|
545
|
+
|
546
|
+
|
547
|
+
var now_Z = transform.localRotation.eulerAngles.z;//現在角度.z
|
548
|
+
|
549
|
+
var new_Z = now_Z + (-playerPos.transform.rotation.z);//目標角度.z
|
550
|
+
|
551
|
+
|
552
|
+
|
553
|
+
float rotspeed = 3;//回転速度
|
554
|
+
|
555
|
+
|
556
|
+
|
557
|
+
float f = 0;//回転進行度
|
558
|
+
|
559
|
+
|
560
|
+
|
561
|
+
while (f <= 1) {
|
562
|
+
|
563
|
+
|
564
|
+
|
565
|
+
f += Time.deltaTime * rotspeed;
|
566
|
+
|
567
|
+
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_Z, new_Z, f));
|
568
|
+
|
569
|
+
}
|
570
|
+
|
571
|
+
|
572
|
+
|
573
|
+
// 追従
|
574
|
+
|
575
|
+
my_Vec.position += (Enemy_Collision.playerPos - transform.position) * enemy.enemy_Speed;
|
576
|
+
|
577
|
+
transform.position += my_Vec.position * Time.deltaTime;
|
578
|
+
|
579
|
+
}
|
580
|
+
|
581
|
+
return;
|
582
|
+
|
583
|
+
}
|
584
|
+
|
585
|
+
else {
|
586
|
+
|
587
|
+
|
588
|
+
|
589
|
+
if (NowAct == null) {// ランダムに回転・移動
|
590
|
+
|
591
|
+
|
592
|
+
|
593
|
+
NowAct = Nolock_Action();
|
594
|
+
|
595
|
+
StartCoroutine(NowAct);
|
596
|
+
|
597
|
+
}
|
598
|
+
|
599
|
+
}
|
600
|
+
|
601
|
+
```
|
1
せいや
test
CHANGED
File without changes
|
test
CHANGED
@@ -16,8 +16,56 @@
|
|
16
16
|
|
17
17
|
|
18
18
|
|
19
|
+
|
20
|
+
|
21
|
+
Enemy_Move
|
22
|
+
|
19
23
|
```C#
|
20
24
|
|
25
|
+
using System.Collections;
|
26
|
+
|
27
|
+
using System.Collections.Generic;
|
28
|
+
|
29
|
+
using UnityEngine;
|
30
|
+
|
31
|
+
|
32
|
+
|
33
|
+
public class Enemy_Move : RandomMove
|
34
|
+
|
35
|
+
{
|
36
|
+
|
37
|
+
[SerializeField] Enemy_Status enemy; // ステータス
|
38
|
+
|
39
|
+
[SerializeField] Enemy_Collision enemyColl; // 探索範囲
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
Transform my_Vec; // 自身の座標
|
44
|
+
|
45
|
+
Quaternion direction; // 向き
|
46
|
+
|
47
|
+
|
48
|
+
|
49
|
+
GameObject playerPos;
|
50
|
+
|
51
|
+
|
52
|
+
|
53
|
+
private void Start()
|
54
|
+
|
55
|
+
{
|
56
|
+
|
57
|
+
playerPos = Player.player;
|
58
|
+
|
59
|
+
my_Vec = transform;
|
60
|
+
|
61
|
+
my_Vec.rotation = direction;
|
62
|
+
|
63
|
+
}
|
64
|
+
|
65
|
+
void Update()
|
66
|
+
|
67
|
+
{
|
68
|
+
|
21
69
|
var a = transform.up.normalized;
|
22
70
|
|
23
71
|
var b = (playerPos.transform.position - transform.position).normalized;
|
@@ -30,14 +78,92 @@
|
|
30
78
|
|
31
79
|
|
32
80
|
|
33
|
-
|
81
|
+
if(rad <= 60 || rad >= -60) {
|
82
|
+
|
83
|
+
|
84
|
+
|
85
|
+
if (NowAct != null) {//NowActの中がnullでない場合、非追従処理が走っている可能性が高い。→非追従処理を止めて、破棄。
|
86
|
+
|
87
|
+
|
88
|
+
|
89
|
+
StopCoroutine(NowAct);
|
90
|
+
|
91
|
+
NowAct = null;
|
92
|
+
|
93
|
+
}
|
94
|
+
|
95
|
+
|
96
|
+
|
97
|
+
|
98
|
+
|
99
|
+
print("視界内");
|
100
|
+
|
101
|
+
|
102
|
+
|
103
|
+
if(rad != 0) {
|
104
|
+
|
105
|
+
|
106
|
+
|
107
|
+
var now_Z = transform.localRotation.eulerAngles.z;//現在角度.z
|
108
|
+
|
109
|
+
var new_Z = now_Z + (-playerPos.transform.rotation.z);//目標角度.z
|
110
|
+
|
111
|
+
|
112
|
+
|
113
|
+
float rotspeed = 3;//回転速度
|
114
|
+
|
115
|
+
|
116
|
+
|
117
|
+
float f = 0;//回転進行度
|
118
|
+
|
119
|
+
|
120
|
+
|
121
|
+
while (f <= 1) {
|
122
|
+
|
123
|
+
|
124
|
+
|
125
|
+
f += Time.deltaTime * rotspeed;
|
126
|
+
|
127
|
+
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_Z, new_Z, f));
|
128
|
+
|
129
|
+
}
|
130
|
+
|
131
|
+
|
132
|
+
|
133
|
+
// 追従
|
134
|
+
|
135
|
+
my_Vec.position += (Enemy_Collision.playerPos - transform.position) * enemy.enemy_Speed;
|
136
|
+
|
137
|
+
transform.position += my_Vec.position * Time.deltaTime;
|
138
|
+
|
139
|
+
}
|
140
|
+
|
141
|
+
return;
|
142
|
+
|
143
|
+
}
|
144
|
+
|
145
|
+
else {
|
146
|
+
|
147
|
+
|
148
|
+
|
149
|
+
if (NowAct == null) {// ランダムに回転・移動
|
150
|
+
|
151
|
+
|
152
|
+
|
153
|
+
NowAct = Nolock_Action();
|
154
|
+
|
155
|
+
StartCoroutine(NowAct);
|
156
|
+
|
157
|
+
}
|
158
|
+
|
159
|
+
}
|
160
|
+
|
161
|
+
}
|
162
|
+
|
163
|
+
}
|
34
164
|
|
35
165
|
```
|
36
166
|
|
37
|
-
|
38
|
-
|
39
|
-
Enemy_Move
|
40
|
-
|
41
167
|
```C#
|
42
168
|
|
43
169
|
using System.Collections;
|
@@ -48,41 +174,255 @@
|
|
48
174
|
|
49
175
|
|
50
176
|
|
51
|
-
public class
|
177
|
+
public class RandomMove : MonoBehaviour
|
52
178
|
|
53
179
|
{
|
54
180
|
|
55
|
-
|
181
|
+
protected IEnumerator NowAct;
|
56
|
-
|
182
|
+
|
57
|
-
|
183
|
+
protected IEnumerator Now_Direction;
|
184
|
+
|
185
|
+
|
186
|
+
|
58
|
-
|
187
|
+
/// <summary>
|
188
|
+
|
59
|
-
|
189
|
+
/// 非捕捉状態のときの挙動
|
60
|
-
|
190
|
+
|
61
|
-
|
191
|
+
/// </summary>
|
62
|
-
|
192
|
+
|
63
|
-
|
193
|
+
protected IEnumerator Nolock_Action()
|
64
|
-
|
65
|
-
|
66
|
-
|
67
|
-
GameObject playerPos;
|
68
|
-
|
69
|
-
|
70
|
-
|
71
|
-
private void Start()
|
72
194
|
|
73
195
|
{
|
74
196
|
|
75
|
-
|
76
|
-
|
77
|
-
|
78
|
-
|
79
|
-
|
80
|
-
|
81
|
-
|
82
|
-
|
83
|
-
|
84
|
-
|
85
|
-
|
197
|
+
|
198
|
+
|
199
|
+
var now_Z = transform.localRotation.eulerAngles.z;//現在角度.z
|
200
|
+
|
201
|
+
var new_Z = now_Z + Random.Range(60f, -60f);//目標角度.z
|
202
|
+
|
203
|
+
|
204
|
+
|
205
|
+
float rotspeed = 3;//回転速度
|
206
|
+
|
207
|
+
|
208
|
+
|
209
|
+
float f = 0;//回転進行度
|
210
|
+
|
211
|
+
|
212
|
+
|
213
|
+
while (f <= 1) {
|
214
|
+
|
215
|
+
|
216
|
+
|
217
|
+
f += Time.deltaTime * rotspeed;
|
218
|
+
|
219
|
+
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_Z, new_Z, f));
|
220
|
+
|
221
|
+
|
222
|
+
|
223
|
+
yield return null;
|
224
|
+
|
225
|
+
}
|
226
|
+
|
227
|
+
|
228
|
+
|
229
|
+
float speed;// 移動スピード
|
230
|
+
|
231
|
+
float speed_Max = 4f;
|
232
|
+
|
233
|
+
|
234
|
+
|
235
|
+
float time = 0;//移動時間
|
236
|
+
|
237
|
+
float time_Max = 3;
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uint move_sens = 0x00000001;
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speed = Random.Range(0, speed_Max);
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while (time < time_Max) {
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var delta = Time.deltaTime;
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time += delta;
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var puls = (speed * delta) * move_sens;
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}
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NowAct = null;
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}
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/// <summary>
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/// プレイヤーを追従
|
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/// </summary>
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/// <returns></returns>
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protected IEnumerator PlayerDirection() {
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var now_rot = transform.localRotation.eulerAngles.z;// 今の角度
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var goal_rot = Enemy_Collision.playerPos.z; // 変更するまでの角度
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float rotSpeed = 2f;
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while (f <= 1) {
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f += Time.deltaTime * rotSpeed;
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gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_rot, goal_rot, f));
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Vector3 target = (Enemy_Collision.playerPos - transform.position).normalized;
|
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if (Vector3.Dot(target, transform.forward.normalized) < -0.9) {
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print("回転終了!");
|
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break;
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}
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yield return null;
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}
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Now_Direction = null;
|
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}
|
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}
|
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```
|
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|
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```C#
|
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|
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using System;
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|
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using System.Collections;
|
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|
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using System.Collections.Generic;
|
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|
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|
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using UnityEngine;
|
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+
|
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|
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|
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|
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[CreateAssetMenu(fileName = "Enemy", menuName = "ScriptableObjects/CreateAsset")]
|
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+
|
355
|
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public class Enemy_Status : ScriptableObject
|
356
|
+
|
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|
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{
|
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+
|
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|
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public float enemy_Speed = 0.1f;// スピード
|
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|
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|
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}
|
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|
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|
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|
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|
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|
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```
|
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|
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|
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```C#
|
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|
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|
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|
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using System.Collections;
|
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|
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|
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using System.Collections.Generic;
|
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|
+
|
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|
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using UnityEngine;
|
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|
+
|
375
|
+
|
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|
+
|
377
|
+
public class Enemy_Collision : MonoBehaviour
|
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|
+
|
379
|
+
{
|
380
|
+
|
381
|
+
public bool follow { get; private set; } // フォロー中か?
|
382
|
+
|
383
|
+
public static Vector3 playerPos { get; private set; }//プレイヤーの座標
|
384
|
+
|
385
|
+
|
386
|
+
|
387
|
+
private void OnTriggerStay2D(Collider2D collision) {
|
388
|
+
|
389
|
+
|
390
|
+
|
391
|
+
if (collision.CompareTag("Player")) {
|
392
|
+
|
393
|
+
|
394
|
+
|
395
|
+
follow = true;
|
396
|
+
|
397
|
+
playerPos = collision.transform.position;
|
398
|
+
|
399
|
+
}
|
400
|
+
|
401
|
+
}
|
402
|
+
|
403
|
+
private void OnTriggerExit2D(Collider2D collision) {
|
404
|
+
|
405
|
+
|
406
|
+
|
407
|
+
if (collision.CompareTag("Player")) {
|
408
|
+
|
409
|
+
|
410
|
+
|
411
|
+
follow = false;
|
412
|
+
|
413
|
+
}
|
414
|
+
|
415
|
+
}
|
416
|
+
|
417
|
+
}
|
418
|
+
|
419
|
+
```
|
420
|
+
|
421
|
+
|
422
|
+
|
423
|
+
↓ここで内積を求めて、視覚内に入っているかどうかを確認する。
|
424
|
+
|
425
|
+
```C#
|
86
426
|
|
87
427
|
var a = transform.up.normalized;
|
88
428
|
|
@@ -96,344 +436,18 @@
|
|
96
436
|
|
97
437
|
|
98
438
|
|
99
|
-
|
439
|
+
|
100
|
-
|
101
|
-
|
102
|
-
|
103
|
-
if (NowAct != null) {//NowActの中がnullでない場合、非追従処理が走っている可能性が高い。→非追従処理を止めて、破棄。
|
104
|
-
|
105
|
-
|
106
|
-
|
107
|
-
StopCoroutine(NowAct);
|
108
|
-
|
109
|
-
NowAct = null;
|
110
|
-
|
111
|
-
}
|
112
|
-
|
113
|
-
|
114
|
-
|
115
|
-
|
116
|
-
|
117
|
-
print("視界に入っている");
|
118
|
-
|
119
|
-
|
120
|
-
|
121
|
-
if(rad != 0) {
|
122
|
-
|
123
|
-
|
124
|
-
|
125
|
-
var now_Z = transform.localRotation.eulerAngles.z;//現在角度.z
|
126
|
-
|
127
|
-
var new_Z = now_Z + (-playerPos.transform.rotation.z);//目標角度.z
|
128
|
-
|
129
|
-
|
130
|
-
|
131
|
-
float rotspeed = 3;//回転速度
|
132
|
-
|
133
|
-
|
134
|
-
|
135
|
-
float f = 0;//回転進行度
|
136
|
-
|
137
|
-
|
138
|
-
|
139
|
-
while (f <= 1) {
|
140
|
-
|
141
|
-
|
142
|
-
|
143
|
-
f += Time.deltaTime * rotspeed;
|
144
|
-
|
145
|
-
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_Z, new_Z, f));
|
146
|
-
|
147
|
-
}
|
148
|
-
|
149
|
-
|
150
|
-
|
151
|
-
// 追従
|
152
|
-
|
153
|
-
my_Vec.position += (Enemy_Collision.playerPos - transform.position) * enemy.enemy_Speed;
|
154
|
-
|
155
|
-
transform.position += my_Vec.position * Time.deltaTime;
|
156
|
-
|
157
|
-
}
|
158
|
-
|
159
|
-
return;
|
160
|
-
|
161
|
-
}
|
162
|
-
|
163
|
-
else {
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
if (NowAct == null) {// ランダムに回転・移動
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
NowAct = Nolock_Action();
|
172
|
-
|
173
|
-
StartCoroutine(NowAct);
|
174
|
-
|
175
|
-
}
|
176
|
-
|
177
|
-
}
|
178
|
-
|
179
|
-
}
|
180
|
-
|
181
|
-
}
|
182
440
|
|
183
441
|
```
|
184
442
|
|
185
|
-
|
443
|
+
|
186
|
-
|
187
|
-
|
444
|
+
|
188
|
-
|
189
|
-
using System.Collections.Generic;
|
190
|
-
|
191
|
-
using UnityEngine;
|
192
|
-
|
193
|
-
|
194
|
-
|
195
|
-
public class RandomMove : MonoBehaviour
|
196
|
-
|
197
|
-
{
|
198
|
-
|
199
|
-
protected IEnumerator NowAct;
|
200
|
-
|
201
|
-
protected IEnumerator Now_Direction;
|
202
|
-
|
203
|
-
|
204
|
-
|
205
|
-
/// <summary>
|
206
|
-
|
207
|
-
/// 非捕捉状態のときの挙動
|
208
|
-
|
209
|
-
/// </summary>
|
210
|
-
|
211
|
-
protected IEnumerator Nolock_Action()
|
212
|
-
|
213
|
-
{
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
var now_Z = transform.localRotation.eulerAngles.z;//現在角度.z
|
218
|
-
|
219
|
-
var new_Z = now_Z + Random.Range(60f, -60f);//目標角度.z
|
220
|
-
|
221
|
-
|
222
|
-
|
223
|
-
float rotspeed = 3;//回転速度
|
224
|
-
|
225
|
-
|
226
|
-
|
227
|
-
float f = 0;//回転進行度
|
228
|
-
|
229
|
-
|
230
|
-
|
231
|
-
while (f <= 1) {
|
232
|
-
|
233
|
-
|
234
|
-
|
235
|
-
f += Time.deltaTime * rotspeed;
|
236
|
-
|
237
|
-
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_Z, new_Z, f));
|
238
|
-
|
239
|
-
|
240
|
-
|
241
|
-
yield return null;
|
242
|
-
|
243
|
-
}
|
244
|
-
|
245
|
-
|
246
|
-
|
247
|
-
float speed;// 移動スピード
|
248
|
-
|
249
|
-
|
445
|
+
そのあと角度を見て、足りない分回転をします。
|
250
|
-
|
251
|
-
|
252
|
-
|
253
|
-
|
446
|
+
|
254
|
-
|
255
|
-
float time_Max = 3;
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
uint move_sens = 0x00000001;
|
260
|
-
|
261
|
-
|
262
|
-
|
263
|
-
speed = Random.Range(0, speed_Max);
|
264
|
-
|
265
|
-
|
266
|
-
|
267
|
-
while (time < time_Max) {
|
268
|
-
|
269
|
-
var delta = Time.deltaTime;
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
time += delta;
|
274
|
-
|
275
|
-
var puls = (speed * delta) * move_sens;
|
276
|
-
|
277
|
-
|
278
|
-
|
279
|
-
transform.Translate(0, puls, 0);
|
280
|
-
|
281
|
-
|
282
|
-
|
283
|
-
yield return null;
|
284
|
-
|
285
|
-
}
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
NowAct = null;
|
290
|
-
|
291
|
-
}
|
292
|
-
|
293
|
-
/// <summary>
|
294
|
-
|
295
|
-
/// プレイヤーを追従
|
296
|
-
|
297
|
-
/// </summary>
|
298
|
-
|
299
|
-
/// <returns></returns>
|
300
|
-
|
301
|
-
protected IEnumerator PlayerDirection() {
|
302
|
-
|
303
|
-
|
304
|
-
|
305
|
-
var now_rot = transform.localRotation.eulerAngles.z;// 今の角度
|
306
|
-
|
307
|
-
var goal_rot = Enemy_Collision.playerPos.z; // 変更するまでの角度
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
float rotSpeed = 2f;
|
312
|
-
|
313
|
-
float f = 0f;
|
314
|
-
|
315
|
-
|
316
|
-
|
317
|
-
|
318
|
-
|
319
|
-
|
320
|
-
|
321
|
-
while (f <= 1) {
|
322
|
-
|
323
|
-
|
324
|
-
|
325
|
-
f += Time.deltaTime * rotSpeed;
|
326
|
-
|
327
|
-
gameObject.transform.rotation = Quaternion.Euler(0, 0, Mathf.LerpAngle(now_rot, goal_rot, f));
|
328
|
-
|
329
|
-
|
330
|
-
|
331
|
-
Vector3 target = (Enemy_Collision.playerPos - transform.position).normalized;
|
332
|
-
|
333
|
-
if (Vector3.Dot(target, transform.forward.normalized) < -0.9) {
|
334
|
-
|
335
|
-
|
336
|
-
|
337
|
-
print("回転終了!");
|
338
|
-
|
339
|
-
break;
|
340
|
-
|
341
|
-
}
|
342
|
-
|
343
|
-
yield return null;
|
344
|
-
|
345
|
-
}
|
346
|
-
|
347
|
-
|
348
|
-
|
349
|
-
Now_Direction = null;
|
350
|
-
|
351
|
-
}
|
352
|
-
|
353
|
-
}
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
```
|
358
|
-
|
359
|
-
```C#
|
360
|
-
|
361
|
-
using System;
|
362
|
-
|
363
|
-
using System.Collections;
|
364
|
-
|
365
|
-
using System.Collections.Generic;
|
366
|
-
|
367
|
-
using UnityEngine;
|
368
|
-
|
369
|
-
|
370
|
-
|
371
|
-
[CreateAssetMenu(fileName = "Enemy", menuName = "ScriptableObjects/CreateAsset")]
|
372
|
-
|
373
|
-
public class Enemy_Status : ScriptableObject
|
374
|
-
|
375
|
-
{
|
376
|
-
|
377
|
-
public float enemy_Speed = 0.1f;// スピード
|
378
|
-
|
379
|
-
}
|
380
|
-
|
381
|
-
|
382
|
-
|
383
|
-
```
|
384
|
-
|
385
|
-
```C#
|
386
|
-
|
387
|
-
using System.Collections;
|
388
|
-
|
389
|
-
using System.Collections.Generic;
|
390
|
-
|
391
|
-
using UnityEngine;
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
public class Enemy_Collision : MonoBehaviour
|
396
|
-
|
397
|
-
{
|
398
|
-
|
399
|
-
|
447
|
+
そのあとに追従をするように書いたのですが、赤い範囲の中に入っていないにも関わらず、視界内とコンソールに表示されます。どうしてでしょうか?
|
400
|
-
|
401
|
-
|
448
|
+
|
402
|
-
|
403
|
-
|
404
|
-
|
405
|
-
private void OnTriggerStay2D(Collider2D collision) {
|
406
|
-
|
407
|
-
|
408
|
-
|
409
|
-
if (collision.CompareTag("Player")) {
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
follow = true;
|
414
|
-
|
415
|
-
playerPos = collision.transform.position;
|
416
|
-
|
417
|
-
|
449
|
+
、
|
418
|
-
|
419
|
-
|
450
|
+
|
420
|
-
|
421
|
-
|
451
|
+
|
422
|
-
|
423
|
-
|
424
|
-
|
425
|
-
if (collision.CompareTag("Player")) {
|
426
|
-
|
427
|
-
|
428
|
-
|
429
|
-
follow = false;
|
430
|
-
|
431
|
-
}
|
432
|
-
|
433
|
-
}
|
434
|
-
|
435
|
-
}
|
436
|
-
|
437
|
-
```
|
438
452
|
|
439
453
|
どうか回答お願いします。
|