質問編集履歴
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追記コード
test
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```
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追記コード
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```
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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 crowdHuman : MonoBehaviour
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{
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private float chargeTime;//動く時間
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private float timeCount;
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private float speed;//移動スピード
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private float speed_Min;//Minスピード
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private float speed_Max;//Maxスピード
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Vector3 direction;//移動方向
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Vector3 pos;//自分の位置
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Vector3 minMoveArea = new Vector3(-8.9f, -4.9f, 0);//移動範囲(最小)
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Vector3 maxMoveArea = new Vector3(-4.9f, 4.9f, 0);//移動範囲(最大)
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Vector3 WorldPoint;
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public Sprite[] HumanSprites;
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Sprite HumanSprite;
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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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chargeTime = 0.9f;
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//開始時の移動方向を決める
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direction = RandomDirection();
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//移動スピードをランダムに決める
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speed_Min = 0.01f;
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speed_Max = 0.02f;
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speed = Random.Range(speed_Min, speed_Max);
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//自分の位置を取得
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Transform myTransform = this.transform;
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pos = myTransform.position;
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HumanSprites = Resources.LoadAll<Sprite>("image");
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int i = Random.Range(0, 3);
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HumanSprite = HumanSprites[i];
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this.GetComponent<Image>().sprite = HumanSprite;
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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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timeCount += Time.deltaTime;
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WorldPoint = transform.TransformPoint(pos);
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//枠から出たら逆方向を向く
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//if ((pos.x < minMoveArea.x)||(pos.y < minMoveArea.y)||(pos.x > maxMoveArea.x)||(pos.y > maxMoveArea.y))
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if ((WorldPoint.x < minMoveArea.x) || (WorldPoint.y < minMoveArea.y) || (WorldPoint.x > maxMoveArea.x) || (WorldPoint.y > maxMoveArea.y))
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{
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Turn();
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//それ以外の場合は進む
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}
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else
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{
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transform.position += direction * speed;
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//指定した時間を経過すると
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if (timeCount > chargeTime)
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{
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//進路をランダムに変更する
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direction = RandomDirection();
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//TimeCountを0に戻す
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timeCount = 0;
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}
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}
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}
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void Turn()
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{
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//タイムカウントを0に戻す。
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timeCount = 0;
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if (WorldPoint.y > maxMoveArea.y)
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{
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transform.position = new Vector3(transform.position.x, maxMoveArea.y-0.2f, transform.position.z);
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direction = Vector3.down;
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}
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else if (WorldPoint.y < minMoveArea.y)
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{
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transform.position = new Vector3(transform.position.x, minMoveArea.y+0.2f, transform.position.z);
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direction = Vector3.up;
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}
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else if (WorldPoint.x < minMoveArea.x)
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{
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transform.position = new Vector3(minMoveArea.x+0.2f, transform.position.y, transform.position.z);
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direction = Vector3.right;
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}
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else if (WorldPoint.x > maxMoveArea.x)
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{
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transform.position = new Vector3(maxMoveArea.x, transform.position.y, transform.position.z);
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direction = Vector3.left;
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}
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}
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Vector3 RandomDirection()
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{
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int r = Random.Range(0, 4);
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switch (r)
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{
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default:
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case 0:
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return Vector3.up;
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case 1:
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return Vector3.down;
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case 2:
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return Vector3.left;
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case 3:
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return Vector3.right;
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}
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}
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}
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```
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