質問編集履歴
1
チュートリアルの¥スクリプトの追加をしました。
test
CHANGED
File without changes
|
test
CHANGED
@@ -222,6 +222,156 @@
|
|
222
222
|
|
223
223
|
}
|
224
224
|
|
225
|
+
|
226
|
+
|
227
|
+
```
|
228
|
+
|
229
|
+
|
230
|
+
|
231
|
+
```
|
232
|
+
|
233
|
+
チュートリアルのスクリプト
|
234
|
+
|
235
|
+
using UnityEngine;
|
236
|
+
|
237
|
+
|
238
|
+
|
239
|
+
public class ShellExplosion : MonoBehaviour
|
240
|
+
|
241
|
+
{
|
242
|
+
|
243
|
+
public LayerMask m_TankMask;
|
244
|
+
|
245
|
+
public ParticleSystem m_ExplosionParticles;
|
246
|
+
|
247
|
+
public AudioSource m_ExplosionAudio;
|
248
|
+
|
249
|
+
public float m_MaxDamage = 100f;
|
250
|
+
|
251
|
+
public float m_ExplosionForce = 1000f;
|
252
|
+
|
253
|
+
public float m_MaxLifeTime = 2f;
|
254
|
+
|
255
|
+
public float m_ExplosionRadius = 5f;
|
256
|
+
|
257
|
+
|
258
|
+
|
259
|
+
|
260
|
+
|
261
|
+
private void Start()
|
262
|
+
|
263
|
+
{
|
264
|
+
|
265
|
+
Destroy(gameObject, m_MaxLifeTime);
|
266
|
+
|
267
|
+
}
|
268
|
+
|
269
|
+
|
270
|
+
|
271
|
+
|
272
|
+
|
273
|
+
private void OnTriggerEnter(Collider other)
|
274
|
+
|
275
|
+
{
|
276
|
+
|
277
|
+
// Find all the tanks in an area around the shell and damage them.
|
278
|
+
|
279
|
+
Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);
|
280
|
+
|
281
|
+
|
282
|
+
|
283
|
+
for (int i = 0; i < colliders.Length; i++)
|
284
|
+
|
285
|
+
{
|
286
|
+
|
287
|
+
Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody>();
|
288
|
+
|
289
|
+
|
290
|
+
|
291
|
+
if (!targetRigidbody)
|
292
|
+
|
293
|
+
continue;
|
294
|
+
|
295
|
+
|
296
|
+
|
297
|
+
targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);
|
298
|
+
|
299
|
+
|
300
|
+
|
301
|
+
TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth>();
|
302
|
+
|
303
|
+
|
304
|
+
|
305
|
+
if (!targetHealth)
|
306
|
+
|
307
|
+
continue;
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
float damage = CalculateDamage(targetRigidbody.position);
|
312
|
+
|
313
|
+
|
314
|
+
|
315
|
+
targetHealth.TakeDamage(damage);
|
316
|
+
|
317
|
+
}
|
318
|
+
|
319
|
+
|
320
|
+
|
321
|
+
m_ExplosionParticles.transform.parent = null;
|
322
|
+
|
323
|
+
|
324
|
+
|
325
|
+
m_ExplosionParticles.Play();
|
326
|
+
|
327
|
+
|
328
|
+
|
329
|
+
m_ExplosionAudio.Play();
|
330
|
+
|
331
|
+
|
332
|
+
|
333
|
+
Destroy (m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);
|
334
|
+
|
335
|
+
Destroy (gameObject);
|
336
|
+
|
337
|
+
}
|
338
|
+
|
339
|
+
|
340
|
+
|
341
|
+
|
342
|
+
|
343
|
+
private float CalculateDamage(Vector3 targetPosition)
|
344
|
+
|
345
|
+
{
|
346
|
+
|
347
|
+
// Calculate the amount of damage a target should take based on it's position.
|
348
|
+
|
349
|
+
Vector3 explosionToTarget = targetPosition - transform.position;
|
350
|
+
|
351
|
+
|
352
|
+
|
353
|
+
float explosionDistance = explosionToTarget.magnitude;
|
354
|
+
|
355
|
+
|
356
|
+
|
357
|
+
float relativeDistance = (m_ExplosionRadius - explosionDistance) / m_ExplosionRadius;
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
float damage = relativeDistance * m_MaxDamage;
|
362
|
+
|
363
|
+
|
364
|
+
|
365
|
+
damage = Mathf.Max(0f, damage);
|
366
|
+
|
367
|
+
|
368
|
+
|
369
|
+
return damage;
|
370
|
+
|
371
|
+
}
|
372
|
+
|
373
|
+
}
|
374
|
+
|
225
375
|
```
|
226
376
|
|
227
377
|
|