質問編集履歴
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ご質問頂いた部分のソースコードを公開しました
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使用言語…C#
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バージョン…unity5.5.0f3
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###加筆情報
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ご質問を頂いたので今回の質問に関連する移動物体(プレイヤー、敵の弾)の移動処理のコードを掲載させて頂きます
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プレイヤー移動処理部分
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```C#
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//タッチ環境か確認
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if (Input.touchSupported) {
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//水平移動
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if (Input.touchCount > 0) {
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Touch touch = Input.GetTouch (0);
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foreach (Touch t in Input.touches) {
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switch(t.phase)
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{
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//タッチ瞬間の処理
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//Prefab(弾)をプレイヤー中心のちょい上に生成
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case TouchPhase.Began:
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intervalTime += Time.deltaTime;
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Instantiate(Prefab, new Vector3(transform.position.x, transform.position.y + 0.75f, transform.position.z), Quaternion.identity);
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break;
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//タッチ移動中、固定中の処理
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//指の移動量に比例したx-z水平移動
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//Prefab(弾)をプレイヤー中心のちょい上に生成
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case TouchPhase.Moved:
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case TouchPhase.Stationary:
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float x = touch.deltaPosition.x;
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float z = touch.deltaPosition.y;
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transform.Translate(x * Vector3.right * Time.deltaTime * xspeed , Space.World);
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transform.Translate(z * Vector3.forward * Time.deltaTime * zspeed , Space.World );
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intervalTime += Time.deltaTime;
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if (intervalTime >= 0.1f) {
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intervalTime = 0.0f;
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Instantiate(Prefab, new Vector3(transform.position.x, transform.position.y + 0.75f, transform.position.z), Quaternion.identity);
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}
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break;
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case TouchPhase.Ended:
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case TouchPhase.Canceled:
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break;
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}
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}
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}
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//タッチ環境でない場合
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if (!Input.touchSupported) {
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//水平値垂直値に比例したx-z水平移動
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float x = Input.GetAxis("Horizontal");
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float z = Input.GetAxis("Vertical");
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if(Input.GetButton("Horizontal")){
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transform.Translate(4 * x * Vector3.right * Time.deltaTime * xspeed , Space.World);
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}
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if(Input.GetButton("Vertical")){
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transform.Translate(4 * z * Vector3.forward * Time.deltaTime * zspeed , Space.World );
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}
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//Prefab(弾)をプレイヤー中心のちょい上に生成
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intervalTime += Time.deltaTime;
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if (Input.GetKey("z")) {
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if (intervalTime >= 0.1f) {
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intervalTime = 0.0f;
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Instantiate(Prefab, new Vector3(transform.position.x, transform.position.y + 0.75f, transform.position.z), Quaternion.identity);
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}
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}
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}
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}
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```
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敵の弾(ザコ)移動処理部分
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```C#
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void Start () {
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//Playerタグがついてるオブジェクトに正面を向ける
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target = GameObject.FindGameObjectWithTag("Player");
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transform.LookAt(target.transform.position);
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this.transform.rotation = Quaternion.Euler(x, transform.eulerAngles.y , z);
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//?秒後に消える
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Destroy(this.gameObject, 4);
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}
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void Update () {
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//ローカル軸座標zをbulletSpeedで移動
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transform.Translate( 0, 0, bulletSpeed * Time.deltaTime, Space.Self);
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}
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```
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敵の弾(ボス)移動処理部分
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```C#
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void Start () {
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angle = 0;
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bulletSpeed = 0;
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//射出角度y=0,90,180,270に飛ばしx-z平面の四方へ向かせる
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this.transform.rotation = Quaternion.Euler( x, y, z);
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//?秒後に消える
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Destroy(this.gameObject, 8);
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}
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void Update () {
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bulletSpeed += 0.08f;
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angle += 3.0f;
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//x-z平面を円形が広がるような移動
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transform.Translate( bulletSpeed * Mathf.Cos(angle * (Mathf.PI / 180)) * Time.deltaTime, 0,
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bulletSpeed * Mathf.Sin(angle * (Mathf.PI / 180)) * Time.deltaTime, Space.Self);
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}
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```
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