回答編集履歴
5
文法の修正
test
CHANGED
@@ -154,8 +154,6 @@
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rb2D = GetComponent<Rigidbody2D>();
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-
pObject.gameObject.SetActive(false);
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-
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}
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@@ -186,16 +184,12 @@
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GameOverGUI.SendMessage("Lose");
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pObject.gameObject.SetActive(true);
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-
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yield return new WaitForSeconds(1f);
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pObject.gameObject.SetActive(false);
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gameObject.SetActive (false);
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while(!Input.GetMouseButtonDown(0)) { yield return 0; }
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4
文法の修正
test
CHANGED
@@ -132,12 +132,6 @@
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public class CubeController : MonoBehaviour {
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[SerializeField]
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-
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ParticleSystem pObject;
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private Explodable _explodable;
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-
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public AudioClip Point;
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private AudioSource audioSource1;
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@@ -160,8 +154,6 @@
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rb2D = GetComponent<Rigidbody2D>();
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-
_explodable = GetComponent<Explodable>();
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-
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pObject.gameObject.SetActive(false);
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}
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3
文法の修正
test
CHANGED
@@ -176,18 +176,6 @@
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Jump ();
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}
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-
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if (gameover == true) {
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-
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// _explodable.explode();
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-
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// ExplosionForce ef = GameObject.FindObjectOfType<ExplosionForce>();
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-
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// ef.doExplosion(transform.position);
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-
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}
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-
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}
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2
文法の修正
test
CHANGED
@@ -115,3 +115,137 @@
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}
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```
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から
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120
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121
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```c#
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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.SceneManagement;
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public class CubeController : MonoBehaviour {
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[SerializeField]
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ParticleSystem pObject;
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private Explodable _explodable;
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public AudioClip Point;
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private AudioSource audioSource1;
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private Rigidbody2D rb2D;
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private float jumpForce = 4.0f;
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public GameObject Score;
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public GameObject GameOverGUI;
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private bool gameover = false;
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private void Start () {
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gameObject.SetActive (true);
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rb2D = GetComponent<Rigidbody2D>();
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_explodable = GetComponent<Explodable>();
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pObject.gameObject.SetActive(false);
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}
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void Update () {
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//gameoverフラグがtrueになった時、ジャンプできないようにする
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if (Input.GetMouseButtonDown (0) && !gameover) {
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Jump ();
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}
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if (gameover == true) {
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// _explodable.explode();
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// ExplosionForce ef = GameObject.FindObjectOfType<ExplosionForce>();
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// ef.doExplosion(transform.position);
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}
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}
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void Jump(){
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rb2D.velocity = new Vector2(rb2D.velocity.x, jumpForce);
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}
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IEnumerator OnCollisionEnter2D (Collision2D collision) {
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gameover = true;
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GameOverGUI.SendMessage("Lose");
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pObject.gameObject.SetActive(true);
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yield return new WaitForSeconds(1f);
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pObject.gameObject.SetActive(false);
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gameObject.SetActive (false);
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while(!Input.GetMouseButtonDown(0)) { yield return 0; }
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Application.LoadLevel("TitleScene");
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}
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void OnTriggerEnter2D (Collider2D col){
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audioSource1 = gameObject.GetComponent<AudioSource> ();
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audioSource1.clip = Point;
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audioSource1.Play ();
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//Score(GUIText)のScoreUpメソッドを呼び出す
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Score.SendMessage ("ScoreUp", 1);
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//何度も加点されないように削除しておく
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Destroy (col.gameObject);
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}
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}
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```
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に変更したところ直りました。
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1
文法の修正
test
CHANGED
@@ -1 +1,117 @@
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1
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+
```c#
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2
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3
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using System.Collections;
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4
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5
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using System.Collections.Generic;
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6
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1
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-
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7
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using UnityEngine;
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8
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+
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9
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10
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+
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11
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public class CubeController : MonoBehaviour {
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12
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13
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public AudioClip Point;
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14
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15
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private AudioSource audioSource1;
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16
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17
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private Rigidbody2D rb2D;
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18
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19
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private float jumpForce = 4.0f;
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20
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public GameObject Score;
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public GameObject GameOverGUI;
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private bool gameover = false;
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27
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28
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// Use this for initialization
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30
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31
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private void Start () {
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rb2D = GetComponent<Rigidbody2D>();
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35
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}
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37
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38
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39
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void Update () {
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40
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41
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//gameoverフラグがtrueになった時、ジャンプできないようにする
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42
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43
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if(Input.GetMouseButtonDown(0) && !gameover){
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44
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45
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Jump();
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}
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48
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49
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if(gameover == true){
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50
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51
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//GAME OVERのGUIを表示する
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52
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53
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GameOverGUI.SendMessage("Lose");
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54
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55
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}
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56
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57
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}
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58
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59
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60
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61
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void Jump(){
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62
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63
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rb2D.velocity = new Vector2(rb2D.velocity.x, jumpForce);
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64
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65
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}
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66
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+
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67
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68
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+
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69
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private void OnCollisionEnter2D (Collision2D collision) {
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70
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71
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StartCoroutine(GameOver());
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72
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+
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73
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}
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74
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+
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75
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+
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76
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+
|
77
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void OnTriggerEnter2D (Collider2D col){
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78
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+
|
79
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+
audioSource1 = gameObject.GetComponent<AudioSource> ();
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80
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+
|
81
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+
audioSource1.clip = Point;
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82
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+
|
83
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audioSource1.Play ();
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84
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+
|
85
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+
//Score(GUIText)のScoreUpメソッドを呼び出す
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86
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+
|
87
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+
Score.SendMessage ("ScoreUp", 1);
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88
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+
|
89
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+
//何度も加点されないように削除しておく
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90
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+
|
91
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Destroy (col.gameObject);
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92
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+
|
93
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+
}
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94
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+
|
95
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+
|
96
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+
|
97
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+
IEnumerator GameOver() {
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98
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+
|
99
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+
// ゲームオーバーのフラグをtrueにする
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100
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+
|
101
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+
gameover = true;
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102
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+
|
103
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+
// マウス連打してたらスコアを見る暇もなくタイトルへ戻ってしまう対策、1秒待機
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104
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+
|
105
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+
yield return new WaitForSeconds(1f);
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106
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+
|
107
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+
// マウスクリックしたらゲームの最初に戻る
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108
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+
|
109
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+
while(!Input.GetMouseButtonDown(0)) { yield return 0; }
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110
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+
|
111
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+
Application.LoadLevel("TitleScene");
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112
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+
|
113
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+
}
|
114
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+
|
115
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}
|
116
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+
|
117
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+
```
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