プレーヤーのステータス⑤(ゲームオーバーシーンの作成)
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ゲームオーバーシーンに遷移する
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
// ★★★(追加)
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour {
public GameObject effectPrefab;
public AudioClip damageSound;
public AudioClip destroySound;
public int playerHP;
private Slider playerHPSlider;
public GameObject[] playerIcons;
public int destroyCount = 0;
void Start(){
playerHPSlider = GameObject.Find ("PlayerHPSlider").GetComponent<Slider> ();
playerHPSlider.maxValue = playerHP;
playerHPSlider.value = playerHP;
}
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("EnemyMissile")) {
playerHP -= 1;
AudioSource.PlayClipAtPoint (damageSound, Camera.main.transform.position);
playerHPSlider.value = playerHP;
Destroy (other.gameObject);
if (playerHP == 0) {
destroyCount += 1;
UpdatePlayerIcons();
GameObject effect = Instantiate (effectPrefab, transform.position, Quaternion.identity) as GameObject;
Destroy (effect, 1.0f);
AudioSource.PlayClipAtPoint (destroySound, Camera.main.transform.position);
this.gameObject.SetActive(false);
// ★★★(追加)
// 破壊された回数によって場合分けを行います。
if(destroyCount < 5)
// リトライの命令ブロック(メソッド)を1秒後に呼び出す。
Invoke("Retry", 1.0f);
else
// ゲームオーバーシーンに遷移する。
SceneManager.LoadScene("GameOver"); // (ポイント)GameOverはシーンの名前と一言一句全て同じであること
}
}
}
void UpdatePlayerIcons(){
for(int i = 0; i < playerIcons.Length; i++){
if (destroyCount <= i)
playerIcons [i].SetActive (true);
else
playerIcons [i].SetActive (false);
}
}
void Retry(){
this.gameObject.SetActive (true);
playerHP = 5;
playerHPSlider.value = playerHP;
}
}
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Danmaku I(基礎1/全22回)
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ゲームオーバーシーンに遷移する
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
// ★★★(追加)
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour {
public GameObject effectPrefab;
public AudioClip damageSound;
public AudioClip destroySound;
public int playerHP;
private Slider playerHPSlider;
public GameObject[] playerIcons;
public int destroyCount = 0;
void Start(){
playerHPSlider = GameObject.Find ("PlayerHPSlider").GetComponent<Slider> ();
playerHPSlider.maxValue = playerHP;
playerHPSlider.value = playerHP;
}
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("EnemyMissile")) {
playerHP -= 1;
AudioSource.PlayClipAtPoint (damageSound, Camera.main.transform.position);
playerHPSlider.value = playerHP;
Destroy (other.gameObject);
if (playerHP == 0) {
destroyCount += 1;
UpdatePlayerIcons();
GameObject effect = Instantiate (effectPrefab, transform.position, Quaternion.identity) as GameObject;
Destroy (effect, 1.0f);
AudioSource.PlayClipAtPoint (destroySound, Camera.main.transform.position);
this.gameObject.SetActive(false);
// ★★★(追加)
// 破壊された回数によって場合分けを行います。
if(destroyCount < 5)
// リトライの命令ブロック(メソッド)を1秒後に呼び出す。
Invoke("Retry", 1.0f);
else
// ゲームオーバーシーンに遷移する。
SceneManager.LoadScene("GameOver"); // (ポイント)GameOverはシーンの名前と一言一句全て同じであること
}
}
}
void UpdatePlayerIcons(){
for(int i = 0; i < playerIcons.Length; i++){
if (destroyCount <= i)
playerIcons [i].SetActive (true);
else
playerIcons [i].SetActive (false);
}
}
void Retry(){
this.gameObject.SetActive (true);
playerHP = 5;
playerHPSlider.value = playerHP;
}
}
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プレーヤーのステータス⑤(ゲームオーバーシーンの作成)