複数ステージ⑧(ゲームデータをリセットする)
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スコアデータをリセットする
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour
{
public static int score = 0;
private Text scoreLabel;
void Start()
{
scoreLabel = this.gameObject.GetComponent<Text>();
scoreLabel.text = "Score " + score;
}
public void AddScore(int amount)
{
score += amount;
scoreLabel.text = "Score " + score;
}
// ★追加(スコアデータをリセットするメソッド)
public void ScoreReset()
{
score = 0;
}
}
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ゲームオーバーになったらデータをリセットする
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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 static int destroyCount = 0;
public bool isMuteki = false;
// ★追加
private ScoreManager scoreManager;
void Start()
{
// ★追加(ScoreLabelオブジェクトに付いているScoreManagerスクリプトにアクセスする。)
scoreManager = GameObject.Find("ScoreLabel").GetComponent<ScoreManager>();
UpdatePlayerIcons();
playerHPSlider = GameObject.Find("PlayerHPSlider").GetComponent<Slider>();
playerHPSlider.maxValue = playerHP;
playerHPSlider.value = playerHP;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("EnemyMissile") && isMuteki == false)
{
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);
Destroy(effect, 1.0f);
AudioSource.PlayClipAtPoint(destroySound, Camera.main.transform.position);
this.gameObject.SetActive(false);
// ★追加
if (destroyCount < 5)
{
Invoke("Retry", 1.0f);
}
else
{
destroyCount = 0; // ★追加(ゲームオーバーになったら残機数をリセットする。)
scoreManager.ScoreReset(); // ★追加(ゲームオーバーになったらスコアをリセットする。)
SceneManager.LoadScene("GameOver");
}
}
}
}
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;
isMuteki = true;
Invoke("MutekiOff", 2.0f);
}
void MutekiOff()
{
isMuteki = false;
}
public void AddHP(int amount)
{
playerHP += amount;
if (playerHP > 5)
{
playerHP = 5;
}
playerHPSlider.value = playerHP;
}
public void Player1Up(int amount)
{
destroyCount -= amount;
if (destroyCount < 0)
{
destroyCount = 0;
}
UpdatePlayerIcons();
}
}
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Danmaku Ⅱ(基礎2/全24回)
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スコアデータをリセットする
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour
{
public static int score = 0;
private Text scoreLabel;
void Start()
{
scoreLabel = this.gameObject.GetComponent<Text>();
scoreLabel.text = "Score " + score;
}
public void AddScore(int amount)
{
score += amount;
scoreLabel.text = "Score " + score;
}
// ★追加(スコアデータをリセットするメソッド)
public void ScoreReset()
{
score = 0;
}
}
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ゲームオーバーになったらデータをリセットする
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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 static int destroyCount = 0;
public bool isMuteki = false;
// ★追加
private ScoreManager scoreManager;
void Start()
{
// ★追加(ScoreLabelオブジェクトに付いているScoreManagerスクリプトにアクセスする。)
scoreManager = GameObject.Find("ScoreLabel").GetComponent<ScoreManager>();
UpdatePlayerIcons();
playerHPSlider = GameObject.Find("PlayerHPSlider").GetComponent<Slider>();
playerHPSlider.maxValue = playerHP;
playerHPSlider.value = playerHP;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("EnemyMissile") && isMuteki == false)
{
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);
Destroy(effect, 1.0f);
AudioSource.PlayClipAtPoint(destroySound, Camera.main.transform.position);
this.gameObject.SetActive(false);
// ★追加
if (destroyCount < 5)
{
Invoke("Retry", 1.0f);
}
else
{
destroyCount = 0; // ★追加(ゲームオーバーになったら残機数をリセットする。)
scoreManager.ScoreReset(); // ★追加(ゲームオーバーになったらスコアをリセットする。)
SceneManager.LoadScene("GameOver");
}
}
}
}
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;
isMuteki = true;
Invoke("MutekiOff", 2.0f);
}
void MutekiOff()
{
isMuteki = false;
}
public void AddHP(int amount)
{
playerHP += amount;
if (playerHP > 5)
{
playerHP = 5;
}
playerHPSlider.value = playerHP;
}
public void Player1Up(int amount)
{
destroyCount -= amount;
if (destroyCount < 0)
{
destroyCount = 0;
}
UpdatePlayerIcons();
}
}
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複数ステージ⑧(ゲームデータをリセットする)