敵の攻撃⑥(スパイラル弾)
![D95b8d6d ea4a 48a6 8764 bd2dd03eef8f](https://codegenius.org/uploads/slide/image/755/d95b8d6d-ea4a-48a6-8764-bd2dd03eef8f.jpeg)
![9fcb7fa9 71b4 4ede 9de2 604e0f24f0d6](https://codegenius.org/uploads/slide/image/756/9fcb7fa9-71b4-4ede-9de2-604e0f24f0d6.jpeg)
![4f2b9c2a 18aa 4575 b1c4 c4da3f5e4521](https://codegenius.org/uploads/slide/image/757/4f2b9c2a-18aa-4575-b1c4-c4da3f5e4521.jpeg)
![463380a6 ba49 4d3d 81f8 969fb2e3d414](https://codegenius.org/uploads/slide/image/758/463380a6-ba49-4d3d-81f8-969fb2e3d414.jpeg)
![C68c5099 c39c 4e04 8677 73dc2c146c31](https://codegenius.org/uploads/slide/image/759/c68c5099-c39c-4e04-8677-73dc2c146c31.jpeg)
速射弾からスパイラル弾への変化
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyFireMissileB : MonoBehaviour
{
public GameObject enemyMissilePrefab;
public float missileSpeed;
private int timeCount = 0;
void Update()
{
timeCount += 1;
if (timeCount % 5 == 0)
{
GameObject enemyMissile = Instantiate(enemyMissilePrefab, transform.position, Quaternion.identity) as GameObject;
Rigidbody enemyMissileRb = enemyMissile.GetComponent<Rigidbody>();
enemyMissileRb.AddForce(transform.forward * missileSpeed);
Destroy(enemyMissile, 10.0f);
}
// ★追加
// timeCountが500になった時、このオブジェクトにRotateスクリプトを付加する。
if (timeCount == 500)
{
this.gameObject.AddComponent<Rotate>().pos = new Vector3(0, 90, 0);
}
}
}
![A39bdd10 0632 4beb ba85 6e6d89e201c1](https://codegenius.org/uploads/slide/image/760/a39bdd10-0632-4beb-ba85-6e6d89e201c1.jpeg)
Danmaku Ⅱ(基礎2/全24回)
他のコースを見る![D95b8d6d ea4a 48a6 8764 bd2dd03eef8f](https://codegenius.org/uploads/slide/image/755/d95b8d6d-ea4a-48a6-8764-bd2dd03eef8f.jpeg)
![9fcb7fa9 71b4 4ede 9de2 604e0f24f0d6](https://codegenius.org/uploads/slide/image/756/9fcb7fa9-71b4-4ede-9de2-604e0f24f0d6.jpeg)
![4f2b9c2a 18aa 4575 b1c4 c4da3f5e4521](https://codegenius.org/uploads/slide/image/757/4f2b9c2a-18aa-4575-b1c4-c4da3f5e4521.jpeg)
![463380a6 ba49 4d3d 81f8 969fb2e3d414](https://codegenius.org/uploads/slide/image/758/463380a6-ba49-4d3d-81f8-969fb2e3d414.jpeg)
![C68c5099 c39c 4e04 8677 73dc2c146c31](https://codegenius.org/uploads/slide/image/759/c68c5099-c39c-4e04-8677-73dc2c146c31.jpeg)
速射弾からスパイラル弾への変化
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyFireMissileB : MonoBehaviour
{
public GameObject enemyMissilePrefab;
public float missileSpeed;
private int timeCount = 0;
void Update()
{
timeCount += 1;
if (timeCount % 5 == 0)
{
GameObject enemyMissile = Instantiate(enemyMissilePrefab, transform.position, Quaternion.identity) as GameObject;
Rigidbody enemyMissileRb = enemyMissile.GetComponent<Rigidbody>();
enemyMissileRb.AddForce(transform.forward * missileSpeed);
Destroy(enemyMissile, 10.0f);
}
// ★追加
// timeCountが500になった時、このオブジェクトにRotateスクリプトを付加する。
if (timeCount == 500)
{
this.gameObject.AddComponent<Rotate>().pos = new Vector3(0, 90, 0);
}
}
}
![A39bdd10 0632 4beb ba85 6e6d89e201c1](https://codegenius.org/uploads/slide/image/760/a39bdd10-0632-4beb-ba85-6e6d89e201c1.jpeg)
敵の攻撃⑥(スパイラル弾)